Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
104 lines
3.3 KiB
GDScript
104 lines
3.3 KiB
GDScript
# ViewEquipmentUI — GC_VIEW_EQUIP 的装备查看窗。
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# 服务器推送某个角色的 11 个传统可见装备位后自动刷新并置顶。
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extends Node
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const WEAR_NAMES := ["身体", "头部", "鞋子", "护腕", "武器", "项链", "耳环", "盾牌", "饰品 1", "饰品 2", "箭矢"]
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var client: Node
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var ui: CanvasLayer
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var proto: Node
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var item_list: RefCounted
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var _window: Control
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func setup(m2client: Node, manager: CanvasLayer, proto_node: Node = null, il: RefCounted = null) -> void:
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client = m2client
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ui = manager
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proto = proto_node
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item_list = il
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if client.has_signal("view_equipment"):
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client.view_equipment.connect(show_for)
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func show_for(vid: int) -> void:
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if client == null or not client.has_method("get_view_equipment"):
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return
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var equipment: Array = client.get_view_equipment(vid)
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if equipment.is_empty():
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return
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if is_instance_valid(_window):
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ui.close(_window)
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_window = _build_window(vid, equipment)
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ui.open(_window)
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func _build_window(vid: int, equipment: Array) -> Control:
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var win := Panel.new()
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win.name = "ViewEquipment"
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win.position = Vector2(1280, 180)
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win.size = Vector2(280, 390)
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var bg := StyleBoxFlat.new()
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bg.bg_color = Color(0.05, 0.06, 0.09, 0.94)
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bg.border_color = Color(0.65, 0.5, 0.2, 0.9)
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bg.set_border_width_all(1)
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bg.set_corner_radius_all(5)
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win.add_theme_stylebox_override("panel", bg)
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var title := Label.new()
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title.position = Vector2(12, 8)
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title.size = Vector2(220, 26)
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title.text = "%s 的装备" % _character_name(vid)
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title.add_theme_font_size_override("font_size", 16)
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win.add_child(title)
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var close := Button.new()
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close.text = "×"
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close.position = Vector2(238, 4)
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close.size = Vector2(34, 30)
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close.pressed.connect(func():
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if is_instance_valid(_window):
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ui.close(_window)
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_window = null)
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win.add_child(close)
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var list := VBoxContainer.new()
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list.position = Vector2(12, 42)
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list.size = Vector2(256, 336)
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list.add_theme_constant_override("separation", 3)
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win.add_child(list)
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for d in equipment:
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var wear := int(d.get("wear", 0))
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var line := Label.new()
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line.text = "%s: %s" % [_wear_name(wear), _item_name(int(d.get("vnum", 0)), int(d.get("count", 0)))]
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line.tooltip_text = _item_tooltip(d)
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line.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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list.add_child(line)
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return win
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func _character_name(vid: int) -> String:
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if client.has_method("get_entity"):
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var entity: Dictionary = client.get_entity(vid)
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if not entity.is_empty() and not String(entity.get("name", "")).is_empty():
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return String(entity["name"])
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return "角色 #%d" % vid
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func _wear_name(wear: int) -> String:
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return WEAR_NAMES[wear] if wear >= 0 and wear < WEAR_NAMES.size() else "装备 %d" % wear
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func _item_name(vnum: int, count: int) -> String:
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if vnum == 0:
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return "(空)"
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var name := "物品 #%d" % vnum
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if proto:
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var pd: Dictionary = proto.item(vnum)
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if not pd.is_empty():
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name = String(pd.get("locale_name", pd.get("name", name)))
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elif item_list and item_list.has(vnum):
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name = item_list.type_of(vnum)
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return "%s x%d" % [name, count] if count > 1 else name
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func _item_tooltip(d: Dictionary) -> String:
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var attrs: Array = d.get("attrs", [])
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if attrs.is_empty():
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return ""
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var lines := []
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for attr in attrs:
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lines.append("属性 %d: %+d" % [int(attr.get("type", 0)), int(attr.get("value", 0))])
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return "\n".join(lines)
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