792 lines
42 KiB
C#
792 lines
42 KiB
C#
using Ananta.SDK.Rpc;
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using Ananta.Server.ClientData.Client4229938;
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using Ananta.Server.Configuration;
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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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// 机械羊自己放的原生技能(MeikaShip 只列了传送 51984701):
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// 只登记生命周期,不记账、不扣玩家资源、不伪造伤害。
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if (await RecordMechanikaSkill4229938(ctx.Session, req)) return;
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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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state.SkillByInstanceId[req.SkillInstanceId] = req.SkillId;
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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) || CombatCatalogRepository.SkillCastTag(req.SkillId) == 19u)
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await ReloadWeapon4229938(ctx, state, weapon);
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// Auxiliary skills authored on the character row itself (FightSpiritConfig.TempSkill) belong
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// to no weapon; the client sends them through this same AskUseSkill (that is how Seymour's
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// spider/drone summon buttons reach us), so accept whatever the client config authors.
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var authoredSkill = AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, req.SkillId);
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// ★★ 梅卡妮卡的"羊技能族"(51937721 根 / 51937722 召唤 / 51934941 念力砸击)。
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// 这三个 id <b>不在任何 FightSkillConfig 行里</b>(2026-09-27 全表 grep 确认)
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// ⇒ weapon.AllowsSkill 一定 false ⇒ 必须在那条校验<b>之前</b>放行,否则客户端按
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// SkillReplace 替换后发来的 id 会被 "reject unknown-skill" 吃掉,羊永远召不出来。
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var sheepSkill = AllowsMechanikaSheepSkill4229938(state.ActiveSpiritTemplateId, req.SkillId);
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if (!weapon.AllowsSkill(style, req.SkillId) && !authoredSkill && !sheepSkill)
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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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if (authoredSkill)
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ctx.Session.Log.Info($"[COMBAT] accept temp-skill template={state.ActiveSpiritTemplateId} skill={req.SkillId} inst={req.SkillInstanceId}");
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// 黑客 APP 的蜘蛛机器人 / 送货无人机按钮、以及巡卫官执勤终端的机械狗(51938184 /
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// 51938186)都是从这条路进来的(GameRouter.HackerSummon.cs 的文件注释里有抓包原文)。
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// 服务端此前只记账不动作,点上按钮自然什么都不会出现。
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// 召唤成功后它的记账对技能本身没有意义(它会接管操控,不再由玩家本体出招),
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// 所以这里直接 return,不落 CombatUseCount / ActiveSkillId。
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if (await TryHandleControllableSummonSkill(ctx, req))
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return;
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// ★ 梅卡妮卡「梅卡定制召唤羊」(51937722)。这是<b>原生直通</b>那条:
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// 客户端 SkillJumpConfig 97011851 判出「10 米内没羊」后,会把这次 E 换成这个技能 id 发过来。
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// ⛑ 服务端再判一次同样的 10 米(见 SummonMechanikaSheep4229938),两边一致才生成。
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if (req.SkillId == MechanikaSummonSkill4229938)
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{
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var summon = await SummonMechanikaSheep4229938(ctx.Session);
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ctx.Session.Log.Info($"[MECHANIKA] summon-request ok={summon.Ok}: {summon.Message}");
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return;
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}
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// ★ 51937721「梅卡定制念力」(根技能)与 51939201(当前 E 实际走的壳子)。
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// ⛑ 2026-09-27 17:2x:<b>10 米判定已按用户要求删除</b> —— 这两个 id 一旦到达就直接放一批羊,
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// 不再有"范围内已有羊 ⇒ 这次走念力"的分支。
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if (req.SkillId == MechanikaMindRootSkill4229938 ||
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req.SkillId == MechanikaSheepCastProxySkill4229938)
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{
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var root = await SummonMechanikaSheep4229938(ctx.Session);
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ctx.Session.Log.Info($"[MECHANIKA] cast skill={req.SkillId} ok={root.Ok}: {root.Message}");
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return;
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}
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// ★ 51934941「通用念力砸击」= 原来 10 米内有羊时这次 E 的落点(判据已删,这条基本不会再触发)。
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// 纯客户端演出(砸可破坏物),服务端既不生成羊、也不记账(这个技能不在沙箱里)。
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if (req.SkillId == MechanikaMindStrikeSkill4229938)
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{
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ctx.Session.Log.Info($"[MECHANIKA] mind-strike skill={req.SkillId} — 范围内已有羊,这次 E 走念力砸击(不生成)");
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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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// 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。
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// ⛔ 默认<b>关闭</b> —— 2026-09-27 用户拍板走原生驾驶 HUD。
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// 实机(14:2x)显示驾驶 HUD 上拿不到那个按钮 ⇒ 开关
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// <c>gameplay.baiJingTimeBindActiveSkill</c> 留在这里,置 true 即可用上,不用重编译。
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if (PrivateServerConfigStore.Current.Gameplay.BaiJingTimeBindActiveSkill
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&& req.SkillId != 0 && req.SkillId == weapon.ActiveSkill(style))
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await TryStartBaiJingTime4229938(ctx.Session, state.ActiveSpiritUnitId, "e-active-skill");
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// ⛔ 白靖的时缓<b>不挂 E</b>(2026-09-27 用户拍板;挂 E 是捐赠端 7k-v0.5 自己加的)。
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// 原生入口是<b>驾驶 HUD 上的职业技能按钮</b>,判据只有一条:
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// DriveControlDriverStore.lua:12442 BTN_VALID.PROFESSION_SKILL = self:ShowProfessionSkillButton()
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// DriveControlDriverStore.lua:17690 return PlayerUnit and gBuffUtils.HasBuff(Pid, BuffConfig.TimeScaleBadgeBuff)
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// 按下 ⇒ BattleMgr.lua:580 ClickProfessionSkill() ⇒ AskAddClientBuff(pid, <b>52959496</b>)(lua 硬编码)
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// ⇒ 服务端 TryStartBaiJingTime4229938(GameRouter.Traversal.cs)⇒ SyncSandevistanStart。
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// ⛑ 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)。
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// 那条 <c>BattleMgr.lua:414 CheckShowJobSpecialBtn</c> 是<b>步行</b> HUD 的另一条路,
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// 它的调用点(CoreHudCharacterControlStore.lua:286 / :3161)是无参调用 ⇒ show 恒 nil,
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// 与骑乘这条无关,不要拿它当「原生不通」的判据。
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// ★ 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);
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// 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。
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// ⛑ 它走的是与直通那条<b>完全相同的 10 米判据</b>:范围内有羊 ⇒ 什么都不做,
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// 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。
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if (req.SkillId != 0 && req.SkillId == weapon.ActiveSkill(style)
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&& state.ActiveSpiritTemplateId == MechanikaSpirit4229938)
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{
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var fallback = await SummonMechanikaSheep4229938(ctx.Session);
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ctx.Session.Log.Info($"[MECHANIKA] summon-fallback e-active-skill={req.SkillId} ok={fallback.Ok}: {fallback.Message}");
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}
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if (state.CombatUseCount <= 20 || state.CombatUseCount % 50 == 0)
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ctx.Session.Log.Info($"[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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// 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)。
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if (report.unitId != 0 && report.unitId != state.ActiveSpiritUnitId)
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{
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RecordMechanikaSkillEnd4229938(ctx.Session, report);
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return;
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}
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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 &&
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(weapon.AllowsSkill(style, report.newSkillId) ||
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AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, 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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async Task OnSkillHit(RpcContext ctx, SceneMethods.SkillHitData hit)
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{
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var state = GetWorldState(ctx);
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// Client-spawned enemy intake, deliberately FIRST. The enemy the player fights is
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// created client-side and is unknown to this server, so its damage has to be
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// settled here; doing it before the weapon-sandbox validation below means a local
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// enemy stays defeatable even when the skill is not in the sandbox's allow-list.
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// See GameRouter.LocalEnemyCombat.cs for the ledger and the reaction packets.
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if (hit.HitTarget != 0)
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await TrackLocalEnemyHitAsync(ctx, hit);
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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;
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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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!AllowsAuthoredCharacterSkill(state.ActiveSpiritTemplateId, hit.SkillId))
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{
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ctx.Session.Log.Warn($"[HIT] reject unknown-skill style={style.Id} skill={hit.SkillId} target={hit.HitTarget}");
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return;
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}
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state.CombatHitCount++;
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if (state.CombatHitCount <= 20 || state.CombatHitCount % 100 == 0)
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ctx.Session.Log.Info($"[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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}
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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($"[WEAPON] ignored index={index} ready={state.Ready} pendingSpirit={state.PendingSwitchTemplateId}");
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return;
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}
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var slotWeapons = WeaponSlotDefinitions(state, state.ActiveSpiritTemplateId);
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// 搜打撤里 Tab / 滚轮切的是「轮盘枪」,不是角色的城镇 16 槽配装:
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// 下标 0/1 仍然是拳头 / 私有武器,≥ 2 落到轮盘 bag 的 CellX = index - 2。
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// 客户端侧没有任何 bag ↔ 下标的换算(轮盘界面点击是空的),位置全部由服务端下发的
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// CurrWeaponSlots 决定,所以这里按同一口径还原即可。
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var inRaid = IsExtractionRaid(state.ActiveRaidId);
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var weapon = inRaid
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? ExtractionSwitchWeaponAt(ctx.Session, state, index)
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: (index >= 0 && index < slotWeapons.Count ? slotWeapons[index] : null);
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if (weapon is null)
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{
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ctx.Session.Log.Warn($"[WEAPON] invalid index={index} template={state.ActiveSpiritTemplateId} slots={slotWeapons.Count} inRaid={inRaid}");
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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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// 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
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// 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。
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if (!inRaid)
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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($"[WEAPON] switched template={state.ActiveSpiritTemplateId} unit={state.ActiveSpiritUnitId} slot={index} page={index / 8 + 1} weapon={weapon.TemplateId}/{weapon.InstanceId} name={weapon.Name} style={style.FightSkillTypeId}:{style.Id} skills={style.CommonSkill},{style.HeavyCommonSkill},{weapon.ActiveSkill(style)},{weapon.UniqueSkill(style)}");
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PlayerProgressStore.Save(state, ctx.Session.Log);
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}
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async Task OnSwitchFightStyle(RpcContext ctx, uint spiritId, uint fightStyleTypeId, uint fightStyleId)
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{
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var state = GetWorldState(ctx);
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var style = CombatCatalogRepository.Style(fightStyleId);
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if (style is null || !CombatCatalogRepository.StyleMatchesType(fightStyleId, fightStyleTypeId) ||
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(style.SpiritIds.Count > 0 && !style.SpiritIds.Contains(spiritId)))
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{
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ctx.Session.Log.Warn($"[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)
|
||
{
|
||
// 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<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);
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// True when <paramref name="skillId"/> is authored straight on the character row
|
||
/// (<c>FightSpiritConfig.TempSkill</c>) 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.
|
||
/// </summary>
|
||
private static bool AllowsAuthoredCharacterSkill(uint templateId, uint skillId)
|
||
=> skillId != 0 && ClientConfigRepository.TempSkills(templateId).Contains(skillId);
|
||
}
|