- Limit saga context to relevant beats and suppress repeated facts - Stabilize combat labels and commit telemetry after focus changes - Preserve relationship participants and normalize event prose - Compact narrative sidecars and extend presentation coverage
201 lines
6.1 KiB
C#
201 lines
6.1 KiB
C#
using System;
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using NeoModLoader.services;
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using UnityEngine;
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namespace IdleSpectator;
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public static class CameraDirector
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{
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public static string LastWatchLabel { get; private set; } = "";
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public static string LastWatchAssetId { get; private set; } = "";
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public static string LastFormattedWatchTip { get; private set; } = "";
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public static void FocusUnit(Actor actor, bool updateCaption = true)
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{
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if (actor != null && actor.isAlive())
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{
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RetargetFollow(actor);
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if (updateCaption && SpectatorMode.Active)
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{
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WatchCaption.SetFromActor(actor);
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}
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}
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}
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public static void Watch(InterestEvent interest)
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{
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if (interest == null || !interest.HasValidPosition)
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{
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return;
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}
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if (!Config.game_loaded || World.world == null)
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{
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return;
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}
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Actor follow = ResolveFollowUnit(interest);
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if (follow != null && follow.isAlive())
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{
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// Focus first, then nametag - same order as FocusUnit, so tip/focus/dossier
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// never diverge across a handoff frame.
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RetargetFollow(follow);
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// Same subject: skip full UnitDossier.FromActor rebuild (was walking every
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// alive unit for species counts on every Mass headcount tip refresh).
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// WatchCaption.Update already refreshes reason/task/identity live.
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long followId = EventFeedUtil.SafeId(follow);
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if (followId == 0 || followId != WatchCaption.CurrentUnitId)
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{
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WatchCaption.SetFromActor(follow);
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}
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CommitWatchTelemetry(interest);
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return;
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}
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// No accepted living follow: do not bind a rejected FollowUnit
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// (dead / species mismatch) as the dossier subject.
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if (!interest.HasFollowUnit)
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{
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WatchCaption.SetFromInterest(interest);
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}
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if (!MoveCamera.hasFocusUnit())
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{
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PanCamera(interest.Position);
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}
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CommitWatchTelemetry(interest);
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}
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/// <summary>
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/// Publish reason telemetry only after camera focus and caption ownership have committed.
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/// This makes Watching/focus/caption one observable transition rather than three frames.
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/// </summary>
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private static void CommitWatchTelemetry(InterestEvent interest)
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{
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string tip = FormatWatchTip(interest);
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string label = interest?.Label ?? "";
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string assetId = interest?.AssetId ?? "";
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// AssetId-only churn (live_combat ↔ live_battle) must not re-log the same tip.
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bool tipChanged = !string.Equals(tip, LastFormattedWatchTip, StringComparison.Ordinal)
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|| !string.Equals(label, LastWatchLabel, StringComparison.Ordinal);
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bool framingOnly = tipChanged
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&& (EventReason.IsHeadcountOnlyChange(LastWatchLabel, label)
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|| EventReason.IsCombatFramingOnlyChange(LastWatchLabel, label));
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LastFormattedWatchTip = tip;
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// LastWatchLabel is tip/harness telemetry only - never dossier reason truth.
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LastWatchLabel = label;
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LastWatchAssetId = assetId;
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// Sticky Mass tips tick headcounts / side-order / Battle↔Mass often - log structure only.
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if (tipChanged && !framingOnly)
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{
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LogService.LogInfo($"[IdleSpectator] {tip}");
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}
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}
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private static Actor ResolveFollowUnit(InterestEvent interest)
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{
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if (interest == null)
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{
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return null;
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}
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Actor follow = interest.HasFollowUnit ? interest.FollowUnit : null;
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// Species discovery: only attach a species-matched unit, never a random stranger.
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bool speciesTip = interest.Label != null
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&& interest.Label.StartsWith("New species:");
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if (follow == null
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&& speciesTip
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&& !string.IsNullOrEmpty(interest.AssetId)
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&& interest.AssetId != "live_battle"
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&& interest.AssetId != "scored_unit")
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{
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follow = WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
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}
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if (follow == null || !follow.isAlive())
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{
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return null;
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}
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if (speciesTip
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&& !string.IsNullOrEmpty(interest.AssetId)
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&& follow.asset != null
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&& follow.asset.id != interest.AssetId)
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{
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return WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
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}
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return follow;
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}
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public static string FormatWatchTip(InterestEvent interest)
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{
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if (interest == null || string.IsNullOrEmpty(interest.Label))
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{
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return "Watching";
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}
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return "Watching: " + interest.Label;
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}
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public static void ClearFollow()
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{
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MoveCamera.clearFocusUnitOnly();
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}
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public static void ClearWatchReason()
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{
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LastWatchLabel = "";
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LastWatchAssetId = "";
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LastFormattedWatchTip = "Watching";
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}
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public static void PanTo(Vector3 pos)
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{
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PanCamera(pos);
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}
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private static void RetargetFollow(Actor actor)
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{
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if (MoveCamera.isCameraFollowingUnit(actor))
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{
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return;
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}
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bool firstFocus = !MoveCamera.hasFocusUnit();
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MoveCamera.setFocusUnit(actor);
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Chronicle.NoteFocus(actor);
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MoveCamera cam = MoveCamera.instance;
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if (cam == null)
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{
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return;
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}
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// Same as vanilla killer handoff: reset ease so the camera lerps to the new unit.
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cam._focus_timer = 0f;
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if (firstFocus)
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{
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cam._target_zoom = 15f;
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cam._focus_zoom = 15f;
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}
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}
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private static void PanCamera(Vector3 pos)
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{
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MoveCamera cam = MoveCamera.instance;
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if (cam == null)
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{
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World.world.locatePosition(pos);
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return;
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}
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pos.z = cam.transform.position.z;
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cam.transform.position = pos;
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cam._target_zoom = 15f;
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cam._focus_zoom = 15f;
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}
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}
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