pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,35 @@
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-- Read only the active CW player's rules and current node's penalty row.
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-- No new sessions, scene loaders, game actions or assembly scans.
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do
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local state=_G.__gacCwSettlementRules1 or {};_G.__gacCwSettlementRules1=state
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if state.done then return end
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_SETTLEMENT_RULE] '..tostring(v))end
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local ok,err=pcall(function()
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local session=CS.RPG.Client.GlobalVars.s_ModuleManager.GridFightModule.CurGameSession
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if not session then return end
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if not state.initialized then
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local fields=session:GetType():GetFields(flags)
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for i=0,math.min(fields.Length-1,63)do
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local f=fields[i];local name=f.FieldType.FullName
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if name=='RPG.Client.GridFightPlayer'then
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local player=f:GetValue(session);if player then state.rules=player:GetVictoryRules();state.index=0;log('VICTORY_COUNT '..state.rules.Count)end
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elseif name=='RPG.Client.GridFightStage'then
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local stage=f:GetValue(session);local node=stage and stage.CurNode
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if node then
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local row=node:GetType():GetProperty('_PenaltyRuleConfigRow',flags):GetValue(node,nil)
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if row then log('PENALTY_JSON '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))end
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end
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end
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end
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state.initialized=true
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end
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if state.rules then
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for _=1,2 do
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if state.index>=state.rules.Count then log('END');state.done=true;return end
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log('VICTORY_JSON '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(state.rules[state.index]));state.index=state.index+1
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end
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else log('NO_PLAYER_RULES');state.done=true end
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end)
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if not ok then log('ERROR '..tostring(err));state.done=true end
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end
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