pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,59 @@
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-- Capture initialized default/OtherRoles wrappers only, after the user's round.
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-- Keep outside scripts until capture is requested. Never create roles or alter stars.
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-- A BattleGamePhase pauses all table work; queue construction handles four
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-- handbook family per heartbeat, then encoding handles at most two roles.
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do
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_G.__gacCwVariants2=_G.__gacCwVariants2 or {family=0,index=1,queue={}}
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local s=_G.__gacCwVariants2
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if not s.done then
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local phaseField=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and phaseField:GetValue(manager)
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_ROLE_VARIANTS] '..tostring(v))end
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then
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if not s.paused then log('WAIT phase='..tostring(phase and phase:GetType().FullName));s.paused=true end
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return
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end
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if s.paused then log('RESUME');s.paused=false end
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local ok,err=pcall(function()
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if not s.families then
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s.families=CS.RPG.Client.GlobalVars.s_ModuleManager.GridFightModule:GetHandBookAllRoleConfig()
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if s.families.Count>1024 then error('Handbook family count exceeds capture bound')end
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log('QUEUE families='..s.families.Count)
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end
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if s.family<s.families.Count then
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for batch=1,4 do
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if s.family>=s.families.Count then break end
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local family=s.families[s.family]
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s.queue[#s.queue+1]={role=family.DefaultRole,parent=family.ID,origin='DefaultRole'}
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local others=family.OtherRoles
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if others then
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if others.Count>32 then error('Handbook variant count exceeds capture bound')end
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for i=0,others.Count-1 do s.queue[#s.queue+1]={role=others[i],parent=family.ID,origin='OtherRoles'}end
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end
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s.family=s.family+1
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end
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return
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end
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if not s.begun then s.begun=true;log('BEGIN count='..#s.queue)end
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for n=1,2 do
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local entry=s.queue[s.index]
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if not entry then s.done=true;log('END');s.queue=nil;return end
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local role=entry.role
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local config=role.RoleConfig
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local row=config:GetType():GetField('_Row',flags):GetValue(config)
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local starConfig=role.StarConfig
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local starRow=starConfig:GetType():GetField('_Row',flags):GetValue(starConfig)
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local servantRow=starConfig:GetType():GetField('_ServantStarRow',flags):GetValue(starConfig)
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local text='ROW {"ParentID":'..entry.parent..',"Origin":"'..entry.origin..'","Config":'..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row)
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..',"Price":'..config.Price..',"MaxStar":'..config.MaxStar..',"Star":'..role.Star..',"SellPrice":'..role.SellPrice
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..',"StarConfig":'..CS.Newtonsoft.Json.JsonConvert.SerializeObject(starRow)..',"ServantStarConfig":'..CS.Newtonsoft.Json.JsonConvert.SerializeObject(servantRow)..'}'
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if #text>65536 then error('Role variant row exceeds output bound')end
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log(text)
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s.index=s.index+1
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end
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end)
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if not ok then log('ERROR '..tostring(err));s.done=true;s.queue=nil end
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end
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end
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