worldbox-observer-mod/IdleSpectator/CameraDirector.cs
DazedAnon 1ab58e9d9e Refactor combat handling and enhance event reasoning for framing changes.
- Update CameraDirector to log only significant tip changes
- Introduce new combat framing change detection in EventReason
- Enhance InterestDirector to manage theater lead and combat focus
- Add new steps in HarnessScenarios for combat wire attack scenarios
- Increment version to 0.28.24 in mod.json
2026-07-17 17:57:08 -05:00

184 lines
5.6 KiB
C#

using System;
using NeoModLoader.services;
using UnityEngine;
namespace IdleSpectator;
public static class CameraDirector
{
public static string LastWatchLabel { get; private set; } = "";
public static string LastWatchAssetId { get; private set; } = "";
public static string LastFormattedWatchTip { get; private set; } = "";
public static void FocusUnit(Actor actor, bool updateCaption = true)
{
if (actor != null && actor.isAlive())
{
RetargetFollow(actor);
if (updateCaption && SpectatorMode.Active)
{
WatchCaption.SetFromActor(actor);
}
}
}
public static void Watch(InterestEvent interest)
{
if (interest == null || !interest.HasValidPosition)
{
return;
}
if (!Config.game_loaded || World.world == null)
{
return;
}
string tip = FormatWatchTip(interest);
string label = interest.Label ?? "";
string assetId = interest.AssetId ?? "";
// AssetId-only churn (live_combat ↔ live_battle) must not re-log the same tip.
bool tipChanged = !string.Equals(tip, LastFormattedWatchTip, StringComparison.Ordinal)
|| !string.Equals(label, LastWatchLabel, StringComparison.Ordinal);
bool framingOnly = tipChanged
&& (EventReason.IsHeadcountOnlyChange(LastWatchLabel, label)
|| EventReason.IsCombatFramingOnlyChange(LastWatchLabel, label));
LastFormattedWatchTip = tip;
// LastWatchLabel is tip/harness telemetry only - never dossier reason truth.
LastWatchLabel = label;
LastWatchAssetId = assetId;
// Sticky Mass tips tick headcounts / side-order / Battle↔Mass often - log structure only.
if (tipChanged && !framingOnly)
{
LogService.LogInfo($"[IdleSpectator] {tip}");
}
Actor follow = ResolveFollowUnit(interest);
if (follow != null && follow.isAlive())
{
// Focus first, then nametag - same order as FocusUnit, so tip/focus/dossier
// never diverge across a handoff frame.
RetargetFollow(follow);
// Same subject: skip full UnitDossier.FromActor rebuild (was walking every
// alive unit for species counts on every Mass headcount tip refresh).
// WatchCaption.Update already refreshes reason/task/identity live.
long followId = EventFeedUtil.SafeId(follow);
if (followId == 0 || followId != WatchCaption.CurrentUnitId)
{
WatchCaption.SetFromActor(follow);
}
return;
}
// No accepted living follow: tip already logged. Do not bind a rejected FollowUnit
// (dead / species mismatch) as the dossier subject.
if (!interest.HasFollowUnit)
{
WatchCaption.SetFromInterest(interest);
}
if (!MoveCamera.hasFocusUnit())
{
PanCamera(interest.Position);
}
}
private static Actor ResolveFollowUnit(InterestEvent interest)
{
if (interest == null)
{
return null;
}
Actor follow = interest.HasFollowUnit ? interest.FollowUnit : null;
// Species discovery: only attach a species-matched unit, never a random stranger.
bool speciesTip = interest.Label != null
&& interest.Label.StartsWith("New species:");
if (follow == null
&& speciesTip
&& !string.IsNullOrEmpty(interest.AssetId)
&& interest.AssetId != "live_battle"
&& interest.AssetId != "scored_unit")
{
follow = WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
}
if (follow == null || !follow.isAlive())
{
return null;
}
if (speciesTip
&& !string.IsNullOrEmpty(interest.AssetId)
&& follow.asset != null
&& follow.asset.id != interest.AssetId)
{
return WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
}
return follow;
}
public static string FormatWatchTip(InterestEvent interest)
{
if (interest == null || string.IsNullOrEmpty(interest.Label))
{
return "Watching";
}
return "Watching: " + interest.Label;
}
public static void ClearFollow()
{
MoveCamera.clearFocusUnitOnly();
}
public static void PanTo(Vector3 pos)
{
PanCamera(pos);
}
private static void RetargetFollow(Actor actor)
{
if (MoveCamera.isCameraFollowingUnit(actor))
{
return;
}
bool firstFocus = !MoveCamera.hasFocusUnit();
MoveCamera.setFocusUnit(actor);
Chronicle.NoteFocus(actor);
MoveCamera cam = MoveCamera.instance;
if (cam == null)
{
return;
}
// Same as vanilla killer handoff: reset ease so the camera lerps to the new unit.
cam._focus_timer = 0f;
if (firstFocus)
{
cam._target_zoom = 15f;
cam._focus_zoom = 15f;
}
}
private static void PanCamera(Vector3 pos)
{
MoveCamera cam = MoveCamera.instance;
if (cam == null)
{
World.world.locatePosition(pos);
return;
}
pos.z = cam.transform.position.z;
cam.transform.position = pos;
cam._target_zoom = 15f;
cam._focus_zoom = 15f;
}
}