refactor: register static-state resets on game end

This commit is contained in:
2026-06-23 22:20:04 +08:00
parent b74005282e
commit 647b130993
7 changed files with 105 additions and 1 deletions
@@ -6,10 +6,12 @@ using System.Reflection;
using HarmonyLib;
using UXAssist.Common;
using UXAssist.Common.GameConstants;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches.Factory;
[ModFeature("BeltSignalsForBuyOut")]
internal static class BeltSignalPatch
{
public static void Enable(bool enable)
@@ -41,6 +43,16 @@ internal static class BeltSignalPatch
storage[i] = r.ReadInt32();
}
public static void Init()
{
GameLogicProc.OnGameEnd += BeltSignalsForBuyOut.ResetState;
}
public static void Uninit()
{
GameLogicProc.OnGameEnd -= BeltSignalsForBuyOut.ResetState;
}
internal class BeltSignalsForBuyOut : PatchImpl<BeltSignalsForBuyOut>
{
private static bool _initialized;
@@ -52,6 +64,15 @@ internal static class BeltSignalPatch
private static Dictionary<int, uint>[] _signalBelts = new Dictionary<int, uint>[64];
private static readonly HashSet<int> SignalBeltFactoryIndices = [];
internal static void ResetState()
{
_clusterSeedKey = 0L;
_signalBelts = null;
SignalBeltFactoryIndices.Clear();
for (var i = 0; i < DarkFogItemsInVoid.Length; i++)
DarkFogItemsInVoid[i] = 0;
}
public static void InitPersist()
{
Persist.Enable(true);