docs(skills): add comprehensive ananta-ps-engine skill with architecture, runbooks, and reference guides
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# Scene Switching, Weather Engine, and Map Warp Reference
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This document covers the mechanics for world region ("raid") switching, atmospheric/weather control, and the 2-click pin & warp map interaction.
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---
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## 1. Scene ("Raid") Switching (`SceneCatalog4229938.cs`)
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Ananta's open world is partitioned into distinct sub-regions, instances, and raids defined in `RaidConfig.json` and `MapentranceConfig.json`:
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### Triad ID Architecture
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Every scene transition requires three authoritative identifiers:
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1. **`raidId`**: The specific map/dungeon region (e.g. `23300888` for Main City, `23300999` for Longqi Mountain).
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2. **`instanceId`**: The active scene instance (e.g. `20001222`, `20001223`).
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3. **`universeId`**: The overarching world universe context (standard: `76000888`).
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### Dynamic Presets
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The server parses all valid map entrances dynamically into `SceneCatalog4229938.Presets`:
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- **Main City Center**: `raid: 23300888`, `x: 3142.7`, `y: 0`, `z: 2522.8`
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- **Airport District**: `raid: 23300888`, `x: -4468.3`, `y: -6.2`, `z: -2597.5`
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- **Longqi Ancient Temple**: `raid: 23300999`, `x: -4306.0`, `y: 156.8`, `z: -3240.8`
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- **Longqi Tea Plantation**: `raid: 23300999`, `x: -4818.4`, `y: 192.3`, `z: -2690.1`
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When a switch is requested, the server sends `SyncSceneLoadCompleted` and teleports the player's managed spirit into the new instance.
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---
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## 2. Weather & Atmospheric Control (`WeatherCatalog4229938.cs`)
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Ananta features an advanced hybrid weather pipeline combining server RPC state with client shader/particle overrides:
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### Standard Weather States (`WeatherCatalog4229938`)
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| ID | Weather Name | Environment Visuals |
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| :---: | :--- | :--- |
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| **`1`** | **☀️ Sunny (晴天)** | Clear sky, bright sunlight, natural shadows. |
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| **`2`** | **⛅ Cloudy (多云)** | Overcast clouds, diffused indirect lighting. |
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| **`3`** | **🌧️ Rain (小雨)** | Light precipitation, road puddle reflections. |
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| **`4`** | **⛈️ Storm (暴风雨)** | Heavy rain, thunderstorm lighting, active wind vectors. |
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| **`5`** | **🌤️ Afterrain (雨后)** | High-clarity atmosphere, wet asphalt specular glimmers. |
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### Hybrid GPU Rain & Volumetric Fog
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To guarantee visual effects render immediately without waiting for client transition cycles:
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- **`CMD:SET_WEATHER:<id>`**: Dispatched via `SyncNotice` to activate client-side GPU particle rain (`SetGPURainActive`).
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- **`CMD:SET_FOG:<density>`**: Direct override for Unity's Volumetric Exponential Fog density (e.g. `0.08` for heavy fog, `0.00` for crystal clear).
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---
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## 3. 2-Click Pin & Warp Map Interaction
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### Problem with Standard Teleport
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In default CBT clients, clicking on the mini-map or full map frequently triggered coordinate conversion errors, causing players to teleport to $(0, 0, 0)$ (ocean fall or out-of-bounds void).
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### The 2-Click Pin & Warp Pattern
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1. **Click 1**: Left-clicking anywhere on the map drops a navigation pin and notifies the player: `"Pin set! Click again to Warp"`.
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2. **Click 2**: Clicking directly on the set pin executes the warp to those precise world coordinates and automatically dismisses the map screen.
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3. **Zero-Coordinate Safety Interceptor**: Both client proxy and server packet handlers intercept any destination vector matching $(0, 0, 0)$ or invalid NaN/Infinity coordinates, protecting the player from void death.
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