Files
mtgodot-poc/project/atlas_test.gd
T
shenandClaude Sonnet 5 47baf6c0c6 Metin2 game client (P0–P11) + mobile asset pipeline
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
2026-08-31 20:02:12 +09:00

77 lines
2.7 KiB
GDScript

# atlas_test —— Atlas 大地图窗口的无资源 headless 自检。
# godot --headless --path project --script atlas_test.gd
extends SceneTree
const AtlasUI = preload("res://ui/atlas_ui.gd")
const UiManager = preload("res://ui/ui_manager.gd")
class FakeWorld extends Node:
func get_map_size_tiles() -> Vector2i: return Vector2i(2, 2)
func chunk_dir(_x: int, _y: int) -> String: return "/no-such-chunk"
func load_dds(_path: String): return null
class FakeClient extends Node:
var entities := {9: {"vid": 9, "pos": Vector3(2, 0, -2)}}
func get_party() -> Array: return [{"vid": 9, "leader": true}]
func get_entity(vid: int) -> Dictionary: return entities.get(vid, {})
func get_land_areas() -> Array:
return [{"x": 0, "y": 0, "width": 5000, "height": 5000, "guild_id": 7}]
func get_observers() -> Array:
return [{"vid": 9, "pos": Vector3(2, 0, -2)}]
func get_world_markers() -> Array:
return [{"pos": Vector3(-2, 0, 2)}]
var _fail := 0
func _ck(ok: bool, msg: String) -> void:
if not ok:
_fail += 1
printerr("FAIL: " + msg)
func _init() -> void:
await _run()
if _fail == 0:
print("PASS: atlas_test (window + drag + coordinate query)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
var world := FakeWorld.new()
get_root().add_child(world)
var ui: CanvasLayer = UiManager.new()
get_root().add_child(ui)
await process_frame
var player := Node3D.new()
player.position = Vector3(128, 0, 256)
get_root().add_child(player)
var client := FakeClient.new()
get_root().add_child(client)
var atlas: Node = AtlasUI.new()
get_root().add_child(atlas)
atlas.setup(world, ui, func() -> Node3D: return player, "test_map", client)
atlas.open()
_ck(atlas.is_open(), "atlas opens")
_ck(atlas._map != null and atlas._map.size == Vector2(256, 256), "atlas builds map texture")
_ck(String(atlas._coord.text).contains("X 12800") and String(atlas._coord.text).contains("Y 25600"),
"atlas reports player server-centimetre coordinates")
atlas._overlay.queue_redraw()
_ck(atlas._overlay.is_inside_tree(), "atlas world marker overlay is live")
var old_pos: Vector2 = atlas._map.position
var down := InputEventMouseButton.new()
down.button_index = MOUSE_BUTTON_LEFT
down.pressed = true
down.position = Vector2(100, 100)
atlas._on_map_input(down)
var drag := InputEventMouseMotion.new()
drag.position = Vector2(140, 120)
atlas._on_map_input(drag)
_ck(atlas._map.position != old_pos, "atlas left drag moves map")
var reset := InputEventMouseButton.new()
reset.button_index = MOUSE_BUTTON_RIGHT
reset.pressed = true
atlas._on_map_input(reset)
_ck(atlas._map.position == atlas._map_origin, "atlas right click recenters map")
atlas.close()
_ck(not atlas.is_open(), "atlas closes")