feat(currency_wars): complete systems, settlement Rank SS, damage report, camera and recovery fixes

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CAtlas0784 committed 2026-10-31 20:47:36 +07:00
1 parent c008243f11
commit 0995055296
78 files changed
+33840 -9525

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@@ -65,6 +65,62 @@ local function get_active_cam()
return nil
end
-- Resolve the controlled member or current battle actor through the Client's
-- entity state, and anchor to that model's observed head bone. If the current
-- phase does not expose either, do not guess a world position.
local function model_for(candidate)
local ok, result = pcall(function()
local component = candidate and candidate:GetComponent(typeof(CS.RPG.GameCore.CharacterModelComponent))
return component and component:GetModelGO()
end)
if ok then return result end
return nil
end
local function is_player_avatar(entity, model)
if not entity or not model then return false end
local name = tostring(model.name or '')
if name:find('Monster', 1, true) then return false end
if name:find('Avatar_00', 1, true) then return false end
if name:find('Avatar_', 1, true) or name:find('Player_', 1, true) then
return true
end
local ok, isHuman = pcall(function()
local anim = model:GetComponentInChildren(typeof(CS.UnityEngine.Animator))
return anim and anim.isHuman
end)
return ok and (isHuman == true)
end
local function find_head_bone(model)
if not model then return nil end
local ok, bone = pcall(function()
local animator = model:GetComponentInChildren(typeof(CS.UnityEngine.Animator))
if animator and animator.isHuman then
return animator:GetBoneTransform(CS.UnityEngine.HumanBodyBones.Head)
end
return nil
end)
if ok and bone and bone.gameObject.activeInHierarchy then
return bone
end
local nodes = model:GetComponentsInChildren(typeof(CS.UnityEngine.Transform), true)
for i = 0, nodes.Length - 1 do
local node = nodes[i]
if node.name == 'Head_M' and node.gameObject.activeInHierarchy then
return node
end
end
for i = 0, nodes.Length - 1 do
local node = nodes[i]
local lname = node.name:lower()
if (lname == 'head' or lname == 'bip001 head' or lname:find('head_m', 1, true)) and node.gameObject.activeInHierarchy then
return node
end
end
return nil
end
-- Resolve the controlled member or current battle actor through the Client's
-- entity state, and anchor to that model's observed head bone. If the current
-- phase does not expose either, do not guess a world position.
@@ -74,40 +130,83 @@ local function current_facecam_target()
local field = typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase', flags)
local phase = manager and field and field:GetValue(manager)
if not phase then return nil, nil, nil, false end
local now = Time.unscaledTime or 0
local entity, mode
if typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then
local instance = phase.BattleInstanceRef
mode = instance and instance.TurnBasedGameModeRef
entity = mode and mode.CurrentTurnOwnerEntity
-- Inserted attacks can act outside the turn owner's turn. Prefer the
-- most recently attacking entity while the Client reports one.
if mode then
-- 1. Attacking Avatar (skill, ultimate, basic attack)
local attackers = mode:GetAttackingEntityList()
if attackers and attackers.Count > 0 then entity = attackers[attackers.Count - 1] end
if attackers and attackers.Count > 0 then
for i = attackers.Count - 1, 0, -1 do
local cand = attackers[i]
local candModel = model_for(cand)
if is_player_avatar(cand, candModel) then
entity = cand
_G.__FC_BATTLE_LAST_ATTACKER = cand
_G.__FC_BATTLE_ATTACK_TIME = now
break
end
end
end
-- 2. Keep tracking recent ultimate / attacking avatar during cutscenes (up to 4.5s)
if not entity and _G.__FC_BATTLE_LAST_ATTACKER then
local lastModel = model_for(_G.__FC_BATTLE_LAST_ATTACKER)
if lastModel and (now - (_G.__FC_BATTLE_ATTACK_TIME or 0)) < 4.5 then
entity = _G.__FC_BATTLE_LAST_ATTACKER
end
end
-- 3. Turn owner (only if player avatar)
if not entity then
local turnOwner = mode.CurrentTurnOwnerEntity
local turnModel = model_for(turnOwner)
if is_player_avatar(turnOwner, turnModel) then
entity = turnOwner
_G.__FC_BATTLE_LAST_AVATAR = turnOwner
end
end
-- 4. Stick to last active player avatar if turn owner is an enemy monster
if not entity and _G.__FC_BATTLE_LAST_AVATAR then
local lastModel = model_for(_G.__FC_BATTLE_LAST_AVATAR)
if lastModel then
entity = _G.__FC_BATTLE_LAST_AVATAR
end
end
-- 5. Fallback: MVP entity if it's an avatar
if not entity and mode.CurrentMVPEntity then
local mvp = mode.CurrentMVPEntity
local mvpModel = model_for(mvp)
if is_player_avatar(mvp, mvpModel) then
entity = mvp
_G.__FC_BATTLE_LAST_AVATAR = mvp
end
end
end
elseif phase:GetType().Name == 'AdventurePhase' then
entity = phase.CurrentPlayingTeamMember
else
return nil, nil, nil, false
end
if not entity then return nil, nil, nil, true end
local function model_for(candidate)
local ok, result = pcall(function()
local component = candidate and candidate:GetComponent(typeof(CS.RPG.GameCore.CharacterModelComponent))
return component and component:GetModelGO()
end)
if ok then return result end
return nil
end
local model = model_for(entity)
-- In a transformed turn the Client can report a model-less turn owner;
-- the live battle's MVP entity points to the visible transformed actor.
if not model and mode then
local fallback = mode.CurrentMVPEntity
local fallbackModel = model_for(fallback)
if fallbackModel then entity, model = fallback, fallbackModel end
if fallbackModel and is_player_avatar(fallback, fallbackModel) then
entity, model = fallback, fallbackModel
end
end
if not model then return nil, nil, nil, true end
local cachedAlive, cachedActive = pcall(function()
return _G.__FC_FACE_HEAD and _G.__FC_FACE_ROOT
and _G.__FC_FACE_HEAD.gameObject.activeInHierarchy and _G.__FC_FACE_ROOT.gameObject.activeInHierarchy
@@ -115,13 +214,13 @@ local function current_facecam_target()
if _G.__FC_FACE_ENTITY == entity.RuntimeID and cachedAlive and cachedActive then
return _G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, entity.RuntimeID, true
end
local nodes = model:GetComponentsInChildren(typeof(CS.UnityEngine.Transform), true)
for i = 0, nodes.Length - 1 do
if nodes[i].name == 'Head_M' and nodes[i].gameObject.activeInHierarchy then
return nodes[i], model.transform, entity.RuntimeID, true
end
local head = find_head_bone(model)
if head then
return head, model.transform, entity.RuntimeID, true
end
return nil, nil, nil, true
return nil, model.transform, entity.RuntimeID, true
end
-- Log only changes, so diagnostics stay useful during long battles.
@@ -158,7 +257,9 @@ local function facecam_target(cam)
local battleHead, battleRoot, id, tracked = current_facecam_target()
if tracked then
_G.__FC_FACE_ENTITY = id
return battleHead, battleRoot
if battleHead and battleRoot then
return battleHead, battleRoot
end
end
local brain = cam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
local virtual = brain and brain.ActiveVirtualCamera
@@ -179,22 +280,37 @@ end
local function update_facecam(cam, settings)
local now = Time.unscaledTime or 0
if now >= (_G.__FC_FACE_NEXT or 0) then
_G.__FC_FACE_NEXT = now + 0.15
_G.__FC_FACE_NEXT = now + 0.08
local ok, head, root, id, tracked = pcall(current_facecam_target)
log_facecam_target(ok, head, root, id, tracked)
if ok and tracked and head and root then
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, _G.__FC_FACE_ENTITY = head, root, id
if ok and tracked then
if head and root then
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, _G.__FC_FACE_ENTITY = head, root, id
_G.__FC_FACE_MISSING_SINCE = nil
end
end
end
local head, root = _G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT
local alive, active = pcall(function() return head and root and head.gameObject.activeInHierarchy end)
if not alive or not active then
-- Character transformations can briefly unload a model while keeping
-- the same entity ID. Give the replacement time to become available.
-- Character transformations or ultimate cutscenes can briefly unload/hide a model.
-- Hold last valid camera transform only within a short grace period (3s).
-- If character remains unavailable (e.g. battle finished or scene changed),
-- return false so FaceCam automatically deactivates and restores Cinemachine.
_G.__FC_FACE_MISSING_SINCE = _G.__FC_FACE_MISSING_SINCE or now
return now - _G.__FC_FACE_MISSING_SINCE < 2
if now - _G.__FC_FACE_MISSING_SINCE > 3.0 then
return false
end
if _G.__FC_POS and _G.__FC_EULER then
cam.transform.position = _G.__FC_POS
cam.transform.eulerAngles = _G.__FC_EULER
return true
end
return false
end
_G.__FC_FACE_MISSING_SINCE = nil
local distance = _G.__FC_FACE_DISTANCE or tonumber(settings.distance) or 2
local scroll = Input.mouseScrollDelta.y
if scroll ~= 0 then distance = distance - scroll * 0.2 end
@@ -203,21 +319,53 @@ local function update_facecam(cam, settings)
if scroll ~= 0 then
show_ui('<color=#00FF88><b>[FaceCam: ON]</b> Distance: ' .. string.format('%.1f', distance) .. '</color>')
end
local target = head.position
local anchor = _G.__FC_FACE_ANCHOR
if not anchor or anchor.transform.parent ~= head then
if anchor then CS.UnityEngine.Object.Destroy(anchor) end
anchor = GameObject('GaC_FaceCamAnchor')
anchor.transform:SetParent(head, false)
_G.__FC_FACE_ANCHOR = anchor
-- Target: Center of the face/eyes (~0.08m above neck pivot Head_M)
local eyeOffset = 0.08
local faceCenter = head.position + Vector3(0, eyeOffset, 0)
-- In HSR rigs, head.up is aligned with the facial forward axis.
-- Project onto horizontal plane (Y=0) so camera remains level and doesn't tilt/pitch with nodding.
local fwdX = head.up.x
local fwdZ = head.up.z
local fwdMagSq = fwdX * fwdX + fwdZ * fwdZ
local fwd
if fwdMagSq > 0.001 then
local invMag = 1.0 / math.sqrt(fwdMagSq)
fwd = Vector3(fwdX * invMag, 0, fwdZ * invMag)
elseif root then
local rX = root.forward.x
local rZ = root.forward.z
local rMagSq = rX * rX + rZ * rZ
if rMagSq > 0.001 then
local invR = 1.0 / math.sqrt(rMagSq)
fwd = Vector3(rX * invR, 0, rZ * invR)
else
fwd = Vector3(0, 0, 1)
end
else
fwd = Vector3(0, 0, 1)
end
-- The observed game rig uses Head_M's local up axis as its facial
-- direction; model-root forward does not follow the animated pose.
local direction = head.up
anchor.transform.position = target + direction * distance
anchor.transform.rotation = CS.UnityEngine.Quaternion.LookRotation(target - anchor.transform.position, Vector3.up)
cam.transform.position = anchor.transform.position
cam.transform.rotation = anchor.transform.rotation
local desiredPos = faceCenter + fwd * distance
local lookDir = faceCenter - desiredPos
local desiredRot = CS.UnityEngine.Quaternion.LookRotation(lookDir, Vector3.up)
-- Smooth interpolation to remove micro-jitter while tracking
local dt = Time.unscaledDeltaTime or 0.016
if dt <= 0 or dt > 0.1 then dt = 0.016 end
local smoothSpeed = 16.0
local factor = math.min(1.0, dt * smoothSpeed)
if _G.__FC_LAST_TRACKED_ENTITY ~= _G.__FC_FACE_ENTITY or not _G.__FC_POS then
_G.__FC_LAST_TRACKED_ENTITY = _G.__FC_FACE_ENTITY
cam.transform.position = desiredPos
cam.transform.rotation = desiredRot
else
cam.transform.position = Vector3.Lerp(cam.transform.position, desiredPos, factor)
cam.transform.rotation = CS.UnityEngine.Quaternion.Slerp(cam.transform.rotation, desiredRot, factor)
end
_G.__FC_POS = cam.transform.position
_G.__FC_EULER = cam.transform.eulerAngles
return true
@@ -233,6 +381,19 @@ local function set_cinemachine_enabled(cam, enabled)
pcall(function() if state.brain then state.brain.enabled = state.enabled end end)
_G.__FC_BRAINS[id] = nil
end
pcall(function()
if cam then
local brain = cam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
if brain then brain.enabled = true end
cam.enabled = true
end
local mainCam = CS.UnityEngine.Camera.main
if mainCam and mainCam ~= cam then
local brain = mainCam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
if brain then brain.enabled = true end
mainCam.enabled = true
end
end)
return
end
pcall(function()
@@ -255,7 +416,7 @@ _G.__FC_MOUSE_GATE = _G.__FC_MOUSE_GATE or {modules={}, bindings={}}
local function restore_mouse_gate()
local gate = _G.__FC_MOUSE_GATE
for _, state in ipairs(gate.modules) do
pcall(function() state.module.allowMouseInput = state.allowed end)
pcall(function() state.module.allowMouseInput = true end)
end
for _, state in ipairs(gate.bindings) do
pcall(function()
@@ -265,6 +426,13 @@ local function restore_mouse_gate()
end
end)
end
pcall(function()
local eventSystem = CS.UnityEngine.EventSystems.EventSystem.current
if eventSystem then
local module = eventSystem:GetComponent(typeof(CS.InControl.InControlInputModule))
if module then module.allowMouseInput = true end
end
end)
gate.modules, gate.bindings, gate.sets = {}, {}, {}
gate.active = false
end
@@ -305,7 +473,11 @@ local function update_mouse_gate()
if not recorded then
gate.modules[#gate.modules + 1] = {module=module, allowed=module.allowMouseInput}
end
module.allowMouseInput = false
if Input.GetMouseButton(1) then
module.allowMouseInput = false
else
module.allowMouseInput = true
end
end
end
gate.sets = gate.sets or {}
@@ -352,7 +524,7 @@ function _G.__FREECAM_TICK()
return
end
_G.__FC_INPUT_FRAME = frame
if Input.GetKeyDown(KeyCode.Tab) then
if Input.GetKeyDown(KeyCode.F8) or Input.GetKeyDown(KeyCode.Insert) then
_G.__FREECAM_ENABLED = not _G.__FREECAM_ENABLED
_G.__FC_LAST_TIME = nil
local cam = get_active_cam()
@@ -362,13 +534,11 @@ function _G.__FREECAM_TICK()
_G.__FC_FACE_DISTANCE = tonumber(settings.distance) or 2
local head, root
if cam then head, root = facecam_target(cam) end
if not head or not root then
_G.__FREECAM_ENABLED = false
show_ui("<color=#FFAA44>FaceCam: character head unavailable</color>")
CS.UnityEngine.Debug.Log("[FaceCam] active camera follow target has no humanoid head")
return
if head and root then
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = head, root
else
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
end
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = head, root
end
if cam then
_G.__FC_POS = cam.transform.position
@@ -376,9 +546,9 @@ function _G.__FREECAM_TICK()
set_cinemachine_enabled(cam, false)
end
if settings.mode == "facecam" then
show_ui("<color=#00FF88><b>[FaceCam: ON]</b> | Tab: Close</color>")
show_ui("<color=#00FF88><b>[FaceCam: ON]</b> | F8/Insert: Close</color>")
else
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look</color>")
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look | F8/Insert: Close</color>")
end
else
local settings = _G.__GAC_CAMERA_SETTINGS or {mode="freecam"}
@@ -387,6 +557,9 @@ function _G.__FREECAM_TICK()
end
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
_G.__FC_FACE_ENTITY = nil
_G.__FC_LAST_TRACKED_ENTITY = nil
_G.__FC_BATTLE_LAST_ATTACKER = nil
_G.__FC_BATTLE_LAST_AVATAR = nil
_G.__FC_FACE_DISTANCE, _G.__FC_FACE_LOCAL_FORWARD = nil, nil
_G.__FC_FACE_MISSING_SINCE = nil
if _G.__FC_FACE_ANCHOR then CS.UnityEngine.Object.Destroy(_G.__FC_FACE_ANCHOR); _G.__FC_FACE_ANCHOR = nil end
@@ -409,6 +582,43 @@ function _G.__FREECAM_TICK()
CS.UnityEngine.Debug.Log("[FreeCam] Mouse gate error: " .. tostring(gateError))
end
-- Detect game phase changes (e.g. Battle <-> Adventure or Scene loading transitions)
-- Immediately restore Cinemachine and deactivate FreeCam/FaceCam so the camera does not
-- get pinned in the void (black screen) when returning to overworld scenes like Dewlight Pavilion.
pcall(function()
local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
local phaseField = _G.__FC_PHASE_FIELD
if not phaseField then
local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
phaseField = typeof(CS.RPG.Client.GamePhaseManager):GetField("_CurrentPhase", flags)
_G.__FC_PHASE_FIELD = phaseField
end
local currentPhase = manager and phaseField and phaseField:GetValue(manager)
local currentPhaseName = currentPhase and currentPhase:GetType().Name or ""
if _G.__FC_LAST_PHASE_NAME and _G.__FC_LAST_PHASE_NAME ~= currentPhaseName and currentPhaseName ~= "" then
local cam = get_active_cam()
set_cinemachine_enabled(cam, true)
restore_mouse_gate()
_G.__FREECAM_ENABLED = false
_G.__FC_POS = nil
_G.__FC_EULER = nil
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
_G.__FC_FACE_ENTITY = nil
_G.__FC_LAST_TRACKED_ENTITY = nil
_G.__FC_BATTLE_LAST_ATTACKER = nil
_G.__FC_BATTLE_LAST_AVATAR = nil
_G.__FC_FACE_DISTANCE, _G.__FC_FACE_LOCAL_FORWARD = nil, nil
_G.__FC_FACE_MISSING_SINCE = nil
if _G.__FC_FACE_ANCHOR then
CS.UnityEngine.Object.Destroy(_G.__FC_FACE_ANCHOR)
_G.__FC_FACE_ANCHOR = nil
end
end
if currentPhaseName ~= "" then
_G.__FC_LAST_PHASE_NAME = currentPhaseName
end
end)
if _G.__FREECAM_ENABLED then
local cam = get_active_cam()
if cam then
@@ -419,6 +629,9 @@ function _G.__FREECAM_TICK()
_G.__FREECAM_ENABLED = false
_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT = nil, nil
_G.__FC_FACE_ENTITY = nil
_G.__FC_LAST_TRACKED_ENTITY = nil
_G.__FC_BATTLE_LAST_ATTACKER = nil
_G.__FC_BATTLE_LAST_AVATAR = nil
_G.__FC_FACE_DISTANCE, _G.__FC_FACE_LOCAL_FORWARD = nil, nil
_G.__FC_FACE_MISSING_SINCE = nil
if _G.__FC_FACE_ANCHOR then CS.UnityEngine.Object.Destroy(_G.__FC_FACE_ANCHOR); _G.__FC_FACE_ANCHOR = nil end
@@ -441,11 +654,11 @@ function _G.__FREECAM_TICK()
-- Speed adjustment (+ / -)
if Input.GetKeyDown(KeyCode.Equals) or Input.GetKeyDown(KeyCode.KeypadPlus) then
_G.__FREECAM_SPEED = math.min(300.0, _G.__FREECAM_SPEED * 1.5)
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look</color>")
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look | F8/Insert: Close</color>")
end
if Input.GetKeyDown(KeyCode.Minus) or Input.GetKeyDown(KeyCode.KeypadMinus) then
_G.__FREECAM_SPEED = math.max(0.5, _G.__FREECAM_SPEED / 1.5)
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look</color>")
show_ui("<color=#00FF88><b>[FreeCam: ON]</b> Speed: " .. string.format("%.1f", _G.__FREECAM_SPEED) .. " | Arrows: Fly | PgUp/PgDn: Up/Down | RMB: Look | F8/Insert: Close</color>")
end
-- Raw Unity mouse input remains available to the camera while