pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,43 @@
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-- Existing CW handbook monster configurations only, two rows per heartbeat.
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-- No battle/level/graph loader, player object, or scene change is invoked.
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do
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_G.__gacCwCampExport1=_G.__gacCwCampExport1 or {index=0}
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local s=_G.__gacCwCampExport1
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if s.done then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_MONSTER_CAMP] '..tostring(v))end
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local good,err=pcall(function()
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if not s.rows then
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s.rows=CS.RPG.Client.GlobalVars.s_ModuleManager.GridFightModule:GetAllMonsterCampData()
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if s.rows.Count>2048 then error('Monster camp count exceeds capture bound')end
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s.expected=s.rows.Count
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log('BEGIN count='..s.expected)
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if s.expected>0 then
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local t=s.rows[0]:GetType()
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s.fields=t:GetFields(flags)
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log('TYPE '..t.FullName)
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for i=0,math.min(s.fields.Length-1,63)do log('FIELD '..tostring(s.fields[i]))end
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end
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end
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for batch=1,2 do
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if s.index>=s.expected then s.done=true;s.rows=nil;s.fields=nil;log('END');return end
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local object=s.rows[s.index]
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local pieces={}
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for i=0,math.min(s.fields.Length-1,63)do
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local f=s.fields[i]
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if not f.IsStatic and (f.FieldType.IsPrimitive or f.FieldType.IsEnum or f.FieldType==typeof(CS.System.String) or f.FieldType.FullName:find('RPG.GameCore.',1,true)==1)then
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local value=f:GetValue(object)
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pieces[#pieces+1]=CS.Newtonsoft.Json.JsonConvert.SerializeObject(f.Name)..':'..CS.Newtonsoft.Json.JsonConvert.SerializeObject(value)
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end
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end
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local text='{'..table.concat(pieces,',')..'}'
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if #text>65536 then error('Monster camp row exceeds capture bound')end
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log('ROW '..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 good then s.done=true;s.rows=nil;s.fields=nil;log('ERROR '..tostring(err))end
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end
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