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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 02:13:29 +08:00

CheatEnabler v2.1.0

This commit is contained in:
2023-09-14 20:28:57 +08:00
parent f34dcf4f96
commit 24ba5481a9
12 changed files with 418 additions and 85 deletions

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.Reflection.Emit;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;
@@ -14,6 +13,7 @@ public static class BuildPatch
public static ConfigEntry<bool> ArchitectModeEnabled;
public static ConfigEntry<bool> NoConditionEnabled;
public static ConfigEntry<bool> NoCollisionEnabled;
public static ConfigEntry<bool> BeltSignalGeneratorEnabled;
private static Harmony _patch;
private static Harmony _noConditionPatch;
@@ -25,10 +25,12 @@ public static class BuildPatch
ArchitectModeEnabled.SettingChanged += (_, _) => ArchitectModeValueChanged();
NoConditionEnabled.SettingChanged += (_, _) => NoConditionValueChanged();
NoCollisionEnabled.SettingChanged += (_, _) => NoCollisionValueChanged();
BeltSignalGeneratorEnabled.SettingChanged += (_, _) => BeltSignalGeneratorValueChanged();
ImmediateValueChanged();
ArchitectModeValueChanged();
NoConditionValueChanged();
NoCollisionValueChanged();
BeltSignalGeneratorValueChanged();
_patch = Harmony.CreateAndPatchAll(typeof(BuildPatch));
}
@@ -39,13 +41,16 @@ public static class BuildPatch
_patch.UnpatchSelf();
_patch = null;
}
if (_noConditionPatch != null)
{
_noConditionPatch.UnpatchSelf();
_noConditionPatch = null;
}
ImmediateBuild.Enable(false);
ArchitectMode.Enable(false);
BeltSignalGenerator.Enable(false);
NightLightEnd();
}
@@ -53,6 +58,7 @@ public static class BuildPatch
{
ImmediateBuild.Enable(ImmediateEnabled.Value);
}
private static void ArchitectModeValueChanged()
{
ArchitectMode.Enable(ArchitectModeEnabled.Value);
@@ -86,6 +92,11 @@ public static class BuildPatch
obj.gameObject.SetActive(!NoCollisionEnabled.Value);
}
private static void BeltSignalGeneratorValueChanged()
{
BeltSignalGenerator.Enable(BeltSignalGeneratorEnabled.Value);
}
public static void ArrivePlanet(PlanetFactory factory)
{
var imm = ImmediateEnabled.Value;
@@ -111,9 +122,10 @@ public static class BuildPatch
factory.BuildFinally(GameMain.mainPlayer, i, false);
}
}
if (imm) factory.EndFlattenTerrain();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetData), nameof(PlanetData.NotifyFactoryLoaded))]
private static void PlanetData_NotifyFactoryLoaded_Postfix(PlanetData __instance)
@@ -137,12 +149,13 @@ public static class BuildPatch
NightlightEnabled = _mechaOnEarth;
return;
}
NightlightEnabled = false;
if (_sunlight == null) return;
_sunlight.transform.localEulerAngles = new Vector3(0f, 180f);
}
public static void NightLightLateUpdate()
public static void NightLightLateUpdate()
{
switch (_nightlightInitialized)
{
@@ -155,8 +168,8 @@ public static class BuildPatch
}
}
private static void NightLightReady()
{
private static void NightLightReady()
{
if (!GameMain.isRunning || !GameMain.mainPlayer.controller.model.gameObject.activeInHierarchy) return;
if (_sail == null)
{
@@ -166,15 +179,15 @@ public static class BuildPatch
_nightlightInitialized = true;
}
private static void NightLightGo()
{
if (!GameMain.isRunning)
{
NightLightEnd();
private static void NightLightGo()
{
if (!GameMain.isRunning)
{
NightLightEnd();
return;
}
if (_sail.enabled)
if (_sail.enabled)
{
_mechaOnEarth = false;
NightlightEnabled = false;
@@ -191,31 +204,35 @@ public static class BuildPatch
_sunlight = GameMain.universeSimulator.LocalStarSimulator().sunLight;
if (_sunlight == null) return;
}
_mechaOnEarth = true;
NightlightEnabled = ArchitectModeEnabled.Value;
}
if (NightlightEnabled)
{
_sunlight.transform.rotation =
Quaternion.LookRotation(-GameMain.mainPlayer.transform.up + GameMain.mainPlayer.transform.forward * NightLightAngleX / 10f + GameMain.mainPlayer.transform.right * NightLightAngleY / 10f);
Quaternion.LookRotation(-GameMain.mainPlayer.transform.up + GameMain.mainPlayer.transform.forward * NightLightAngleX / 10f +
GameMain.mainPlayer.transform.right * NightLightAngleY / 10f);
}
}
private static void NightLightEnd()
{
_mechaOnEarth = false;
private static void NightLightEnd()
{
_mechaOnEarth = false;
NightlightEnabled = false;
if (_sunlight != null)
{
_sunlight.transform.localEulerAngles = new Vector3(0f, 180f);
_sunlight = null;
}
_sail = null;
_nightlightInitialized = false;
}
if (_sunlight != null)
{
_sunlight.transform.localEulerAngles = new Vector3(0f, 180f);
_sunlight = null;
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(StarSimulator), "LateUpdate")]
_sail = null;
_nightlightInitialized = false;
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(StarSimulator), "LateUpdate")]
private static IEnumerable<CodeInstruction> StarSimulator_LateUpdate_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
// var vec = NightlightEnabled ? GameMain.mainPlayer.transform.up : __instance.transform.forward;
@@ -241,8 +258,8 @@ public static class BuildPatch
return matcher.InstructionEnumeration();
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlanetSimulator), "LateUpdate")]
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlanetSimulator), "LateUpdate")]
private static IEnumerable<CodeInstruction> PlanetSimulator_LateUpdate_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
// var vec = (NightlightEnabled ? GameMain.mainPlayer.transform.up : (Quaternion.Inverse(localPlanet.runtimeRotation) * (__instance.planetData.star.uPosition - __instance.planetData.uPosition).normalized));
@@ -344,10 +361,12 @@ public static class BuildPatch
_architectPatch = null;
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(StorageComponent), nameof(StorageComponent.TakeTailItems), new [] { typeof(int), typeof(int), typeof(int), typeof(bool) }, new[] {ArgumentType.Ref, ArgumentType.Ref, ArgumentType.Out, ArgumentType.Normal})]
[HarmonyPatch(typeof(StorageComponent), nameof(StorageComponent.TakeTailItems), new [] { typeof(int), typeof(int), typeof(int[]), typeof(int), typeof(bool) }, new[] {ArgumentType.Ref, ArgumentType.Ref, ArgumentType.Normal, ArgumentType.Out, ArgumentType.Normal})]
[HarmonyPatch(typeof(StorageComponent), nameof(StorageComponent.TakeTailItems), new[] { typeof(int), typeof(int), typeof(int), typeof(bool) },
new[] { ArgumentType.Ref, ArgumentType.Ref, ArgumentType.Out, ArgumentType.Normal })]
[HarmonyPatch(typeof(StorageComponent), nameof(StorageComponent.TakeTailItems), new[] { typeof(int), typeof(int), typeof(int[]), typeof(int), typeof(bool) },
new[] { ArgumentType.Ref, ArgumentType.Ref, ArgumentType.Normal, ArgumentType.Out, ArgumentType.Normal })]
public static bool TakeTailItemsPatch(StorageComponent __instance, int itemId)
{
if (__instance == null || __instance.id != GameMain.mainPlayer.package.id) return true;
@@ -356,8 +375,10 @@ public static class BuildPatch
{
DoInit();
}
return itemId >= 12000 || !_canBuildItems[itemId];
}
[HarmonyPostfix]
[HarmonyPatch(typeof(StorageComponent), "GetItemCount", new Type[] { typeof(int) })]
public static void GetItemCountPatch(StorageComponent __instance, int itemId, ref int __result)
@@ -369,8 +390,10 @@ public static class BuildPatch
{
DoInit();
}
if (itemId < 12000 && _canBuildItems[itemId]) __result = 100;
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlayerAction_Inspect), nameof(PlayerAction_Inspect.GetObjectSelectDistance))]
private static IEnumerable<CodeInstruction> PlayerAction_Inspect_GetObjectSelectDistance_Transpiler(IEnumerable<CodeInstruction> instructions)
@@ -401,6 +424,7 @@ public static class BuildPatch
yield return new CodeInstruction(OpCodes.Ldc_I4_1);
yield return new CodeInstruction(OpCodes.Ret);
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(BuildTool_Click), nameof(BuildTool_Click.CheckBuildConditions))]
private static IEnumerable<CodeInstruction> BuildTool_Click_CheckBuildConditions_Transpiler(IEnumerable<CodeInstruction> instructions)
@@ -419,7 +443,348 @@ public static class BuildPatch
if (desc == null) continue;
if (desc.veinMiner || desc.oilMiner) return false;
}
return true;
}
}
}
private static class BeltSignalGenerator
{
private static Harmony _beltSignalPatch;
private static Dictionary<int, BeltSignal>[] _signalBelts;
private static Dictionary<long, int> _portalFrom;
private static Dictionary<int, HashSet<long>> _portalTo;
private static int _signalBeltsCapacity;
private static bool _initialized;
private class BeltSignal
{
public int SignalId;
public int SpeedLimit;
public byte Stack;
public byte Inc;
public int Progress;
}
public static void Enable(bool on)
{
if (on)
{
InitSignalBelts();
_beltSignalPatch ??= Harmony.CreateAndPatchAll(typeof(BeltSignalGenerator));
}
else
{
_beltSignalPatch?.UnpatchSelf();
_initialized = false;
_signalBelts = null;
_signalBeltsCapacity = 0;
}
}
private static void InitSignalBelts()
{
if (!GameMain.isRunning) return;
_signalBelts = new Dictionary<int, BeltSignal>[64];
_signalBeltsCapacity = 64;
_portalFrom = new Dictionary<long, int>();
_portalTo = new Dictionary<int, HashSet<long>>();
foreach (var factory in GameMain.data.factories)
{
var entitySignPool = factory?.entitySignPool;
if (entitySignPool == null) continue;
var cargoTraffic = factory.cargoTraffic;
var beltPool = cargoTraffic.beltPool;
for (var i = cargoTraffic.beltCursor - 1; i > 0; i--)
{
if (beltPool[i].id != i) continue;
ref var signal = ref entitySignPool[beltPool[i].entityId];
var signalId = signal.iconId0;
if (signalId == 0U) continue;
var number = Mathf.RoundToInt(signal.count0);
switch (signalId)
{
case 404:
SetSignalBelt(factory.index, i, (int)signalId, 0);
continue;
case >= 1000 and < 20000:
if (number > 0)
SetSignalBelt(factory.index, i, (int)signalId, number);
continue;
case 600:
if (number > 0)
SetSignalBelt(factory.index, i, (int)signalId, number);
continue;
case >= 601 and <= 609:
if (number > 0)
SetSignalBeltPortalTo(factory.index, i, (int)signalId, number);
continue;
}
}
}
_initialized = true;
}
private static Dictionary<int, BeltSignal> GetOrCreateSignalBelts(int index)
{
Dictionary<int, BeltSignal> obj;
if (index < 0) return null;
if (index >= _signalBeltsCapacity)
{
var newCapacity = _signalBeltsCapacity * 2;
var newSignalBelts = new Dictionary<int, BeltSignal>[newCapacity];
Array.Copy(_signalBelts, newSignalBelts, _signalBeltsCapacity);
_signalBelts = newSignalBelts;
_signalBeltsCapacity = newCapacity;
}
else
{
obj = _signalBelts[index];
if (obj != null) return obj;
}
obj = new Dictionary<int, BeltSignal>();
_signalBelts[index] = obj;
return obj;
}
private static Dictionary<int, BeltSignal> GetSignalBelts(int index)
{
return index >= 0 && index < _signalBeltsCapacity ? _signalBelts[index] : null;
}
private static void SetSignalBelt(int factory, int beltId, int signalId, int number)
{
int stack;
int inc;
int speedLimit;
if (signalId >= 1000)
{
stack = Mathf.Clamp(number % 10, 1, 4);
inc = number / 10 % 10 * stack;
speedLimit = number / 100 % 4000;
}
else
{
stack = 0;
inc = 0;
speedLimit = number;
}
GetOrCreateSignalBelts(factory)[beltId] = new BeltSignal { SignalId = signalId, SpeedLimit = speedLimit, Stack = (byte)stack, Inc = (byte)inc, Progress = 0 };
}
private static void SetSignalBeltPortalTo(int factory, int beltId, int signalId, int number)
{
var v = ((long)factory << 32) | (long)beltId;
_portalFrom[v] = number;
if (!_portalTo.TryGetValue(number, out var set))
{
set = new HashSet<long>();
_portalTo[number] = set;
}
set.Add(v);
}
private static void RemoveSignalBelt(int factory, int beltId)
{
GetSignalBelts(factory)?.Remove(beltId);
}
private static void RemoveSignalBeltPortalEnd(int factory, int beltId)
{
var v = ((long)factory << 32) | (long)beltId;
if (!_portalFrom.TryGetValue(v, out var number)) return;
_portalFrom.Remove(beltId);
if (!_portalTo.TryGetValue(number, out var set)) return;
set.Remove(v);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Begin))]
private static void GameMain_Begin_Postfix()
{
InitSignalBelts();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(CargoTraffic), nameof(CargoTraffic.RemoveBeltComponent))]
public static void CargoTraffic_RemoveBeltComponent_Prefix(int id)
{
if (!_initialized) return;
var planet = GameMain.localPlanet;
if (planet == null) return;
RemoveSignalBeltPortalEnd(planet.factoryIndex, id);
RemoveSignalBelt(planet.factoryIndex, id);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CargoTraffic), nameof(CargoTraffic.SetBeltSignalIcon))]
public static void CargoTraffic_SetBeltSignalIcon_Postfix(CargoTraffic __instance, int signalId, int entityId)
{
if (!_initialized) return;
var planet = GameMain.localPlanet;
if (planet == null) return;
var factory = __instance.factory;
int number;
var needAdd = false;
switch (signalId)
{
case 404:
number = 0;
needAdd = true;
break;
case >= 1000 and < 20000:
number = Mathf.RoundToInt(factory.entitySignPool[entityId].count0);
if (number > 0)
needAdd = true;
break;
case 600:
number = Mathf.RoundToInt(factory.entitySignPool[entityId].count0);
if (number > 0)
needAdd = true;
break;
case >= 601 and <= 609:
number = Mathf.RoundToInt(factory.entitySignPool[entityId].count0);
var factoryIndex = planet.factoryIndex;
var beltId = factory.entityPool[entityId].beltId;
if (number > 0)
SetSignalBeltPortalTo(factoryIndex, beltId, signalId, number);
RemoveSignalBelt(factoryIndex, beltId);
return;
default:
number = 0;
break;
}
{
var factoryIndex = planet.factoryIndex;
var beltId = factory.entityPool[entityId].beltId;
if (needAdd)
{
SetSignalBelt(factoryIndex, beltId, signalId, number);
}
else
{
RemoveSignalBelt(factoryIndex, beltId);
}
RemoveSignalBeltPortalEnd(factoryIndex, beltId);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(CargoTraffic), nameof(CargoTraffic.SetBeltSignalNumber))]
public static void CargoTraffic_SetBeltSignalNumber_Postfix(CargoTraffic __instance, float number, int entityId)
{
if (!_initialized) return;
var planet = GameMain.localPlanet;
if (planet == null) return;
var factory = __instance.factory;
var entitySignPool = factory.entitySignPool;
uint signalId;
if (entitySignPool[entityId].iconType == 0U || (signalId = entitySignPool[entityId].iconId0) == 0U) return;
switch (signalId)
{
case 404:
return;
case 600:
case >= 1000 and < 20000:
break;
case >= 601 and <= 609:
var factoryIndex = planet.factoryIndex;
var beltId = factory.entityPool[entityId].beltId;
RemoveSignalBeltPortalEnd(factoryIndex, beltId);
SetSignalBeltPortalTo(factoryIndex, beltId, (int)signalId, Mathf.RoundToInt(number));
return;
default:
return;
}
{
var factoryIndex = planet.factoryIndex;
var beltId = factory.entityPool[entityId].beltId;
var n = Mathf.RoundToInt(number);
if (n == 0)
{
RemoveSignalBelt(factoryIndex, beltId);
}
else
{
SetSignalBelt(factoryIndex, beltId, (int)signalId, n);
}
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(GameData), "GameTick")]
public static void GameData_GameTick_Prefix()
{
if (!_initialized) return;
var factories = GameMain.data?.factories;
if (factories == null) return;
foreach (var factory in factories)
{
if (factory == null) continue;
var belts = GetSignalBelts(factory.index);
if (belts == null) continue;
foreach (var pair in belts)
{
var beltSignal = pair.Value;
var signalId = beltSignal.SignalId;
switch (signalId)
{
case 404:
{
var beltId = pair.Key;
var cargoTraffic = factory.cargoTraffic;
var belt = cargoTraffic.beltPool[beltId];
var cargoPath = cargoTraffic.GetCargoPath(belt.segPathId);
cargoPath.TryPickItem(belt.segIndex + belt.segPivotOffset - 5, 12, out _, out _);
continue;
}
case 600:
{
if (!_portalTo.TryGetValue(beltSignal.SpeedLimit, out var set)) continue;
var cargoTraffic = factory.cargoTraffic;
var beltId = pair.Key;
ref var belt = ref cargoTraffic.beltPool[beltId];
var cargoPath = cargoTraffic.GetCargoPath(belt.segPathId);
var segIndex = belt.segIndex + belt.segPivotOffset;
if (!cargoPath.GetCargoAtIndex(segIndex, out var cargo, out var cargoId, out var offset)) break;
var itemId = cargo.item;
var cargoPool = cargoPath.cargoContainer.cargoPool;
var inc = cargoPool[cargoId].inc;
var stack = cargoPool[cargoId].stack;
foreach (var n in set)
{
var cargoTraffic1 = factories[(int)(n >> 32)].cargoTraffic;
ref var belt1 = ref cargoTraffic1.beltPool[(int)(n & 0x7FFFFFFF)];
if (!cargoTraffic1.GetCargoPath(belt1.segPathId).TryInsertItem(belt1.segIndex + belt1.segPivotOffset, itemId, stack, inc)) continue;
cargoPath.TryPickItem(segIndex - 5, 12, out var stack1, out var inc1);
if (inc1 != inc || stack1 != stack)
cargoPath.TryPickItem(segIndex - 5, 12, out _, out _);
break;
}
continue;
}
case >= 1000 and < 20000:
{
if (beltSignal.SpeedLimit > 0)
{
beltSignal.Progress += beltSignal.SpeedLimit;
if (beltSignal.Progress < 3600) continue;
beltSignal.Progress -= 3600;
}
var beltId = pair.Key;
var cargoTraffic = factory.cargoTraffic;
ref var belt = ref cargoTraffic.beltPool[beltId];
var stack = beltSignal.Stack;
var inc = beltSignal.Inc;
cargoTraffic.GetCargoPath(belt.segPathId).TryInsertItem(belt.segIndex + belt.segPivotOffset, signalId, stack, inc);
continue;
}
}
}
}
}
}
}

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@@ -1,6 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Collections.Generic;
using System.Reflection.Emit;
using BepInEx;
using BepInEx.Configuration;
@@ -41,6 +39,8 @@ public class CheatEnabler : BaseUnityPlugin
"Build without condition");
BuildPatch.NoCollisionEnabled = Config.Bind("Build", "NoCollision", false,
"No collision");
BuildPatch.BeltSignalGeneratorEnabled = Config.Bind("Build", "BeltSignalGenerator", false,
"Belt signal generator");
ResourcePatch.InfiniteEnabled = Config.Bind("Planet", "AlwaysInfiniteResource", false,
"always infinite natural resource");
ResourcePatch.FastEnabled = Config.Bind("Planet", "FastMining", false,

View File

@@ -5,7 +5,7 @@
<TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.cheatenabler</BepInExPluginGuid>
<Description>DSP MOD - CheatEnabler</Description>
<Version>2.0.0</Version>
<Version>2.1.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<PackageId>CheatEnabler</PackageId>

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@@ -246,20 +246,13 @@ public static class DysonSpherePatch
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameData), nameof(GameData.NewGame))]
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
private static void GameData_NewGame_Postfix()
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Begin))]
private static void GameMain_Begin_Postfix()
{
UpdateSailsCacheForThisGame();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), nameof(GameHistoryData.SetForNewGame))]
[HarmonyPatch(typeof(GameHistoryData), nameof(GameHistoryData.Import))]
private static void GameHistoryData_SetForNewGame_Postfix()
{
UpdateSailLifeTime();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), nameof(GameHistoryData.UnlockTechFunction))]
private static void GameHistoryData_SetForNewGame_Postfix(int func)

View File

@@ -49,7 +49,7 @@
* [Dyson Sphere Program](https://store.steampowered.com/app/1366540): The great game
* [BepInEx](https://bepinex.dev/): Base modding framework
* [Multifunction_mod](https://github.com/blacksnipebiu/Multifunction_mod): Some cheat functions
* [LSTM](https://github.com/hetima/DSP_LSTM) & [PlanetFinder](https://github.com/hetima/DSP_PlanetFinder): UI implemnetations
* [LSTM](https://github.com/hetima/DSP_LSTM) & [PlanetFinder](https://github.com/hetima/DSP_PlanetFinder): UI implementations
## 更新日志
* 2.0.0

View File

@@ -16,15 +16,18 @@ public class UIConfigWindow : UI.MyWindowWithTabs
I18N.Add("Hotkey", "Hotkey", "快捷键");
I18N.Add("Unlock Tech with Key-Modifiers", "Unlock Tech with Key-Modifiers", "使用组合键点击解锁科技");
I18N.Add("Dev Shortcuts", "Dev Shortcuts", "开发模式快捷键");
I18N.Add("Dev Shortcuts Tips", "Caution: Some function may trigger abnormal check!\nNumpad 1: Gets all items and extends bag.\nNumpad 2: Boosts walk speed, gathering speed and mecha energy restoration.\nNumpad 3: Fills planet with foundations and bury all veins.\nNumpad 4: +1 construction drone.\nNumpad 5: Upgrades drone engine tech to full.\nNumpad 6: Unlocks researching tech.\nNumpad 7: Unlocks Drive Engine 1.\nNumpad 8: Unlocks Drive Engine 2 and maximize energy.\nNumpad 9: Unlocks ability to warp.\nNumpad 0: No costs for Logistic Storages' output.\nLCtrl + T: Unlocks all techs (not upgrades).\nLCtrl + A: Resets all local achievements.\nLCtrl + Q: Adds 10000 to every metadata.\nLCtrl + W: Enters Sandbox Mode.\nLCtrl + Shift + W: Leaves Sandbox Mode.\nNumpad *: Proliferates items on hand.\nNumpad /: Removes proliferations from items on hand.\nPageDown: Remembers Pose of game camera.\nPageUp: Locks game camera using remembered Pose.",
I18N.Add("Dev Shortcuts Tips",
"Caution: Some function may trigger abnormal check!\nNumpad 1: Gets all items and extends bag.\nNumpad 2: Boosts walk speed, gathering speed and mecha energy restoration.\nNumpad 3: Fills planet with foundations and bury all veins.\nNumpad 4: +1 construction drone.\nNumpad 5: Upgrades drone engine tech to full.\nNumpad 6: Unlocks researching tech.\nNumpad 7: Unlocks Drive Engine 1.\nNumpad 8: Unlocks Drive Engine 2 and maximize energy.\nNumpad 9: Unlocks ability to warp.\nNumpad 0: No costs for Logistic Storages' output.\nLCtrl + T: Unlocks all techs (not upgrades).\nLCtrl + A: Resets all local achievements.\nLCtrl + Q: Adds 10000 to every metadata.\nLCtrl + W: Enters Sandbox Mode.\nLCtrl + Shift + W: Leaves Sandbox Mode.\nNumpad *: Proliferates items on hand.\nNumpad /: Removes proliferations from items on hand.\nPageDown: Remembers Pose of game camera.\nPageUp: Locks game camera using remembered Pose.",
"警告:某些功能可能触发异常检查!\n小键盘1获得所有物品并扩展背包\n小键盘2加快行走速度及采集速度加快能量恢复速度\n小键盘3将地基铺设整个星球并掩埋所有矿物\n小键盘4建设机器人 +1\n小键盘5建设机器人满级\n小键盘6解锁当前科技\n小键盘7解锁驱动技术I\n小键盘8解锁驱动技术II 最大化能量\n小键盘9机甲曲速解锁\n小键盘0物流站通过传送带出物品无消耗\n左Ctrl + T解锁所有非升级科技\n左Ctrl + A重置所有本地成就\n左Ctrl + Q增加各项元数据10000点\n左Ctrl + W进入沙盒模式\n左Ctrl + Shift + W离开沙盒模式\n小键盘乘号 *:给手上物品喷涂增产剂\n小键盘除号 /:清除手上物品的增产剂\nPageDown记录摄像机当前的Pose\nPageUp用记录的Pose锁定摄像机");
I18N.Add("Unlock Tech with Key-Modifiers Tips", "Click tech on tree while holding:\n Shift: Tech level + 1\n Ctrl: Tech level + 10\n Ctrl + Shift: Tech level + 100\n Alt: Tech level to MAX\n\nNote: all direct prerequisites will be unlocked as well.",
I18N.Add("Unlock Tech with Key-Modifiers Tips",
"Click tech on tree while holding:\n Shift: Tech level + 1\n Ctrl: Tech level + 10\n Ctrl + Shift: Tech level + 100\n Alt: Tech level to MAX\n\nNote: all direct prerequisites will be unlocked as well.",
"按住以下组合键点击科技树:\n Shift科技等级+1\n Ctrl科技等级+10\n Ctrl+Shift科技等级+100\n Alt科技等级升到最大\n\n注意所有直接前置科技也会被解锁");
I18N.Add("Build", "Build", "建造");
I18N.Add("Finish build immediately", "Finish build immediately", "建造秒完成");
I18N.Add("Architect mode", "Architect mode", "建筑师模式");
I18N.Add("Build without condition", "Build without condition check", "无条件建造");
I18N.Add("No collision", "No collision", "无碰撞");
I18N.Add("Belt signal generator", "Belt signal generator", "传送带信号物品生成");
I18N.Add("Planet", "Planet", "行星");
I18N.Add("Infinite Natural Resources", "Infinite Natural Resources", "自然资源采集不消耗");
I18N.Add("Fast Mining", "Fast Mining", "高速采集");
@@ -98,6 +101,8 @@ public class UIConfigWindow : UI.MyWindowWithTabs
UI.MyCheckBox.CreateCheckBox(x, y, tab2, BuildPatch.NoConditionEnabled, "Build without condition");
y += 36f;
UI.MyCheckBox.CreateCheckBox(x, y, tab2, BuildPatch.NoCollisionEnabled, "No collision");
y += 36f;
UI.MyCheckBox.CreateCheckBox(x, y, tab2, BuildPatch.BeltSignalGeneratorEnabled, "Belt signal generator");
// Planet Tab
var tab3 = AddTab(236f, 2, _windowTrans, "Planet");
@@ -112,15 +117,9 @@ public class UIConfigWindow : UI.MyWindowWithTabs
UI.MyCheckBox.CreateCheckBox(x, y, tab3, TerraformPatch.Enabled, "Terraform without enough sands");
x = 300f;
y = 10f;
AddButton(x, y, tab3, "矿物掩埋标题", 16, "button-bury-all", () =>
{
PlanetFunctions.BuryAllVeins(true);
});
AddButton(x, y, tab3, "矿物掩埋标题", 16, "button-bury-all", () => { PlanetFunctions.BuryAllVeins(true); });
y += 36f;
AddButton(x, y, tab3, "矿物还原标题", 16, "button-bury-restore-all", () =>
{
PlanetFunctions.BuryAllVeins(false);
});
AddButton(x, y, tab3, "矿物还原标题", 16, "button-bury-restore-all", () => { PlanetFunctions.BuryAllVeins(false); });
y += 36f;
AddButton(x, y, tab3, "铺满地基提示", 16, "button-reform-all", () =>
{
@@ -139,15 +138,9 @@ public class UIConfigWindow : UI.MyWindowWithTabs
GameMain.localPlanet.factory.PlanetReformRevert();
});
y += 36f;
AddButton(x, y, tab3, "Initialize This Planet", 16, "button-init-planet", () =>
{
PlanetFunctions.RecreatePlanet(true);
});
AddButton(x, y, tab3, "Initialize This Planet", 16, "button-init-planet", () => { PlanetFunctions.RecreatePlanet(true); });
y += 36f;
AddButton(x, y, tab3, "Dismantle All Buildings", 16, "button-dismantle-all", () =>
{
PlanetFunctions.DismantleAll(false);
});
AddButton(x, y, tab3, "Dismantle All Buildings", 16, "button-dismantle-all", () => { PlanetFunctions.DismantleAll(false); });
var tab4 = AddTab(336f, 3, _windowTrans, "Dyson Sphere");
x = 0f;
@@ -165,10 +158,7 @@ public class UIConfigWindow : UI.MyWindowWithTabs
UI.MyCheckBox.CreateCheckBox(x, y, tab4, DysonSpherePatch.OverclockSiloEnabled, "Overclock Silos");
x = 300f;
y = 10f;
AddButton(x, y, tab4, "Initialize Dyson Sphere", 16, "init-dyson-sphere", () =>
{
DysonSpherePatch.InitCurrentDysonSphere(-1);
});
AddButton(x, y, tab4, "Initialize Dyson Sphere", 16, "init-dyson-sphere", () => { DysonSpherePatch.InitCurrentDysonSphere(-1); });
y += 36f;
AddText(x, y, tab4, "Click to dismantle selected layer", 16, "text-dismantle-layer");
y += 26f;

View File

@@ -1,6 +1,6 @@
{
"name": "CheatEnabler",
"version_number": "2.0.0",
"version_number": "2.1.0",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CheatEnabler",
"description": "Add various cheat functions while disabling abnormal determinants / 添加一些作弊功能,同时屏蔽异常检测",
"dependencies": [