using Ananta.SDK.Rpc; using Ananta.Server.ClientData.Client4229938; using Ananta.Server.Configuration; using Ananta.Server.Handlers; using Ananta.Server.Protocol.Client4229938; using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game; using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene; namespace Ananta.Server.Handlers.Game; /// Authoritative weapon, fight-style and skill lifecycle for the current local unit. internal sealed partial class GameRouter { async Task OnClientUseSkill(RpcContext ctx, SceneMethods.SkillUseData req) { var state = GetWorldState(ctx); await ctx.ReturnEmptyOkAsync(); if (!state.CombatProfilePublished) { ctx.Session.Log.Warn("[COMBAT] skill request arrived before initial combat profile"); return; } if (req.Releaser != 0 && req.Releaser != state.ActiveSpiritUnitId) { // 机械羊自己放的原生技能(MeikaShip 只列了传送 51984701): // 只登记生命周期,不记账、不扣玩家资源、不伪造伤害。 if (await RecordMechanikaSkill4229938(ctx.Session, req)) return; ctx.Session.Log.Warn($"[COMBAT] reject releaser={req.Releaser} active={state.ActiveSpiritUnitId} skill={req.SkillId}"); return; } state.SkillByInstanceId[req.SkillInstanceId] = req.SkillId; var style = ActiveStyle(state); var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId) ?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId); if (weapon.IsReloadSkill(req.SkillId) || CombatCatalogRepository.SkillCastTag(req.SkillId) == 19u) await ReloadWeapon4229938(ctx, state, weapon); // Auxiliary skills authored on the character row itself (FightSpiritConfig.TempSkill) belong // to no weapon; the client sends them through this same AskUseSkill (that is how Seymour's // spider/drone summon buttons reach us), so accept whatever the client config authors. var authoredSkill = AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, req.SkillId); // ★★ 梅卡妮卡的"羊技能族"(51937721 根 / 51937722 召唤 / 51934941 念力砸击)。 // 这三个 id 不在任何 FightSkillConfig 行里(2026-09-27 全表 grep 确认) // ⇒ weapon.AllowsSkill 一定 false ⇒ 必须在那条校验之前放行,否则客户端按 // SkillReplace 替换后发来的 id 会被 "reject unknown-skill" 吃掉,羊永远召不出来。 var sheepSkill = AllowsMechanikaSheepSkill4229938(state.ActiveSpiritTemplateId, req.SkillId); if (!weapon.AllowsSkill(style, req.SkillId) && !authoredSkill && !sheepSkill) { ctx.Session.Log.Warn($"[COMBAT] reject unknown-skill style={style.Id} weapon={state.ActiveWeaponInstanceId} skill={req.SkillId} inst={req.SkillInstanceId}"); return; } if (authoredSkill) ctx.Session.Log.Info($"[COMBAT] accept temp-skill template={state.ActiveSpiritTemplateId} skill={req.SkillId} inst={req.SkillInstanceId}"); // 黑客 APP 的蜘蛛机器人 / 送货无人机按钮、以及巡卫官执勤终端的机械狗(51938184 / // 51938186)都是从这条路进来的(GameRouter.HackerSummon.cs 的文件注释里有抓包原文)。 // 服务端此前只记账不动作,点上按钮自然什么都不会出现。 // 召唤成功后它的记账对技能本身没有意义(它会接管操控,不再由玩家本体出招), // 所以这里直接 return,不落 CombatUseCount / ActiveSkillId。 if (await TryHandleControllableSummonSkill(ctx, req)) return; // ★ 梅卡妮卡「梅卡定制召唤羊」(51937722)。这是原生直通那条: // 客户端 SkillJumpConfig 97011851 判出「10 米内没羊」后,会把这次 E 换成这个技能 id 发过来。 // ⛑ 服务端再判一次同样的 10 米(见 SummonMechanikaSheep4229938),两边一致才生成。 if (req.SkillId == MechanikaSummonSkill4229938) { var summon = await SummonMechanikaSheep4229938(ctx.Session); ctx.Session.Log.Info($"[MECHANIKA] summon-request ok={summon.Ok}: {summon.Message}"); return; } // ★ 51937721「梅卡定制念力」(根技能)与 51939201(当前 E 实际走的壳子)。 // ⛑ 2026-09-27 17:2x:10 米判定已按用户要求删除 —— 这两个 id 一旦到达就直接放一批羊, // 不再有"范围内已有羊 ⇒ 这次走念力"的分支。 if (req.SkillId == MechanikaMindRootSkill4229938 || req.SkillId == MechanikaSheepCastProxySkill4229938) { var root = await SummonMechanikaSheep4229938(ctx.Session); ctx.Session.Log.Info($"[MECHANIKA] cast skill={req.SkillId} ok={root.Ok}: {root.Message}"); return; } // ★ 51934941「通用念力砸击」= 原来 10 米内有羊时这次 E 的落点(判据已删,这条基本不会再触发)。 // 纯客户端演出(砸可破坏物),服务端既不生成羊、也不记账(这个技能不在沙箱里)。 if (req.SkillId == MechanikaMindStrikeSkill4229938) { ctx.Session.Log.Info($"[MECHANIKA] mind-strike skill={req.SkillId} — 范围内已有羊,这次 E 走念力砸击(不生成)"); return; } state.CombatUseCount++; state.RestoreResourcesAfterActiveSkill |= req.SkillId == weapon.ActiveSkill(style) || req.SkillId == weapon.UniqueSkill(style) || weapon.Cooldown(style, req.SkillId, 0f) > 0f || weapon.MaximumCharges(style, req.SkillId) > 0; state.ActiveSkillId = req.SkillId; state.ActiveClientSkillInstanceId = req.SkillInstanceId; state.ActiveSkillStartedTicks = Environment.TickCount64; // 白靖时缓的第二条触发(捐赠端 7k-v0.5 的做法):挂到当前流派 ActiveSkill(E)上。 // ⛔ 默认关闭 —— 2026-09-27 用户拍板走原生驾驶 HUD。 // 实机(14:2x)显示驾驶 HUD 上拿不到那个按钮 ⇒ 开关 // gameplay.baiJingTimeBindActiveSkill 留在这里,置 true 即可用上,不用重编译。 if (PrivateServerConfigStore.Current.Gameplay.BaiJingTimeBindActiveSkill && req.SkillId != 0 && req.SkillId == weapon.ActiveSkill(style)) await TryStartBaiJingTime4229938(ctx.Session, state.ActiveSpiritUnitId, "e-active-skill"); // ⛔ 白靖的时缓不挂 E(2026-09-27 用户拍板;挂 E 是捐赠端 7k-v0.5 自己加的)。 // 原生入口是驾驶 HUD 上的职业技能按钮,判据只有一条: // DriveControlDriverStore.lua:12442 BTN_VALID.PROFESSION_SKILL = self:ShowProfessionSkillButton() // DriveControlDriverStore.lua:17690 return PlayerUnit and gBuffUtils.HasBuff(Pid, BuffConfig.TimeScaleBadgeBuff) // 按下 ⇒ BattleMgr.lua:580 ClickProfessionSkill() ⇒ AskAddClientBuff(pid, 52959496)(lua 硬编码) // ⇒ 服务端 TryStartBaiJingTime4229938(GameRouter.Traversal.cs)⇒ SyncSandevistanStart。 // ⛑ 服务端唯一的前置就是把门闸 buff 52959495 挂到玩家单位上(已由 CharacterCapabilities 下发)。 // 那条 BattleMgr.lua:414 CheckShowJobSpecialBtn 是步行 HUD 的另一条路, // 它的调用点(CoreHudCharacterControlStore.lua:286 / :3161)是无参调用 ⇒ show 恒 nil, // 与骑乘这条无关,不要拿它当「原生不通」的判据。 // ★ 梅卡妮卡 E 兜底。原生链路要求客户端自己把这次 E 换成 51937722(跳转图 97011851); // 万一那条替换没生效(流派 / 跳转图没跑到梅卡妮卡那一段),这里补一次。 // ⛑ 它走的是与直通那条完全相同的 10 米判据:范围内有羊 ⇒ 什么都不做, // 这一下 E 就纯粹是念力攻击 —— 不会像捐赠端 v0.5 那样每按一次 E 就再堆羊。 if (req.SkillId != 0 && req.SkillId == weapon.ActiveSkill(style) && state.ActiveSpiritTemplateId == MechanikaSpirit4229938) { var fallback = await SummonMechanikaSheep4229938(ctx.Session); ctx.Session.Log.Info($"[MECHANIKA] summon-fallback e-active-skill={req.SkillId} ok={fallback.Ok}: {fallback.Message}"); } if (state.CombatUseCount <= 20 || state.CombatUseCount % 50 == 0) ctx.Session.Log.Info($"[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}"); } async Task OnReportSkillEnd(RpcContext ctx, SceneMethods.ReportSkillEnd report) { var state = GetWorldState(ctx); // 机械羊自己的技能收尾:不能落到玩家的连招记账上(否则会补冷却 / 补大招能量)。 if (report.unitId != 0 && report.unitId != state.ActiveSpiritUnitId) { RecordMechanikaSkillEnd4229938(ctx.Session, report); return; } state.CombatEndCount++; var elapsed = state.ActiveSkillStartedTicks > 0 ? Math.Max(0, Environment.TickCount64 - state.ActiveSkillStartedTicks) : -1; if (state.CombatEndCount <= 20 || state.CombatEndCount % 50 == 0) ctx.Session.Log.Info($"[COMBAT] end unit={report.unitId} token={report.skillId} next={report.newSkillId} break={report.isBreak} elapsedMs={elapsed} count={state.CombatEndCount}"); var style = ActiveStyle(state); var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId) ?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId); if (report.newSkillId != 0 && (weapon.AllowsSkill(style, report.newSkillId) || AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, report.newSkillId))) { // isBreak describes how the previous native action ended, not whether the authored chain // ended. The client reports isBreak=true + a non-zero newSkillId for ordinary rapid-click // combo transitions. Keep every known next skill alive and never inject cooldown/resource // snapshots between click, hold and release stages. state.ActiveSkillId = report.newSkillId; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = Environment.TickCount64; return; } var restoreResources = state.RestoreResourcesAfterActiveSkill; state.ActiveSkillId = 0; state.RestoreResourcesAfterActiveSkill = false; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = 0; // Ordinary attacks must finish without any server-side skill-state rewrite. Re-publishing the // whole charge/resource snapshot after each common attack can make the client save a new action // while the previous trigger graph is still iterating, which restarts the first animation on // every click. Only cooldown/charge abilities and ultimates need sandbox restoration. if (!restoreResources) return; // The private server runs an unrestricted combat sandbox: restore charges and ultimate energy // only after the complete authored ability chain has ended, never between combo/hold stages. await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData, CombatCodec.AllSkillCharges(state.ActiveSpiritUnitId, weapon, style)); await ctx.NotifyAsync(MethodId.SyncFightResource, CombatCodec.FightResource(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, CombatCodec.UltimateResourceMax)); await ctx.NotifyAsync(MethodId.SyncFightResourceFreeState, CombatCodec.FightResourceFreeState(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, true)); } async Task OnSkillHit(RpcContext ctx, SceneMethods.SkillHitData hit) { var state = GetWorldState(ctx); // Client-spawned enemy intake, deliberately FIRST. The enemy the player fights is // created client-side and is unknown to this server, so its damage has to be // settled here; doing it before the weapon-sandbox validation below means a local // enemy stays defeatable even when the skill is not in the sandbox's allow-list. // See GameRouter.LocalEnemyCombat.cs for the ledger and the reaction packets. if (hit.HitTarget != 0) await TrackLocalEnemyHitAsync(ctx, hit); if (hit.ReleaserId != 0 && hit.ReleaserId != state.ActiveSpiritUnitId) { ctx.Session.Log.Warn($"[HIT] reject releaser={hit.ReleaserId} active={state.ActiveSpiritUnitId} skill={hit.SkillId}"); return; } var style = ActiveStyle(state); var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId) ?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId); if (!weapon.AllowsSkill(style, hit.SkillId) && !AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, hit.SkillId)) { ctx.Session.Log.Warn($"[HIT] reject unknown-skill style={style.Id} skill={hit.SkillId} target={hit.HitTarget}"); return; } state.CombatHitCount++; if (state.CombatHitCount <= 20 || state.CombatHitCount % 100 == 0) ctx.Session.Log.Info($"[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}"); } async Task OnSwitchWeapon(RpcContext ctx, int index) { var state = GetWorldState(ctx); if (!state.Ready || state.PendingSwitchTemplateId != 0) { ctx.Session.Log.Warn($"[WEAPON] ignored index={index} ready={state.Ready} pendingSpirit={state.PendingSwitchTemplateId}"); return; } var slotWeapons = WeaponSlotDefinitions(state, state.ActiveSpiritTemplateId); // 搜打撤里 Tab / 滚轮切的是「轮盘枪」,不是角色的城镇 16 槽配装: // 下标 0/1 仍然是拳头 / 私有武器,≥ 2 落到轮盘 bag 的 CellX = index - 2。 // 客户端侧没有任何 bag ↔ 下标的换算(轮盘界面点击是空的),位置全部由服务端下发的 // CurrWeaponSlots 决定,所以这里按同一口径还原即可。 var inRaid = IsExtractionRaid(state.ActiveRaidId); var weapon = inRaid ? ExtractionSwitchWeaponAt(ctx.Session, state, index) : (index >= 0 && index < slotWeapons.Count ? slotWeapons[index] : null); if (weapon is null) { ctx.Session.Log.Warn($"[WEAPON] invalid index={index} template={state.ActiveSpiritTemplateId} slots={slotWeapons.Count} inRaid={inRaid}"); return; } var style = ResolveWeaponStyle(state, weapon); if (state.ActiveSkillId != 0) await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId)); state.ActiveSkillId = 0; state.RestoreResourcesAfterActiveSkill = false; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = 0; state.ActiveWeaponInstanceId = weapon.InstanceId; state.ActiveFightStyleId = style.Id; // 轮盘枪是「本局带进来的」,不能写进角色的城镇配装记忆:出图后 PublishCombatProfile 会按 // LastWeaponBySpirit 复原手上这把,记成轮盘枪就会让角色在主城里拿着一把不在 16 槽表里的枪。 if (!inRaid) state.LastWeaponBySpirit[state.ActiveSpiritTemplateId] = weapon.InstanceId; // Re-send the authoritative slot snapshot as a cheap self-heal if the client rebuilt its // WeaponManager during a scene/UI transition. await PublishWeaponSnapshot(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon.InstanceId); await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction, CombatCodec.SpiritSwitchWeapon(state.ActiveSpiritUnitId, weapon.InstanceId)); await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, style); ctx.Session.Log.Info($"[WEAPON] switched template={state.ActiveSpiritTemplateId} unit={state.ActiveSpiritUnitId} slot={index} page={index / 8 + 1} weapon={weapon.TemplateId}/{weapon.InstanceId} name={weapon.Name} style={style.FightSkillTypeId}:{style.Id} skills={style.CommonSkill},{style.HeavyCommonSkill},{weapon.ActiveSkill(style)},{weapon.UniqueSkill(style)}"); PlayerProgressStore.Save(state, ctx.Session.Log); } async Task OnSwitchFightStyle(RpcContext ctx, uint spiritId, uint fightStyleTypeId, uint fightStyleId) { var state = GetWorldState(ctx); var style = CombatCatalogRepository.Style(fightStyleId); if (style is null || !CombatCatalogRepository.StyleMatchesType(fightStyleId, fightStyleTypeId) || (style.SpiritIds.Count > 0 && !style.SpiritIds.Contains(spiritId))) { ctx.Session.Log.Warn($"[STYLE] rejected spirit={spiritId} type={fightStyleTypeId} style={fightStyleId}"); return; } if (spiritId == state.ActiveSpiritTemplateId && CombatCodec.Weapon(spiritId, state.ActiveWeaponInstanceId) is { } activeWeapon && (activeWeapon.WeaponFightSkillTypeId == fightStyleTypeId || activeWeapon.Style.FightSkillTypeId == fightStyleTypeId) && !CombatCatalogRepository.IsStyleCompatible(activeWeapon, style)) { var safeStyle = ResolveWeaponStyle(state, activeWeapon); await ctx.NotifyAsync(MethodId.SyncSpiritFightStyleChangeAction, CombatCodec.FightStyleAction(spiritId, SpiritFightStyleOverrides(state, spiritId))); 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}"); return; } // The RPC carries the category being replaced. Keep exactly that key; duplicating the // style under FightSkillConfig.FightSkillType can overwrite an unrelated special category. state.SpiritStyleOverrides[(spiritId, fightStyleTypeId)] = fightStyleId; await ctx.NotifyAsync(MethodId.SyncSpiritFightStyleChangeAction, CombatCodec.FightStyleAction(spiritId, SpiritFightStyleOverrides(state, spiritId))); if (spiritId == state.ActiveSpiritTemplateId) { // FightStyleManager also keeps a weapon-instance style cache. Refresh the equipped // instances in this category so the explicit live FightStyleId follows Replace All. foreach (var instanceId in WeaponSlotIds(state, spiritId).Where(x => x != 0).Distinct()) { if (CombatCodec.Weapon(spiritId, instanceId) is not { } slotWeapon) continue; if (slotWeapon.WeaponFightSkillTypeId != fightStyleTypeId && slotWeapon.Style.FightSkillTypeId != fightStyleTypeId) continue; var slotStyle = ResolveWeaponStyle(state, slotWeapon); await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange, new GameMethods.SyncWeaponFightStyleChange { weaponInstanceId = instanceId, fightStyleId = slotStyle.Id }); } var weapon = CombatCodec.Weapon(spiritId, state.ActiveWeaponInstanceId); if (weapon is not null && (weapon.WeaponFightSkillTypeId == fightStyleTypeId || weapon.Style.FightSkillTypeId == fightStyleTypeId)) { if (state.ActiveSkillId != 0) await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId)); state.ActiveSkillId = 0; state.RestoreResourcesAfterActiveSkill = false; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = 0; var effectiveStyle = ResolveWeaponStyle(state, weapon); state.ActiveFightStyleId = effectiveStyle.Id; await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, spiritId, weapon, effectiveStyle); } } ctx.Session.Log.Info($"[STYLE] switched spirit={spiritId} type={fightStyleTypeId} style={fightStyleId} name={style.Name}"); PlayerProgressStore.Save(state, ctx.Session.Log); } async Task OnSetWeaponFightStyle(RpcContext ctx, ulong weaponInstanceId, uint fightStyleId) { var state = GetWorldState(ctx); var weapon = CombatCatalogRepository.Weapon(state.ActiveSpiritTemplateId, weaponInstanceId) ?? CombatCatalogRepository.Weapon(weaponInstanceId); var style = CombatCatalogRepository.Style(fightStyleId); if (weapon is null || style is null || !CombatCatalogRepository.IsStyleCompatible(weapon, style)) { if (weapon is not null) { var safeStyle = ResolveWeaponStyle(state, weapon); await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange, new GameMethods.SyncWeaponFightStyleChange { weaponInstanceId = weaponInstanceId, fightStyleId = safeStyle.Id }); if (weaponInstanceId == state.ActiveWeaponInstanceId) await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, safeStyle); ctx.Session.Log.Warn($"[STYLE] rejected+restored weapon={weapon.TemplateId}/{weaponInstanceId} requested={fightStyleId} restored={safeStyle.Id} requestedAction={style?.ActionType ?? 0} baseAction={weapon.Style.ActionType}"); } else { ctx.Session.Log.Warn($"[STYLE] rejected unknown weapon={weaponInstanceId} style={fightStyleId}"); } return; } state.WeaponStyleOverrides[weaponInstanceId] = fightStyleId; await ctx.NotifyAsync(MethodId.SyncWeaponFightStyleChange, new GameMethods.SyncWeaponFightStyleChange { weaponInstanceId = weaponInstanceId, fightStyleId = fightStyleId }); if (weaponInstanceId == state.ActiveWeaponInstanceId) { if (state.ActiveSkillId != 0) await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId)); state.ActiveSkillId = 0; state.RestoreResourcesAfterActiveSkill = false; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = 0; state.ActiveFightStyleId = style.Id; await PublishSelectedWeaponProfile(ctx, state.ActiveSpiritUnitId, state.ActiveSpiritTemplateId, weapon, style); } ctx.Session.Log.Info($"[STYLE] weapon-style weapon={weaponInstanceId} style={fightStyleId} name={style.Name}"); PlayerProgressStore.Save(state, ctx.Session.Log); } async Task OnLoadWeaponToSlot(RpcContext ctx, uint spiritId, ulong weaponInstanceId, int slotIndex) { var state = GetWorldState(ctx); var slots = WeaponSlotIds(state, spiritId); if (!IsEditableWeaponSlot(slotIndex) || CombatCatalogRepository.Weapon(weaponInstanceId) is null || CombatCatalogRepository.Weapon(spiritId, weaponInstanceId) is null) { ctx.Session.Log.Warn($"[ARMORY] load rejected spirit={spiritId} weapon={weaponInstanceId} slot={slotIndex}"); return; } var existingIndex = slots.IndexOf(weaponInstanceId); if (existingIndex >= 0 && existingIndex != slotIndex) (slots[existingIndex], slots[slotIndex]) = (slots[slotIndex], slots[existingIndex]); else slots[slotIndex] = weaponInstanceId; await PublishWeaponSlotsAfterMutation(ctx, spiritId, $"load:{weaponInstanceId}@{slotIndex}"); } async Task OnDepositSpiritWeapon(RpcContext ctx, uint spiritId, int slotIndex) { var state = GetWorldState(ctx); var slots = WeaponSlotIds(state, spiritId); if (!IsEditableWeaponSlot(slotIndex)) { ctx.Session.Log.Warn($"[ARMORY] deposit rejected spirit={spiritId} slot={slotIndex}"); return; } // Empty wheel positions are represented by a normal complex-object null marker. Keep the // shared armory intact while removing the weapon only from this character's personal wheel. slots[slotIndex] = 0; await PublishWeaponSlotsAfterMutation(ctx, spiritId, $"deposit:{slotIndex}"); } async Task OnExchangeWeaponSlot( RpcContext ctx, uint fromSpirit, int fromIndex, uint toSpirit, int toIndex) { var state = GetWorldState(ctx); var fromSlots = WeaponSlotIds(state, fromSpirit); var toSlots = WeaponSlotIds(state, toSpirit); if (!IsEditableWeaponSlot(fromIndex) || !IsEditableWeaponSlot(toIndex)) { ctx.Session.Log.Warn($"[ARMORY] exchange rejected from={fromSpirit}:{fromIndex} to={toSpirit}:{toIndex}"); return; } (fromSlots[fromIndex], toSlots[toIndex]) = (toSlots[toIndex], fromSlots[fromIndex]); await PublishWeaponSlotsAfterMutation(ctx, fromSpirit, $"exchange:{fromIndex}->{toSpirit}:{toIndex}"); if (toSpirit != fromSpirit) await PublishWeaponSlotsAfterMutation(ctx, toSpirit, $"exchange:{toIndex}<-{fromSpirit}:{fromIndex}"); } private async Task PublishWeaponSlotsAfterMutation(RpcContext ctx, uint spiritId, string operation) { var state = GetWorldState(ctx); var slots = WeaponSlotIds(state, spiritId); var isActive = spiritId == state.ActiveSpiritTemplateId; var currentWeaponId = isActive ? state.ActiveWeaponInstanceId : state.LastWeaponBySpirit.GetValueOrDefault(spiritId); if (currentWeaponId == 0 || !slots.Contains(currentWeaponId)) currentWeaponId = slots.FirstOrDefault(x => x != 0); if (currentWeaponId == 0) currentWeaponId = CombatCodec.Loadout(spiritId).DefaultWeapon.InstanceId; // ⛑ ControlCharacter 而不是 Characters().First():科斯机甲不在花名册里, // 非当前角色分支下这里会直接抛 "Sequence contains no matching element"(同 04:39 那个坑, // 只是崩在切人链的下一环)。 var rosterEntry = ClientConfigRepository.ControlCharacter(spiritId); var unitId = isActive ? state.ActiveSpiritUnitId : rosterEntry?.UnitId ?? throw new InvalidDataException($"Unknown spirit {spiritId} has no roster row."); var currentWeapon = CombatCatalogRepository.Weapon(spiritId, currentWeaponId) ?? throw new InvalidDataException($"Missing runtime view for spirit {spiritId}, weapon {currentWeaponId}."); var currentChanged = isActive && state.ActiveWeaponInstanceId != currentWeaponId; if (currentChanged && state.ActiveSkillId != 0) await ctx.NotifyAsync(MethodId.SyncBreakSkill, CombatCodec.BreakSkill(state.ActiveSpiritUnitId)); state.LastWeaponBySpirit[spiritId] = currentWeaponId; if (isActive) { state.ActiveSkillId = 0; state.RestoreResourcesAfterActiveSkill = false; state.ActiveClientSkillInstanceId = 0; state.ActiveSkillStartedTicks = 0; state.ActiveWeaponInstanceId = currentWeaponId; state.ActiveFightStyleId = ResolveWeaponStyle(state, currentWeapon).Id; } await PublishWeaponSnapshot(ctx, unitId, spiritId, currentWeaponId); await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon, CombatCodec.SpiritLastUsedWeapon(spiritId, currentWeaponId)); if (currentChanged) { var style = ResolveWeaponStyle(state, currentWeapon); await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction, CombatCodec.SpiritSwitchWeapon(unitId, currentWeaponId)); await PublishSelectedWeaponProfile(ctx, unitId, spiritId, currentWeapon, style); } ctx.Session.Log.Info($"[ARMORY] slots committed operation={operation} spirit={spiritId} active={isActive} current={currentWeaponId} unique={slots.Where(x => x != 0).Distinct().Count()} slots={slots.Count}"); // Every wheel edit (load / deposit / exchange) is now part of the persisted snapshot. // Without this the wheel returns to the authored loadout on the next login and the // equipped weapon stops being selectable. PlayerProgressStore.Save(state, ctx.Session.Log); } private static bool IsEditableWeaponSlot(int index) => index >= 1 && index < 16; private static List 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 WeaponSlotDefinitions(WorldEntryState state, uint spiritId) => WeaponSlotIds(state, spiritId) .Select(instanceId => instanceId == 0 ? null : CombatCatalogRepository.Weapon(spiritId, instanceId) ?? throw new InvalidDataException($"Missing runtime view for spirit {spiritId}, weapon {instanceId}.")) .ToArray(); Task OnSkillUseWeaponDurability(RpcContext ctx, int skillInstanceId, int triggerIndex) { var state = GetWorldState(ctx); if (!state.Ready) return Task.CompletedTask; var weapon = CombatCodec.Weapon(state.ActiveSpiritTemplateId, state.ActiveWeaponInstanceId) ?? CombatCodec.DefaultWeapon(state.ActiveSpiritTemplateId); if (!weapon.IsShootWeapon || weapon.MagazineAmmo == 0) return Task.CompletedTask; var current = EnsureMagazine4229938(state, weapon); var infiniteAmmo = InfiniteAmmoEnabled4229938() && weapon.MagazineAmmo > 0; if (infiniteAmmo) { // Infinite ammo: restate the magazine at full capacity so the client never reaches // the dry state (the one that stops firing and waits for an incomplete reload). current = weapon.MagazineAmmo; state.WeaponMagazineAmmo[weapon.InstanceId] = current; } else if (current > 0) { state.WeaponMagazineAmmo[weapon.InstanceId] = --current; } // Separate-bullet firearms consume only the loaded magazine; their reserve is an ordinary // backpack item. Other firearms use Durability as total remaining ammunition, so decrement // total and magazine together. Infinite (-1) values stay infinite. var durability = CurrentDurability4229938(state, weapon, current); if (infiniteAmmo) { // Infinite ammo: freeze the total pool for non-separate guns as well. if (!weapon.SeparateBullets) { if (durability < current) { durability = current; state.WeaponDurabilityAmmo[weapon.InstanceId] = durability; } } else { durability = current; } } else if (!weapon.SeparateBullets && durability > 0) { durability--; state.WeaponDurabilityAmmo[weapon.InstanceId] = durability; } else if (weapon.SeparateBullets) { durability = current; } var bulletId = EnsureBullet4229938(state, weapon); var reserve = weapon.SeparateBullets && bulletId != 0 ? EnsureReserve4229938(state, bulletId) : NonSeparateReserve4229938(durability, current); ctx.Session.Log.Info($"[AMMO] shot weapon={weapon.TemplateId}/{weapon.InstanceId} token={skillInstanceId} trigger={triggerIndex} mag={current}/{weapon.MagazineAmmo} reserve={reserve} bullet={bulletId} total={durability} infinite={infiniteAmmo}"); 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}"); } // ===== Infinite ammo (ammo_v2) ============================================= // Stock 4229938 stops firing when the synced magazine reaches 0 and then waits for a reload // sequence this private server never completes. Restating the magazine at full capacity on // every shot keeps ammo effectively infinite. Opt out by creating an empty file named // "infinite-ammo.disabled" next to Ananta.App.exe, then restart the server. private static long _infiniteAmmoCheckTicks4229938; private static bool _infiniteAmmoCached4229938 = true; internal static bool InfiniteAmmoEnabled4229938() { var now = System.Environment.TickCount64; if (now - _infiniteAmmoCheckTicks4229938 < 2000) return _infiniteAmmoCached4229938; _infiniteAmmoCheckTicks4229938 = now; try { _infiniteAmmoCached4229938 = !System.IO.File.Exists( System.IO.Path.Combine(System.AppContext.BaseDirectory, "infinite-ammo.disabled")); } catch { _infiniteAmmoCached4229938 = true; } return _infiniteAmmoCached4229938; } 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); } /// /// True when is authored straight on the character row /// (FightSpiritConfig.TempSkill) instead of on a weapon. Those skills never appear in a /// weapon's skill list, so the weapon sandbox alone would reject them even though the client /// legitimately asks for them. Read from the client config so the allow-list tracks whatever the /// build authors — do not hard-code ids here. /// private static bool AllowsAuthoredCharacterSkill(uint templateId, uint skillId) => skillId != 0 && ClientConfigRepository.TempSkills(templateId).Contains(skillId); }