feat(gameplay): integrate DRMK NPC spawner, dynamic scene presets, pure combat combo router, and clean character switching
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20 files changed
+2329029
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@@ -38,29 +38,6 @@ internal sealed partial class GameRouter
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return;
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}
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var cooldown = weapon.Cooldown(style, req.SkillId, 0f);
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var nowTicks = Environment.TickCount64;
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if (cooldown > 0f)
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{
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if (state.SkillCooldownUntilTicks.TryGetValue(req.SkillId, out var untilTicks) && nowTicks < untilTicks)
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{
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ctx.Session.Log.Warn($"[COMBAT] reject skill={req.SkillId} cooldown remaining={untilTicks - nowTicks}ms");
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return;
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}
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state.SkillCooldownUntilTicks[req.SkillId] = nowTicks + (long)(cooldown * 1000f);
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}
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else
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{
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// Prevent rapid re-triggering of the same active or unique skill while the animation is executing
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if (state.ActiveSkillId == req.SkillId &&
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(req.SkillId == weapon.ActiveSkill(style) || req.SkillId == weapon.UniqueSkill(style)) &&
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(nowTicks - state.ActiveSkillStartedTicks) < 1200)
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{
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ctx.Session.Log.Warn($"[COMBAT] ignore rapid spam of active/unique skill={req.SkillId} elapsed={nowTicks - state.ActiveSkillStartedTicks}ms");
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return;
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}
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}
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state.CombatUseCount++;
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state.RestoreResourcesAfterActiveSkill |=
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req.SkillId == weapon.ActiveSkill(style) ||
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@@ -107,9 +84,21 @@ internal sealed partial class GameRouter
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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// Do not immediately force full recharge here, allowing skills to respect their configured cooldowns.
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// Ordinary attacks must finish without any server-side skill-state rewrite. Re-publishing the
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// whole charge/resource snapshot after each common attack can make the client save a new action
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// while the previous trigger graph is still iterating, which restarts the first animation on
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// every click. Only cooldown/charge abilities and ultimates need sandbox restoration.
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if (!restoreResources)
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return;
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// The private server runs an unrestricted combat sandbox: restore charges and ultimate energy
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// only after the complete authored ability chain has ended, never between combo/hold stages.
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await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
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CombatCodec.AllSkillCharges(state.ActiveSpiritUnitId, weapon, style));
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await ctx.NotifyAsync(MethodId.SyncFightResource,
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CombatCodec.FightResource(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, CombatCodec.UltimateResourceMax));
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await ctx.NotifyAsync(MethodId.SyncFightResourceFreeState,
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CombatCodec.FightResourceFreeState(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, true));
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}
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Task OnSkillHit(RpcContext ctx, SceneMethods.SkillHitData hit)
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@@ -398,7 +387,7 @@ internal sealed partial class GameRouter
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ctx.Session.Log.Info($"[ARMORY] slots committed operation={operation} spirit={spiritId} active={isActive} current={currentWeaponId} unique={slots.Where(x => x != 0).Distinct().Count()} slots={slots.Count}");
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}
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private static bool IsEditableWeaponSlot(int index) => index >= 0 && index < 16;
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private static bool IsEditableWeaponSlot(int index) => index >= 1 && index < 16;
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private static List<ulong> WeaponSlotIds(WorldEntryState state, uint spiritId)
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{
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@@ -584,9 +573,6 @@ internal sealed partial class GameRouter
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CombatWeaponDefinition weapon,
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CombatStyleDefinition style)
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{
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var state = GetWorldState(ctx);
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state.CombatProfilePublished = true;
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// Switching/individually styling one weapon must never overwrite the character-wide
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// FightStyleInfo map. OnSwitchFightStyle publishes that map explicitly.
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await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
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@@ -595,7 +581,6 @@ internal sealed partial class GameRouter
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await PublishSkillBindings(ctx, unitId, weapon, style);
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await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon,
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CombatCodec.SpiritLastUsedWeapon(templateId, weapon.InstanceId));
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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)}");
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}
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private static CombatStyleDefinition ResolveWeaponStyle(WorldEntryState state, CombatWeaponDefinition weapon)
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@@ -618,3 +603,4 @@ internal sealed partial class GameRouter
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return ResolveWeaponStyle(state, weapon);
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}
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}
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