fix(combat): hydrate skills on spawn/switch, fix grapple anti-cheat dc, monster spawn & cutscenes, and update README feature matrix

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CAtlas0784 committed 2026-09-15 19:47:53 +07:00
1 parent 5d141e617f
commit 5e25d474c3
8 files changed
+158 -77

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@@ -573,6 +573,9 @@ internal sealed partial class GameRouter
CombatWeaponDefinition weapon,
CombatStyleDefinition style)
{
var state = GetWorldState(ctx);
state.CombatProfilePublished = true;
// Switching/individually styling one weapon must never overwrite the character-wide
// FightStyleInfo map. OnSwitchFightStyle publishes that map explicitly.
await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
@@ -581,6 +584,7 @@ internal sealed partial class GameRouter
await PublishSkillBindings(ctx, unitId, weapon, style);
await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon,
CombatCodec.SpiritLastUsedWeapon(templateId, weapon.InstanceId));
ctx.Session.Log.Info($"[COMBAT] profile published unit={unitId} template={templateId} weapon={weapon.TemplateId}/{weapon.InstanceId} style={style.Id} skills={style.CommonSkill},{style.HeavyCommonSkill},{style.DodgeSkill},{style.ControlSkill},{weapon.ActiveSkill(style)},{weapon.UniqueSkill(style)}");
}
private static CombatStyleDefinition ResolveWeaponStyle(WorldEntryState state, CombatWeaponDefinition weapon)