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https://github.com/soarqin/DSP_Mods.git
synced 2026-08-05 07:40:12 +08:00
refactor: register static-state resets on game end
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@@ -4,11 +4,13 @@ using System.Linq;
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using HarmonyLib;
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using UnityEngine;
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using UXAssist.Common;
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using UXAssist.Common.ModFeatures;
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using GameLogicProc = UXAssist.Common.GameLogic;
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using UXAssist.Common.GameConstants;
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namespace CheatEnabler.Patches.Factory;
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[ModFeature("BeltSignalGenerator")]
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internal class BeltSignalGenerator : PatchImpl<BeltSignalGenerator>
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{
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private static Dictionary<int, BeltSignal>[] _signalBelts;
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@@ -17,6 +19,25 @@ internal class BeltSignalGenerator : PatchImpl<BeltSignalGenerator>
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private static int _signalBeltsCapacity;
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private static bool _initialized;
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public static void Init()
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{
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GameLogicProc.OnGameEnd += ResetState;
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}
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= ResetState;
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}
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private static void ResetState()
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{
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_initialized = false;
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_signalBelts = null;
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_portalFrom = null;
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_portalTo = null;
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_signalBeltsCapacity = 0;
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}
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private class BeltSignal
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{
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public int SignalId;
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@@ -6,6 +6,7 @@ using HarmonyLib;
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using UnityEngine.Bindings;
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using UXAssist.Common;
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using UXAssist.Common.ModFeatures;
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using GameLogicProc = UXAssist.Common.GameLogic;
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namespace CheatEnabler.Patches;
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@@ -21,6 +22,7 @@ public static class GamePatch
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DevShortcutsEnabled.SettingChanged += (_, _) => DevShortcuts.Enable(DevShortcutsEnabled.Value);
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AbnormalDisablerEnabled.SettingChanged += (_, _) => AbnormalDisabler.Enable(AbnormalDisablerEnabled.Value);
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UnlockTechEnabled.SettingChanged += (_, _) => UnlockTech.Enable(UnlockTechEnabled.Value);
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GameLogicProc.OnGameEnd += ResetState;
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}
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public static void Start()
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@@ -32,11 +34,18 @@ public static class GamePatch
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= ResetState;
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UnlockTech.Enable(false);
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AbnormalDisabler.Enable(false);
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DevShortcuts.Enable(false);
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}
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private static void ResetState()
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{
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AbnormalDisabler.ResetState();
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DevShortcuts.ResetState();
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}
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public class AbnormalDisabler : PatchImpl<AbnormalDisabler>
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{
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private static Dictionary<int, AbnormalityDeterminator> _savedDeterminators;
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@@ -66,6 +75,11 @@ public static class GamePatch
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}
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}
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internal static void ResetState()
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{
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_savedDeterminators = null;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyBeforeGameSave))]
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[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnAssemblerRecipePick))]
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@@ -106,6 +120,11 @@ public static class GamePatch
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if (_test != null) _test.active = false;
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}
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internal static void ResetState()
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{
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_test = null;
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerController), nameof(PlayerController.Init))]
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private static void PlayerController_Init_Postfix(PlayerController __instance)
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@@ -5,6 +5,7 @@ using UnityEngine;
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using UnityEngine.UI;
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using UXAssist.Common;
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using UXAssist.UI;
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using GameLogicProc = UXAssist.Common.GameLogic;
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namespace UXAssist.Functions.UI;
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@@ -31,7 +32,8 @@ internal static class MilkyWayUI
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public static void Init()
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{
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}
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GameLogicProc.OnGameEnd += ResetState;
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}
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public static void Start()
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{
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@@ -39,6 +41,13 @@ internal static class MilkyWayUI
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= ResetState;
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}
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private static void ResetState()
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{
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ClearClusterUploadResults();
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_topTenPlayerData = null;
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}
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public static void OnInputUpdate()
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@@ -25,6 +25,7 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
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_totalNodeSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalNodeSP");
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_totalFrameSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalFrameSP");
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_totalCpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalCP");
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GameLogicProc.OnGameEnd += StopEjectOnNodeComplete.ResetState;
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}
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public static void Start()
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@@ -35,6 +36,7 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= StopEjectOnNodeComplete.ResetState;
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StopEjectOnNodeComplete.Enable(false);
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OnlyConstructNodes.Enable(false);
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Enable(false);
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@@ -346,6 +348,12 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
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return comp is { Count: > 0 };
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}
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internal static void ResetState()
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{
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_initialized = false;
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_nodeForAbsorb = null;
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}
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private static void OnGameBegin()
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{
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InitNodeForAbsorb();
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@@ -6,10 +6,12 @@ using System.Reflection;
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using HarmonyLib;
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using UXAssist.Common;
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using UXAssist.Common.GameConstants;
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using UXAssist.Common.ModFeatures;
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using GameLogicProc = UXAssist.Common.GameLogic;
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namespace UXAssist.Patches.Factory;
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[ModFeature("BeltSignalsForBuyOut")]
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internal static class BeltSignalPatch
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{
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public static void Enable(bool enable)
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@@ -41,6 +43,16 @@ internal static class BeltSignalPatch
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storage[i] = r.ReadInt32();
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}
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public static void Init()
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{
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GameLogicProc.OnGameEnd += BeltSignalsForBuyOut.ResetState;
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}
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= BeltSignalsForBuyOut.ResetState;
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}
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internal class BeltSignalsForBuyOut : PatchImpl<BeltSignalsForBuyOut>
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{
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private static bool _initialized;
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@@ -52,6 +64,15 @@ internal static class BeltSignalPatch
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private static Dictionary<int, uint>[] _signalBelts = new Dictionary<int, uint>[64];
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private static readonly HashSet<int> SignalBeltFactoryIndices = [];
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internal static void ResetState()
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{
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_clusterSeedKey = 0L;
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_signalBelts = null;
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SignalBeltFactoryIndices.Clear();
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for (var i = 0; i < DarkFogItemsInVoid.Length; i++)
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DarkFogItemsInVoid[i] = 0;
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}
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public static void InitPersist()
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{
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Persist.Enable(true);
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@@ -2,9 +2,12 @@ using System;
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using System.Collections.Generic;
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using HarmonyLib;
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using UXAssist.Common;
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using UXAssist.Common.ModFeatures;
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using GameLogicProc = UXAssist.Common.GameLogic;
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namespace UXAssist.Patches.Factory;
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[ModFeature("VeinProtection")]
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internal static class VeinProtectionPatch
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{
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public static void Enable(bool enable)
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@@ -17,6 +20,16 @@ internal static class VeinProtectionPatch
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ProtectVeinsFromExhaustion.InitConfig();
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}
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public static void Init()
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{
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GameLogicProc.OnGameEnd += ProtectVeinsFromExhaustion.ResetState;
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}
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= ProtectVeinsFromExhaustion.ResetState;
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}
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internal class ProtectVeinsFromExhaustion : PatchImpl<ProtectVeinsFromExhaustion>
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{
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public static int KeepVeinAmount = 100;
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@@ -28,6 +41,11 @@ internal static class VeinProtectionPatch
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_keepOilAmount = Math.Max((int)(KeepOilSpeed / 0.00004f + 0.5f), 2500);
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}
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internal static void ResetState()
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{
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InitConfig();
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(MinerComponent), nameof(MinerComponent.InternalUpdate))]
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private static bool MinerComponent_InternalUpdate_Prefix(PlanetFactory factory, VeinData[] veinPool, float power, float miningRate, float miningSpeed, int[] productRegister,
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@@ -4,6 +4,7 @@ using UnityEngine.UI;
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using UXAssist.Common;
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using UXAssist.Common.GameConstants;
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using UXAssist.Common.ModFeatures;
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using GameLogicProc = UXAssist.Common.GameLogic;
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using Object = UnityEngine.Object;
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namespace UniverseGenTweaks;
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@@ -29,14 +30,21 @@ public static class GalaxySelectUIPatch
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{
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MoreSettings.Enabled.SettingChanged += OnEnabledChanged;
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Enable(MoreSettings.Enabled.Value);
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GameLogicProc.OnGameEnd += ResetState;
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}
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public static void Uninit()
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{
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GameLogicProc.OnGameEnd -= ResetState;
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MoreSettings.Enabled.SettingChanged -= OnEnabledChanged;
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Enable(false);
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}
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private static void ResetState()
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{
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// No per-game mutable fields in this file; UI references are lifecycle-safe.
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}
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private static void OnEnabledChanged(object sender, System.EventArgs e)
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{
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Enable(MoreSettings.Enabled.Value);
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