Initial commit: Ananta CBT 4229938 private server with all fixes
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using Ananta.SDK.Rpc;
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using Ananta.Server.ClientData.Client4229938;
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using Ananta.Server.Handlers;
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using Ananta.Server.Protocol.Client4229938;
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using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game;
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using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
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namespace Ananta.Server.Handlers.Game;
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/// <summary>Authoritative weapon, fight-style and skill lifecycle for the current local unit.</summary>
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internal sealed partial class GameRouter
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{
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async Task OnClientUseSkill(RpcContext ctx, SceneMethods.SkillUseData req)
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{
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var state = GetWorldState(ctx);
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await ctx.ReturnEmptyOkAsync();
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if (!state.CombatProfilePublished)
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{
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ctx.Session.Log.Warn("[COMBAT] skill request arrived before initial combat profile");
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return;
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}
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if (req.Releaser != 0 && req.Releaser != state.ActiveSpiritUnitId)
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{
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ctx.Session.Log.Warn($"[COMBAT] reject releaser={req.Releaser} active={state.ActiveSpiritUnitId} skill={req.SkillId}");
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return;
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}
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var style = ActiveStyle(state);
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var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId)
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?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId);
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if (weapon.IsReloadSkill(req.SkillId))
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await ReloadWeapon4229938(ctx, state, weapon);
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if (!weapon.AllowsSkill(style, req.SkillId))
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{
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ctx.Session.Log.Warn($"[COMBAT] reject unknown-skill style={style.Id} weapon={state.ActiveWeaponInstanceId} skill={req.SkillId} inst={req.SkillInstanceId}");
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return;
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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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req.SkillId == weapon.UniqueSkill(style) ||
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weapon.Cooldown(style, req.SkillId, 0f) > 0f ||
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weapon.MaximumCharges(style, req.SkillId) > 0;
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state.ActiveSkillId = req.SkillId;
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state.ActiveClientSkillInstanceId = req.SkillInstanceId;
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state.ActiveSkillStartedTicks = Environment.TickCount64;
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if (state.CombatUseCount <= 20 || state.CombatUseCount % 50 == 0)
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ctx.Session.Log.Info($"[COMBAT] use unit={state.ActiveSpiritUnitId} weapon={state.ActiveWeaponInstanceId} style={style.Id} skill={req.SkillId} inst={req.SkillInstanceId} target={req.TargetId} nativeAction=true count={state.CombatUseCount}");
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}
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async Task OnReportSkillEnd(RpcContext ctx, SceneMethods.ReportSkillEnd report)
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{
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var state = GetWorldState(ctx);
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state.CombatEndCount++;
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var elapsed = state.ActiveSkillStartedTicks > 0
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? Math.Max(0, Environment.TickCount64 - state.ActiveSkillStartedTicks)
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: -1;
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if (state.CombatEndCount <= 20 || state.CombatEndCount % 50 == 0)
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ctx.Session.Log.Info($"[COMBAT] end unit={report.unitId} token={report.skillId} next={report.newSkillId} break={report.isBreak} elapsedMs={elapsed} count={state.CombatEndCount}");
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var style = ActiveStyle(state);
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var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId)
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?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId);
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if (report.newSkillId != 0 && weapon.AllowsSkill(style, report.newSkillId))
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{
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// isBreak describes how the previous native action ended, not whether the authored chain
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// ended. The client reports isBreak=true + a non-zero newSkillId for ordinary rapid-click
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// combo transitions. Keep every known next skill alive and never inject cooldown/resource
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// snapshots between click, hold and release stages.
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state.ActiveSkillId = report.newSkillId;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = Environment.TickCount64;
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return;
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}
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var restoreResources = state.RestoreResourcesAfterActiveSkill;
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state.ActiveSkillId = 0;
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state.RestoreResourcesAfterActiveSkill = false;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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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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{
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var state = GetWorldState(ctx);
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if (hit.ReleaserId != 0 && hit.ReleaserId != state.ActiveSpiritUnitId)
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{
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ctx.Session.Log.Warn($"[HIT] reject releaser={hit.ReleaserId} active={state.ActiveSpiritUnitId} skill={hit.SkillId}");
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return Task.CompletedTask;
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}
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var style = ActiveStyle(state);
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var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId)
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?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId);
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if (!weapon.AllowsSkill(style, hit.SkillId))
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{
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ctx.Session.Log.Warn($"[HIT] reject unknown-skill style={style.Id} skill={hit.SkillId} target={hit.HitTarget}");
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return Task.CompletedTask;
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}
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state.CombatHitCount++;
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if (state.CombatHitCount <= 20 || state.CombatHitCount % 100 == 0)
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ctx.Session.Log.Info($"[HIT] accepted unit={state.ActiveSpiritUnitId} skill={hit.SkillId} target={hit.HitTarget} stage={hit.Stage} trigger={hit.TriggerIndex}/{hit.TriggerInstanceId} material={hit.HitMaterial} reflected={hit.IsReflected} count={state.CombatHitCount}");
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return Task.CompletedTask;
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}
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async Task OnSwitchWeapon(RpcContext ctx, int index)
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{
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var state = GetWorldState(ctx);
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if (!state.Ready || state.PendingSwitchTemplateId != 0)
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{
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ctx.Session.Log.Warn($"[WEAPON] ignored index={index} ready={state.Ready} pendingSpirit={state.PendingSwitchTemplateId}");
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return;
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}
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var slotWeapons = WeaponSlotDefinitions(state, state.ActiveSpiritTemplateId);
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var weapon = index >= 0 && index < slotWeapons.Count ? slotWeapons[index] : null;
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if (weapon is null)
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{
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ctx.Session.Log.Warn($"[WEAPON] invalid index={index} template={state.ActiveSpiritTemplateId} slots={slotWeapons.Count}");
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return;
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}
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var style = ResolveWeaponStyle(state, weapon);
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if (state.ActiveSkillId != 0)
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await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId));
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state.ActiveSkillId = 0;
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state.RestoreResourcesAfterActiveSkill = false;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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state.ActiveWeaponInstanceId = weapon.InstanceId;
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state.ActiveFightStyleId = style.Id;
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state.LastWeaponBySpirit[state.ActiveSpiritTemplateId] = weapon.InstanceId;
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// Re-send the authoritative slot snapshot as a cheap self-heal if the client rebuilt its
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// WeaponManager during a scene/UI transition.
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await PublishWeaponSnapshot(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon.InstanceId);
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await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction,
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CombatCodec.SpiritSwitchWeapon(state.ActiveSpiritUnitId, weapon.InstanceId));
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await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, style);
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ctx.Session.Log.Info($"[WEAPON] switched template={state.ActiveSpiritTemplateId} unit={state.ActiveSpiritUnitId} slot={index} page={index / 8 + 1} weapon={weapon.TemplateId}/{weapon.InstanceId} name={weapon.Name} style={style.FightSkillTypeId}:{style.Id} skills={style.CommonSkill},{style.HeavyCommonSkill},{weapon.ActiveSkill(style)},{weapon.UniqueSkill(style)}");
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}
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async Task OnSwitchFightStyle(RpcContext ctx, uint spiritId, uint fightStyleTypeId, uint fightStyleId)
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{
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var state = GetWorldState(ctx);
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var style = CombatCatalogRepository.Style(fightStyleId);
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if (style is null || !CombatCatalogRepository.StyleMatchesType(fightStyleId, fightStyleTypeId) ||
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(style.SpiritIds.Count > 0 && !style.SpiritIds.Contains(spiritId)))
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{
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ctx.Session.Log.Warn($"[STYLE] rejected spirit={spiritId} type={fightStyleTypeId} style={fightStyleId}");
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return;
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}
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if (spiritId == state.ActiveSpiritTemplateId &&
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CombatCodec.Weapon(spiritId, state.ActiveWeaponInstanceId) is { } activeWeapon &&
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(activeWeapon.WeaponFightSkillTypeId == fightStyleTypeId || activeWeapon.Style.FightSkillTypeId == fightStyleTypeId) &&
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!CombatCatalogRepository.IsStyleCompatible(activeWeapon, style))
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{
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var safeStyle = ResolveWeaponStyle(state, activeWeapon);
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await ctx.NotifyAsync(MethodId.SyncSpiritFightStyleChangeAction,
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CombatCodec.FightStyleAction(spiritId, SpiritFightStyleOverrides(state, spiritId)));
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ctx.Session.Log.Warn($"[STYLE] rejected+restored model-incompatible spirit={spiritId} weapon={activeWeapon.TemplateId}/{activeWeapon.InstanceId} requested={fightStyleId} restored={safeStyle.Id} actionType={style.ActionType} baseActionType={activeWeapon.Style.ActionType}");
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return;
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}
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// The RPC carries the category being replaced. Keep exactly that key; duplicating the
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// style under FightSkillConfig.FightSkillType can overwrite an unrelated special category.
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state.SpiritStyleOverrides[(spiritId, fightStyleTypeId)] = fightStyleId;
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await ctx.NotifyAsync(MethodId.SyncSpiritFightStyleChangeAction,
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CombatCodec.FightStyleAction(spiritId, SpiritFightStyleOverrides(state, spiritId)));
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if (spiritId == state.ActiveSpiritTemplateId)
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{
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// FightStyleManager also keeps a weapon-instance style cache. Refresh the equipped
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// instances in this category so the explicit live FightStyleId follows Replace All.
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foreach (var instanceId in WeaponSlotIds(state, spiritId).Where(x => x != 0).Distinct())
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{
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if (CombatCodec.Weapon(spiritId, instanceId) is not { } slotWeapon)
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continue;
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if (slotWeapon.WeaponFightSkillTypeId != fightStyleTypeId &&
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slotWeapon.Style.FightSkillTypeId != fightStyleTypeId)
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continue;
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var slotStyle = ResolveWeaponStyle(state, slotWeapon);
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await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange,
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new GameMethods.SyncWeaponFightStyleChange
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{
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weaponInstanceId = instanceId,
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fightStyleId = slotStyle.Id
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});
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}
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var weapon = CombatCodec.Weapon(spiritId, state.ActiveWeaponInstanceId);
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if (weapon is not null &&
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(weapon.WeaponFightSkillTypeId == fightStyleTypeId || weapon.Style.FightSkillTypeId == fightStyleTypeId))
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{
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if (state.ActiveSkillId != 0)
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await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId));
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state.ActiveSkillId = 0;
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state.RestoreResourcesAfterActiveSkill = false;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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var effectiveStyle = ResolveWeaponStyle(state, weapon);
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state.ActiveFightStyleId = effectiveStyle.Id;
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await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, spiritId, weapon, effectiveStyle);
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}
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}
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ctx.Session.Log.Info($"[STYLE] switched spirit={spiritId} type={fightStyleTypeId} style={fightStyleId} name={style.Name}");
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}
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async Task OnSetWeaponFightStyle(RpcContext ctx, ulong weaponInstanceId, uint fightStyleId)
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{
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var state = GetWorldState(ctx);
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var weapon = CombatCatalogRepository.Weapon(state.ActiveSpiritTemplateId, weaponInstanceId)
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?? CombatCatalogRepository.Weapon(weaponInstanceId);
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var style = CombatCatalogRepository.Style(fightStyleId);
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if (weapon is null || style is null || !CombatCatalogRepository.IsStyleCompatible(weapon, style))
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{
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if (weapon is not null)
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{
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var safeStyle = ResolveWeaponStyle(state, weapon);
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await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange,
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new GameMethods.SyncWeaponFightStyleChange
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{
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weaponInstanceId = weaponInstanceId,
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fightStyleId = safeStyle.Id
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});
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if (weaponInstanceId == state.ActiveWeaponInstanceId)
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await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, safeStyle);
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ctx.Session.Log.Warn($"[STYLE] rejected+restored weapon={weapon.TemplateId}/{weaponInstanceId} requested={fightStyleId} restored={safeStyle.Id} requestedAction={style?.ActionType ?? 0} baseAction={weapon.Style.ActionType}");
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}
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else
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{
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ctx.Session.Log.Warn($"[STYLE] rejected unknown weapon={weaponInstanceId} style={fightStyleId}");
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}
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return;
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}
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state.WeaponStyleOverrides[weaponInstanceId] = fightStyleId;
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await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange,
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new GameMethods.SyncWeaponFightStyleChange
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{
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weaponInstanceId = weaponInstanceId,
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fightStyleId = fightStyleId
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});
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if (weaponInstanceId == state.ActiveWeaponInstanceId)
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{
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if (state.ActiveSkillId != 0)
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await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId));
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state.ActiveSkillId = 0;
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state.RestoreResourcesAfterActiveSkill = false;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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state.ActiveFightStyleId = style.Id;
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await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, style);
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}
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ctx.Session.Log.Info($"[STYLE] weapon-style weapon={weaponInstanceId} style={fightStyleId} name={style.Name}");
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}
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async Task OnLoadWeaponToSlot(RpcContext ctx, uint spiritId, ulong weaponInstanceId, int slotIndex)
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{
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var state = GetWorldState(ctx);
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var slots = WeaponSlotIds(state, spiritId);
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if (!IsEditableWeaponSlot(slotIndex) ||
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CombatCatalogRepository.Weapon(weaponInstanceId) is null ||
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CombatCatalogRepository.Weapon(spiritId, weaponInstanceId) is null)
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{
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ctx.Session.Log.Warn($"[ARMORY] load rejected spirit={spiritId} weapon={weaponInstanceId} slot={slotIndex}");
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return;
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}
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var existingIndex = slots.IndexOf(weaponInstanceId);
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if (existingIndex >= 0 && existingIndex != slotIndex)
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(slots[existingIndex], slots[slotIndex]) = (slots[slotIndex], slots[existingIndex]);
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else
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slots[slotIndex] = weaponInstanceId;
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await PublishWeaponSlotsAfterMutation(ctx, spiritId, $"load:{weaponInstanceId}@{slotIndex}");
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}
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async Task OnDepositSpiritWeapon(RpcContext ctx, uint spiritId, int slotIndex)
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{
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var state = GetWorldState(ctx);
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var slots = WeaponSlotIds(state, spiritId);
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if (!IsEditableWeaponSlot(slotIndex))
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{
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ctx.Session.Log.Warn($"[ARMORY] deposit rejected spirit={spiritId} slot={slotIndex}");
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return;
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}
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// Empty wheel positions are represented by a normal complex-object null marker. Keep the
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// shared armory intact while removing the weapon only from this character's personal wheel.
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slots[slotIndex] = 0;
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await PublishWeaponSlotsAfterMutation(ctx, spiritId, $"deposit:{slotIndex}");
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}
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async Task OnExchangeWeaponSlot(
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RpcContext ctx,
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uint fromSpirit,
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int fromIndex,
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uint toSpirit,
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int toIndex)
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{
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var state = GetWorldState(ctx);
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var fromSlots = WeaponSlotIds(state, fromSpirit);
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var toSlots = WeaponSlotIds(state, toSpirit);
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if (!IsEditableWeaponSlot(fromIndex) || !IsEditableWeaponSlot(toIndex))
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{
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ctx.Session.Log.Warn($"[ARMORY] exchange rejected from={fromSpirit}:{fromIndex} to={toSpirit}:{toIndex}");
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return;
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}
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(fromSlots[fromIndex], toSlots[toIndex]) = (toSlots[toIndex], fromSlots[fromIndex]);
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await PublishWeaponSlotsAfterMutation(ctx, fromSpirit, $"exchange:{fromIndex}->{toSpirit}:{toIndex}");
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if (toSpirit != fromSpirit)
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await PublishWeaponSlotsAfterMutation(ctx, toSpirit, $"exchange:{toIndex}<-{fromSpirit}:{fromIndex}");
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}
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private async Task PublishWeaponSlotsAfterMutation(RpcContext ctx, uint spiritId, string operation)
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{
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var state = GetWorldState(ctx);
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var slots = WeaponSlotIds(state, spiritId);
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var isActive = spiritId == state.ActiveSpiritTemplateId;
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var currentWeaponId = isActive
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? state.ActiveWeaponInstanceId
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: state.LastWeaponBySpirit.GetValueOrDefault(spiritId);
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if (currentWeaponId == 0 || !slots.Contains(currentWeaponId))
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currentWeaponId = slots.FirstOrDefault(x => x != 0);
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if (currentWeaponId == 0)
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currentWeaponId = CombatCodec.Loadout(spiritId).DefaultWeapon.InstanceId;
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var unitId = isActive
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? state.ActiveSpiritUnitId
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: ClientConfigRepository.Characters().First(x => x.TemplateId == spiritId).UnitId;
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var currentWeapon = CombatCatalogRepository.Weapon(spiritId, currentWeaponId)
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?? throw new InvalidDataException($"Missing runtime view for spirit {spiritId}, weapon {currentWeaponId}.");
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var currentChanged = isActive && state.ActiveWeaponInstanceId != currentWeaponId;
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if (currentChanged && state.ActiveSkillId != 0)
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await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId));
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state.LastWeaponBySpirit[spiritId] = currentWeaponId;
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if (isActive)
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{
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state.ActiveSkillId = 0;
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state.RestoreResourcesAfterActiveSkill = false;
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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state.ActiveWeaponInstanceId = currentWeaponId;
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state.ActiveFightStyleId = ResolveWeaponStyle(state, currentWeapon).Id;
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}
|
||||
|
||||
await PublishWeaponSnapshot(ctx, unitId, spiritId, currentWeaponId);
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon,
|
||||
CombatCodec.SpiritLastUsedWeapon(spiritId, currentWeaponId));
|
||||
if (currentChanged)
|
||||
{
|
||||
var style = ResolveWeaponStyle(state, currentWeapon);
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction,
|
||||
CombatCodec.SpiritSwitchWeapon(unitId, currentWeaponId));
|
||||
await PublishSelectedWeaponProfile(ctx, unitId, spiritId, currentWeapon, style);
|
||||
}
|
||||
|
||||
ctx.Session.Log.Info($"[ARMORY] slots committed operation={operation} spirit={spiritId} active={isActive} current={currentWeaponId} unique={slots.Where(x => x != 0).Distinct().Count()} slots={slots.Count}");
|
||||
}
|
||||
|
||||
private static bool IsEditableWeaponSlot(int index) => index >= 0 && index < 16;
|
||||
|
||||
private static List<ulong> WeaponSlotIds(WorldEntryState state, uint spiritId)
|
||||
{
|
||||
if (state.WeaponSlotsBySpirit.TryGetValue(spiritId, out var slots))
|
||||
return slots;
|
||||
var loadout = CombatCodec.Loadout(spiritId);
|
||||
slots = loadout.Slots.Select(x => x?.InstanceId ?? 0UL).ToList();
|
||||
state.WeaponSlotsBySpirit.Add(spiritId, slots);
|
||||
return slots;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<CombatWeaponDefinition?> WeaponSlotDefinitions(WorldEntryState state, uint spiritId)
|
||||
=> WeaponSlotIds(state, spiritId)
|
||||
.Select(instanceId => instanceId == 0 ? null :
|
||||
CombatCatalogRepository.Weapon(spiritId, instanceId)
|
||||
?? throw new InvalidDataException($"Missing runtime view for spirit {spiritId}, weapon {instanceId}."))
|
||||
.ToArray();
|
||||
|
||||
Task OnSkillUseWeaponDurability(RpcContext ctx, int skillInstanceId, int triggerIndex)
|
||||
{
|
||||
var state = GetWorldState(ctx);
|
||||
if (!state.Ready)
|
||||
return Task.CompletedTask;
|
||||
var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId)
|
||||
?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId);
|
||||
if (!weapon.IsShootWeapon || weapon.MagazineAmmo == 0)
|
||||
return Task.CompletedTask;
|
||||
|
||||
var current = EnsureMagazine4229938(state, weapon);
|
||||
if (current > 0)
|
||||
state.WeaponMagazineAmmo[weapon.InstanceId] = --current;
|
||||
|
||||
// Separate-bullet firearms consume only the loaded magazine; their reserve is an ordinary
|
||||
// backpack item. Other firearms use Durability as total remaining ammunition, so decrement
|
||||
// total and magazine together. Infinite (-1) values stay infinite.
|
||||
var durability = CurrentDurability4229938(state, weapon, current);
|
||||
if (!weapon.SeparateBullets && durability > 0)
|
||||
{
|
||||
durability--;
|
||||
state.WeaponDurabilityAmmo[weapon.InstanceId] = durability;
|
||||
}
|
||||
else if (weapon.SeparateBullets)
|
||||
{
|
||||
durability = current;
|
||||
}
|
||||
|
||||
var bulletId = EnsureBullet4229938(state, weapon);
|
||||
var reserve = weapon.SeparateBullets && bulletId != 0
|
||||
? EnsureReserve4229938(state, bulletId)
|
||||
: NonSeparateReserve4229938(durability, current);
|
||||
ctx.Session.Log.Info($"[AMMO] shot weapon={weapon.TemplateId}/{weapon.InstanceId} token={skillInstanceId} trigger={triggerIndex} mag={current}/{weapon.MagazineAmmo} reserve={reserve} bullet={bulletId} total={durability}");
|
||||
return ctx.NotifyAsync(MethodId.SyncSpiritWeaponDurabilityChangedAction,
|
||||
CombatCodec.WeaponDurabilityChanged(state.ActiveSpiritTemplateId, state.ActiveSpiritUnitId, weapon, durability, current, bulletId));
|
||||
}
|
||||
|
||||
async Task OnWeaponEquipBullets(RpcContext ctx, ulong weaponInstanceId, uint bulletId)
|
||||
{
|
||||
var state = GetWorldState(ctx);
|
||||
var weapon = CombatCatalogRepository.Weapon(state.ActiveSpiritTemplateId, weaponInstanceId)
|
||||
?? CombatCatalogRepository.Weapon(weaponInstanceId);
|
||||
if (weapon is null || !weapon.SeparateBullets || bulletId == 0 || !weapon.BulletIds.Contains(bulletId))
|
||||
{
|
||||
ctx.Session.Log.Warn($"[AMMO] equip rejected weapon={weaponInstanceId} bullet={bulletId}");
|
||||
return;
|
||||
}
|
||||
state.WeaponBulletByInstance[weaponInstanceId] = bulletId;
|
||||
var mag = EnsureMagazine4229938(state, weapon);
|
||||
var reserve = EnsureReserve4229938(state, bulletId);
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritWeaponDurabilityChangedAction,
|
||||
CombatCodec.WeaponDurabilityChanged(state.ActiveSpiritTemplateId, state.ActiveSpiritUnitId, weapon, mag, mag, bulletId));
|
||||
ctx.Session.Log.Info($"[AMMO] bullet-selected weapon={weapon.TemplateId}/{weapon.InstanceId} bullet={bulletId} mag={mag}/{weapon.MagazineAmmo} reserve={reserve}");
|
||||
}
|
||||
|
||||
private async Task ReloadWeapon4229938(RpcContext ctx, WorldEntryState state, CombatWeaponDefinition weapon)
|
||||
{
|
||||
if (!weapon.IsShootWeapon || weapon.MagazineAmmo <= 0)
|
||||
return;
|
||||
var mag = EnsureMagazine4229938(state, weapon);
|
||||
var capacity = Math.Max(0, weapon.MagazineAmmo);
|
||||
if (mag < 0 || mag >= capacity)
|
||||
return;
|
||||
var bulletId = EnsureBullet4229938(state, weapon);
|
||||
|
||||
if (weapon.SeparateBullets && bulletId != 0)
|
||||
{
|
||||
var reserve = EnsureReserve4229938(state, bulletId);
|
||||
var need = (uint)Math.Max(0, capacity - mag);
|
||||
var loaded = Math.Min(need, reserve);
|
||||
if (loaded == 0)
|
||||
return;
|
||||
mag += (int)loaded;
|
||||
reserve -= loaded;
|
||||
state.WeaponMagazineAmmo[weapon.InstanceId] = mag;
|
||||
state.BackpackItemCounts[bulletId] = reserve;
|
||||
await ctx.NotifyAsync(MethodId.SyncBackpackItemChanged,
|
||||
new GameMethods.SyncBackpackItemChanged4229938
|
||||
{
|
||||
updateItemList = [RuntimePayloadFactory.AmmoPackItem(bulletId, reserve)]
|
||||
});
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritWeaponDurabilityChangedAction,
|
||||
CombatCodec.WeaponDurabilityChanged(state.ActiveSpiritTemplateId, state.ActiveSpiritUnitId, weapon, mag, mag, bulletId));
|
||||
ctx.Session.Log.Info($"[AMMO] reload weapon={weapon.TemplateId}/{weapon.InstanceId} loaded={loaded} mag={mag}/{capacity} reserve={reserve} bullet={bulletId}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Non-separate firearms use Durability as total remaining ammunition. Reload moves rounds
|
||||
// from reserve into the magazine without increasing total ammo. A total of -1 is infinite.
|
||||
var durability = EnsureDurability4229938(state, weapon);
|
||||
var reserveNonSeparate = NonSeparateReserve4229938(durability, mag);
|
||||
var needed = Math.Max(0, capacity - mag);
|
||||
var loadedNonSeparate = durability < 0
|
||||
? needed
|
||||
: Math.Min(needed, (int)reserveNonSeparate);
|
||||
if (loadedNonSeparate <= 0)
|
||||
return;
|
||||
mag += loadedNonSeparate;
|
||||
state.WeaponMagazineAmmo[weapon.InstanceId] = mag;
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritWeaponDurabilityChangedAction,
|
||||
CombatCodec.WeaponDurabilityChanged(state.ActiveSpiritTemplateId, state.ActiveSpiritUnitId, weapon, durability, mag, bulletId));
|
||||
ctx.Session.Log.Info($"[AMMO] reload weapon={weapon.TemplateId}/{weapon.InstanceId} loaded={loadedNonSeparate} mag={mag}/{capacity} reserve={NonSeparateReserve4229938(durability, mag)} bullet=inline total={durability}");
|
||||
}
|
||||
|
||||
private static int EnsureMagazine4229938(WorldEntryState state, CombatWeaponDefinition weapon)
|
||||
{
|
||||
if (!state.WeaponMagazineAmmo.TryGetValue(weapon.InstanceId, out var value))
|
||||
{
|
||||
value = weapon.InitialMagazineAmmo;
|
||||
state.WeaponMagazineAmmo[weapon.InstanceId] = value;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
private static int EnsureDurability4229938(WorldEntryState state, CombatWeaponDefinition weapon)
|
||||
{
|
||||
if (!weapon.IsShootWeapon)
|
||||
return weapon.Durability;
|
||||
if (weapon.SeparateBullets)
|
||||
return EnsureMagazine4229938(state, weapon);
|
||||
if (!state.WeaponDurabilityAmmo.TryGetValue(weapon.InstanceId, out var value))
|
||||
{
|
||||
value = weapon.Durability;
|
||||
state.WeaponDurabilityAmmo[weapon.InstanceId] = value;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
private static int CurrentDurability4229938(WorldEntryState state, CombatWeaponDefinition weapon, int magazineAmmo)
|
||||
=> weapon.IsShootWeapon && weapon.SeparateBullets
|
||||
? magazineAmmo
|
||||
: EnsureDurability4229938(state, weapon);
|
||||
|
||||
private static uint NonSeparateReserve4229938(int durability, int magazineAmmo)
|
||||
=> durability < 0
|
||||
? uint.MaxValue
|
||||
: (uint)Math.Max(0, durability - Math.Max(0, magazineAmmo));
|
||||
|
||||
private static uint EnsureBullet4229938(WorldEntryState state, CombatWeaponDefinition weapon)
|
||||
{
|
||||
if (!state.WeaponBulletByInstance.TryGetValue(weapon.InstanceId, out var bulletId))
|
||||
{
|
||||
bulletId = weapon.BulletId;
|
||||
state.WeaponBulletByInstance[weapon.InstanceId] = bulletId;
|
||||
}
|
||||
return bulletId;
|
||||
}
|
||||
|
||||
private static uint EnsureReserve4229938(WorldEntryState state, uint bulletId)
|
||||
{
|
||||
if (bulletId == 0)
|
||||
return 0;
|
||||
if (!state.BackpackItemCounts.TryGetValue(bulletId, out var count))
|
||||
{
|
||||
count = RuntimePayloadFactory.InitialAmmoReserve4229938;
|
||||
state.BackpackItemCounts[bulletId] = count;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
async Task PublishSelectedWeaponProfile(
|
||||
RpcContext ctx,
|
||||
ulong unitId,
|
||||
uint templateId,
|
||||
CombatWeaponDefinition weapon,
|
||||
CombatStyleDefinition style)
|
||||
{
|
||||
// Switching/individually styling one weapon must never overwrite the character-wide
|
||||
// FightStyleInfo map. OnSwitchFightStyle publishes that map explicitly.
|
||||
await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
|
||||
CombatCodec.AllSkillCharges(unitId, weapon, style));
|
||||
await PublishCombatResources(ctx, unitId);
|
||||
await PublishSkillBindings(ctx, unitId, weapon, style);
|
||||
await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon,
|
||||
CombatCodec.SpiritLastUsedWeapon(templateId, weapon.InstanceId));
|
||||
}
|
||||
|
||||
private static CombatStyleDefinition ResolveWeaponStyle(WorldEntryState state, CombatWeaponDefinition weapon)
|
||||
{
|
||||
if (state.WeaponStyleOverrides.TryGetValue(weapon.InstanceId, out var weaponStyleId) &&
|
||||
CombatCatalogRepository.Style(weaponStyleId) is { } weaponStyle &&
|
||||
CombatCatalogRepository.IsStyleCompatible(weapon, weaponStyle))
|
||||
return weaponStyle;
|
||||
if (state.SpiritStyleOverrides.TryGetValue((weapon.SpiritTemplateId, weapon.WeaponFightSkillTypeId), out var spiritStyleId) &&
|
||||
CombatCatalogRepository.Style(spiritStyleId) is { } spiritStyle &&
|
||||
CombatCatalogRepository.IsStyleCompatible(weapon, spiritStyle))
|
||||
return spiritStyle;
|
||||
return weapon.Style;
|
||||
}
|
||||
|
||||
private static CombatStyleDefinition ActiveStyle(WorldEntryState state)
|
||||
{
|
||||
var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId)
|
||||
?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId);
|
||||
return ResolveWeaponStyle(state, weapon);
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user