fix(cw): award Rank SSS at 100 HP, map role damage and equipment in settlement, and fix overworld black screen

This commit is contained in:
CAtlas0784 committed 2026-10-31 21:55:50 +07:00
1 parent 0995055296
commit 276cb14299
3 files changed
+82 -33

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+5 -2
View File
@@ -82,7 +82,10 @@ func currencyWarsTerminalSettlement(catalog *common.CurrencyWarsCatalog, data *p
if isWon && player.PPKKHHNEOHB > 0 && player.GridFightLineupHp > 0 {
hpPercent := float64(player.GridFightLineupHp) / float64(player.PPKKHHNEOHB) * 100.0
if hpPercent >= 100.0 || player.GridFightLineupHp >= player.PPKKHHNEOHB {
rankType = 4 // Rank SS (flawless / 100% HP)
rankType = 5 // Rank SSS (flawless / 100% HP)
divisionUp = 3
} else if hpPercent >= 90.0 {
rankType = 4 // Rank SS
divisionUp = 3
} else if hpPercent >= 70.0 {
rankType = 3 // Rank S
@@ -95,7 +98,7 @@ func currencyWarsTerminalSettlement(catalog *common.CurrencyWarsCatalog, data *p
divisionUp = 1
}
} else {
rankType = 0
rankType = 0 // Rank C (defeat / 0 HP)
divisionUp = 0
}
@@ -418,21 +418,48 @@ func finishCurrencyWarsBattle(s *Session, req *pb.PVEBattleResultCsReq, current
}
for _, role := range current.EIGMKOJOEEI.GridGameRoleList {
total := float64(0)
specialID := uint32(0)
if config, err := catalog.CapturedRoleVariant(role.RoleId, role.RoleStar); err == nil {
specialID = config.Config.SpecialAvatarID
}
if specialID == 0 {
specialID = 3700000 + role.AvatarId
}
matchRole := func(id uint32) bool {
return id == role.RoleId || id == role.AvatarId || id == role.UniqueId || id == specialID ||
(id > 3700000 && id-3700000 == role.AvatarId)
}
if req.Stt != nil && req.Stt.APAGMJNECCN != nil {
for _, stat := range req.Stt.APAGMJNECCN.DOGMMGLBJIJ {
if (stat.RoleId == role.RoleId || stat.RoleId == role.AvatarId || stat.RoleId == role.UniqueId) && !math.IsNaN(stat.Damage) && !math.IsInf(stat.Damage, 0) && stat.Damage > 0 {
if matchRole(stat.RoleId) && !math.IsNaN(stat.Damage) && !math.IsInf(stat.Damage, 0) && stat.Damage > 0 {
total += stat.Damage
}
}
}
if total == 0 && req.Stt != nil {
for _, ba := range req.Stt.BattleAvatarList {
if (ba.Id == role.AvatarId || ba.Id == role.RoleId) && !math.IsNaN(ba.TotalDamage) && !math.IsInf(ba.TotalDamage, 0) && ba.TotalDamage > 0 {
if matchRole(ba.Id) && !math.IsNaN(ba.TotalDamage) && !math.IsInf(ba.TotalDamage, 0) && ba.TotalDamage > 0 {
total += ba.TotalDamage
}
}
}
damage.EEGPILJDLBG = append(damage.EEGPILJDLBG, &pb.PLFKMENCDMM{RoleId: role.RoleId, RoleStar: role.RoleStar, TotalDamage: total, DIGNECHKINI: uint64(role.Pos) > uint64(frontMax)})
var eqList []uint32
for _, eq := range role.CNIJIJMEPEF {
if eq != nil && eq.GridFightEquipmentId != 0 {
eqList = append(eqList, eq.GridFightEquipmentId)
}
}
damage.EEGPILJDLBG = append(damage.EEGPILJDLBG, &pb.PLFKMENCDMM{
RoleId: role.RoleId,
RoleStar: role.RoleStar,
TotalDamage: total,
DIGNECHKINI: uint64(role.Pos) > uint64(frontMax),
GridFightEquipmentList: eqList,
})
}
oldChapter, oldSection := stage.DCAHJELNJNP, stage.SectionId
var nextNotify *pb.GridFightSyncUpdateResultScNotify
+47 -28
View File
@@ -126,9 +126,17 @@ end
-- phase does not expose either, do not guess a world position.
local function current_facecam_target()
local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
local field = typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase', flags)
local phase = manager and field and field:GetValue(manager)
local phase = nil
if manager then
local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
local field = typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase', flags)
if field then
phase = field:GetValue(manager)
end
if not phase and manager.PhaseContext then
phase = manager.PhaseContext
end
end
if not phase then return nil, nil, nil, false end
local now = Time.unscaledTime or 0
@@ -295,11 +303,9 @@ local function update_facecam(cam, settings)
local alive, active = pcall(function() return head and root and head.gameObject.activeInHierarchy end)
if not alive or not active then
-- 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.
-- Hold last valid camera transform; do not drop FaceCam lock during ultimates.
_G.__FC_FACE_MISSING_SINCE = _G.__FC_FACE_MISSING_SINCE or now
if now - _G.__FC_FACE_MISSING_SINCE > 3.0 then
if now - _G.__FC_FACE_MISSING_SINCE > 8.0 then
return false
end
if _G.__FC_POS and _G.__FC_EULER then
@@ -307,7 +313,7 @@ local function update_facecam(cam, settings)
cam.transform.eulerAngles = _G.__FC_EULER
return true
end
return false
return true
end
_G.__FC_FACE_MISSING_SINCE = nil
@@ -324,27 +330,26 @@ local function update_facecam(cam, settings)
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
-- Prioritize character model forward direction so camera stays solidly centered
-- in front of the avatar without snapping/flipping during attacks or ultimate cutscenes.
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
if root then
local rX, rZ = root.forward.x, 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)
end
end
if not fwd then
local hX, hZ = head.up.x, head.up.z
local hMagSq = hX * hX + hZ * hZ
if hMagSq > 0.001 then
local invH = 1.0 / math.sqrt(hMagSq)
fwd = Vector3(hX * invH, 0, hZ * invH)
else
fwd = Vector3(0, 0, 1)
end
else
fwd = Vector3(0, 0, 1)
end
local desiredPos = faceCenter + fwd * distance
@@ -587,14 +592,15 @@ function _G.__FREECAM_TICK()
-- 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
local currentPhaseName = ""
if manager then
if manager.CurrentGamePhaseType then
currentPhaseName = tostring(manager.CurrentGamePhaseType)
end
if currentPhaseName == "" and manager.PhaseContext then
currentPhaseName = manager.PhaseContext:GetType().Name
end
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)
@@ -619,6 +625,19 @@ function _G.__FREECAM_TICK()
end
end)
-- Ensure Cinemachine is always active when Freecam is off to prevent black screens
if not _G.__FREECAM_ENABLED then
pcall(function()
local mainCam = CS.UnityEngine.Camera.main
if mainCam then
local brain = mainCam:GetComponent(typeof(CS.Cinemachine.CinemachineBrain))
if brain and not brain.enabled then
brain.enabled = true
end
end
end)
end
if _G.__FREECAM_ENABLED then
local cam = get_active_cam()
if cam then