pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,39 @@
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-- Read only RuntimeGroup conditions on an explicit floor; never load graphs.
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do
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local input = __ENTRANCE_ROW__
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local state = _G.__gacTrainDebugConditions1 or {index=0}
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_G.__gacTrainDebugConditions1 = state
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if not state.done then
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local function log(v) CS.UnityEngine.Debug.Log('[GAC_TRAIN_DEBUG_CONDITIONS] '..tostring(v)) end
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local ok,err=pcall(function()
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if not state.floor then
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state.floor=CS.RPG.GameCore.GameCoreConfigLoader.LoadRtLevelFloorInfo(CS.RPG.Client.MapDef.GetRtFloorInfoPath(input.PlaneID,input.FloorID))
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end
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local count=0
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local started=CS.UnityEngine.Time.realtimeSinceStartup
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while state.index<state.floor.GroupInstanceList.Length and count<8 do
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if count>0 and CS.UnityEngine.Time.realtimeSinceStartup-started>0.020 then break end
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local g=state.floor.GroupInstanceList[state.index]
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state.index=state.index+1
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local c=state.floor.GroupInstanceCommonMap[g.ID]
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if not g.IsDelete and c~=nil and not c.IsDelete and tostring(c.LoadSide):find('Client',1,true) then
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count=count+1
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local r=CS.RPG.GameCore.GameCoreConfigLoader.LoadRtLevelGroupInfo(g.GroupPath)
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local condition=CS.Newtonsoft.Json.JsonConvert.SerializeObject(r.SavedValueCondition)
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if condition:find('Utility_IsDebug',1,true) then
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local props={}
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if r.PropList then for j=0,r.PropList.Length-1 do
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local p=r.PropList[j]
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props[#props+1]={id=p.ID,prop_id=p.PropID,graph=tostring(p.InitLevelGraph)}
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end end
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log('GROUP '..g.ID..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(r.GroupName)..' '..condition)
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for _,p in ipairs(props)do log('PROP '..g.ID..' '..p.id..' '..p.prop_id..' '..p.graph)end
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end
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end
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end
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if state.index>=state.floor.GroupInstanceList.Length then state.done=true;log('END') end
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end)
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if not ok then state.done=true;log('ERROR '..tostring(err))end
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end
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end
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