mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 22:13:30 +08:00
WIP
This commit is contained in:
74
UXAssist/BuildAssets/.gitignore
vendored
Normal file
74
UXAssist/BuildAssets/.gitignore
vendored
Normal file
@@ -0,0 +1,74 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
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#
|
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
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#
|
||||
/[Ll]ibrary/
|
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/[Tt]emp/
|
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/[Oo]bj/
|
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/[Bb]uild/
|
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/[Bb]uilds/
|
||||
/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
|
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# MemoryCaptures can get excessive in size.
|
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# They also could contain extremely sensitive data
|
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|
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# Recordings can get excessive in size
|
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/[Rr]ecordings/
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|
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*.suo
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|
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*.VC.db
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# Unity3D generated file on crash reports
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sysinfo.txt
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|
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crashlytics-build.properties
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8
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8
UXAssist/BuildAssets/Assets/Editor.meta
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UXAssist/BuildAssets/Assets/Editor/ExportAssetBundles.cs
Normal file
16
UXAssist/BuildAssets/Assets/Editor/ExportAssetBundles.cs
Normal file
@@ -0,0 +1,16 @@
|
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using UnityEditor;
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using System.IO;
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8
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Normal file
259
UXAssist/BuildAssets/Assets/Scenes/SampleScene.unity
Normal file
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4
UXAssist/BuildAssets/Packages/manifest.json
Normal file
4
UXAssist/BuildAssets/Packages/manifest.json
Normal file
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17
UXAssist/BuildAssets/ProjectSettings/AudioManager.asset
Normal file
17
UXAssist/BuildAssets/ProjectSettings/AudioManager.asset
Normal file
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30
UXAssist/BuildAssets/ProjectSettings/DynamicsManager.asset
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30
UXAssist/BuildAssets/ProjectSettings/DynamicsManager.asset
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21
UXAssist/BuildAssets/ProjectSettings/EditorSettings.asset
Normal file
21
UXAssist/BuildAssets/ProjectSettings/EditorSettings.asset
Normal file
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%YAML 1.1
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65
UXAssist/BuildAssets/ProjectSettings/GraphicsSettings.asset
Normal file
65
UXAssist/BuildAssets/ProjectSettings/GraphicsSettings.asset
Normal file
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295
UXAssist/BuildAssets/ProjectSettings/InputManager.asset
Normal file
295
UXAssist/BuildAssets/ProjectSettings/InputManager.asset
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91
UXAssist/BuildAssets/ProjectSettings/NavMeshAreas.asset
Normal file
91
UXAssist/BuildAssets/ProjectSettings/NavMeshAreas.asset
Normal file
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43
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- Water
|
||||
- UI
|
||||
-
|
||||
-
|
||||
- PostProcessing
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
m_SortingLayers:
|
||||
- name: Default
|
||||
uniqueID: 0
|
||||
locked: 0
|
||||
9
UXAssist/BuildAssets/ProjectSettings/TimeManager.asset
Normal file
9
UXAssist/BuildAssets/ProjectSettings/TimeManager.asset
Normal file
@@ -0,0 +1,9 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!5 &1
|
||||
TimeManager:
|
||||
m_ObjectHideFlags: 0
|
||||
Fixed Timestep: 0.02
|
||||
Maximum Allowed Timestep: 0.1
|
||||
m_TimeScale: 1
|
||||
Maximum Particle Timestep: 0.03
|
||||
@@ -0,0 +1,34 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!310 &1
|
||||
UnityConnectSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 1
|
||||
m_Enabled: 0
|
||||
m_TestMode: 0
|
||||
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
|
||||
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
|
||||
m_ConfigUrl: https://config.uca.cloud.unity3d.com
|
||||
m_TestInitMode: 0
|
||||
CrashReportingSettings:
|
||||
m_EventUrl: https://perf-events.cloud.unity3d.com
|
||||
m_Enabled: 0
|
||||
m_LogBufferSize: 10
|
||||
m_CaptureEditorExceptions: 1
|
||||
UnityPurchasingSettings:
|
||||
m_Enabled: 0
|
||||
m_TestMode: 0
|
||||
UnityAnalyticsSettings:
|
||||
m_Enabled: 0
|
||||
m_TestMode: 0
|
||||
m_InitializeOnStartup: 1
|
||||
UnityAdsSettings:
|
||||
m_Enabled: 0
|
||||
m_InitializeOnStartup: 1
|
||||
m_TestMode: 0
|
||||
m_IosGameId:
|
||||
m_AndroidGameId:
|
||||
m_GameIds: {}
|
||||
m_GameId:
|
||||
PerformanceReportingSettings:
|
||||
m_Enabled: 0
|
||||
11
UXAssist/BuildAssets/ProjectSettings/VFXManager.asset
Normal file
11
UXAssist/BuildAssets/ProjectSettings/VFXManager.asset
Normal file
@@ -0,0 +1,11 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!937362698 &1
|
||||
VFXManager:
|
||||
m_ObjectHideFlags: 0
|
||||
m_IndirectShader: {fileID: 0}
|
||||
m_CopyBufferShader: {fileID: 0}
|
||||
m_SortShader: {fileID: 0}
|
||||
m_RenderPipeSettingsPath:
|
||||
m_FixedTimeStep: 0.016666668
|
||||
m_MaxDeltaTime: 0.05
|
||||
@@ -74,6 +74,9 @@ public static class WinApi
|
||||
[DllImport("user32", ExactSpelling = true)]
|
||||
public static extern bool SetWindowPos(IntPtr hwnd, IntPtr hWndInsertAfter, int x, int y, int cx, int cy, int flags);
|
||||
|
||||
[DllImport("user32", CharSet = CharSet.Unicode)]
|
||||
public static extern bool SetWindowText(IntPtr hwnd, string lpString);
|
||||
|
||||
[DllImport("user32", ExactSpelling = true)]
|
||||
public static extern bool MoveWindow(IntPtr hWnd, int x, int y, int nWidth, int nHeight, bool bRepaint);
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
using System.Reflection.Emit;
|
||||
using BepInEx.Configuration;
|
||||
using HarmonyLib;
|
||||
using UXAssist.Common;
|
||||
|
||||
namespace UXAssist;
|
||||
|
||||
@@ -13,6 +14,7 @@ public static class DysonSpherePatch
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
I18N.Add("[UXAssist] No node to fill", "[UXAssist] No node to fill", "[UXAssist] 无可建造节点");
|
||||
_dysonSpherePatch ??= Harmony.CreateAndPatchAll(typeof(DysonSpherePatch));
|
||||
StopEjectOnNodeCompleteEnabled.SettingChanged += (_, _) => StopEjectOnNodeComplete.Enable(StopEjectOnNodeCompleteEnabled.Value);
|
||||
OnlyConstructNodesEnabled.SettingChanged += (_, _) => OnlyConstructNodes.Enable(OnlyConstructNodesEnabled.Value);
|
||||
@@ -272,6 +274,35 @@ public static class DysonSpherePatch
|
||||
);
|
||||
return matcher.InstructionEnumeration();
|
||||
}
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(UIEjectorWindow), nameof(UIEjectorWindow._OnUpdate))]
|
||||
static IEnumerable<CodeInstruction> UIEjectorWindow__OnUpdate_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
|
||||
{
|
||||
var matcher = new CodeMatcher(instructions, generator);
|
||||
var label1 = generator.DefineLabel();
|
||||
var label2 = generator.DefineLabel();
|
||||
matcher.MatchForward(false,
|
||||
// this.stateText.text = "轨道未设置".Translate();
|
||||
new CodeMatch(OpCodes.Ldstr, "待机"),
|
||||
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(Localization), nameof(Localization.Translate))),
|
||||
new CodeMatch(OpCodes.Callvirt, AccessTools.PropertySetter(typeof(UnityEngine.UI.Text), nameof(UnityEngine.UI.Text.text)))
|
||||
).InsertAndAdvance(
|
||||
// if (StopEjectOnNodeComplete.AnyNodeForAbsorb(this.starData.index))
|
||||
new CodeInstruction(OpCodes.Ldarg_0),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIEjectorWindow), nameof(UIEjectorWindow.factorySystem))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(FactorySystem), nameof(FactorySystem.planet))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(PlanetData), nameof(PlanetData.star))),
|
||||
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(StarData), nameof(StarData.index))),
|
||||
new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(StopEjectOnNodeComplete), nameof(StopEjectOnNodeComplete.AnyNodeForAbsorb))),
|
||||
new CodeInstruction(OpCodes.Brfalse, label1)
|
||||
).Advance(1).InsertAndAdvance(
|
||||
new CodeInstruction(OpCodes.Br, label2),
|
||||
new CodeInstruction(OpCodes.Ldstr, "[UXAssist] No node to fill").WithLabels(label1),
|
||||
new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(Localization), nameof(Localization.Translate)))
|
||||
).Labels.Add(label2);
|
||||
return matcher.InstructionEnumeration();
|
||||
}
|
||||
}
|
||||
|
||||
private static class OnlyConstructNodes
|
||||
@@ -303,7 +334,7 @@ public static class DysonSpherePatch
|
||||
sphere.PickAutoNode();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(DysonNode), nameof(DysonNode.spReqOrder), MethodType.Getter)]
|
||||
private static IEnumerable<CodeInstruction> DysonNode_spReqOrder_Getter_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace UXAssist;
|
||||
public static class GamePatch
|
||||
{
|
||||
private const string GameWindowClass = "UnityWndClass";
|
||||
private const string GameWindowTitle = "Dyson Sphere Program";
|
||||
private static string _gameWindowTitle = "Dyson Sphere Program";
|
||||
|
||||
public static ConfigEntry<bool> EnableWindowResizeEnabled;
|
||||
public static ConfigEntry<bool> LoadLastWindowRectEnabled;
|
||||
@@ -22,6 +22,28 @@ public static class GamePatch
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
// Get profile name from command line arguments, and set window title accordingly
|
||||
var args = Environment.GetCommandLineArgs();
|
||||
for (var i = 0; i < args.Length; i++)
|
||||
{
|
||||
if (args[i] != "--doorstop-target") continue;
|
||||
var arg = args[i + 1];
|
||||
const string doorstopPathSuffix = @"\BepInEx\core\BepInEx.Preloader.dll";
|
||||
if (!arg.EndsWith(doorstopPathSuffix, StringComparison.OrdinalIgnoreCase))
|
||||
break;
|
||||
arg = arg.Substring(0, arg.Length - doorstopPathSuffix.Length);
|
||||
const string profileSuffix = @"\profiles\";
|
||||
var index = arg.LastIndexOf(profileSuffix, StringComparison.OrdinalIgnoreCase);
|
||||
if (index < 0)
|
||||
break;
|
||||
arg = arg.Substring(index + profileSuffix.Length);
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, _gameWindowTitle);
|
||||
if (wnd == IntPtr.Zero) return;
|
||||
_gameWindowTitle = $"Dyson Sphere Program - {arg}";
|
||||
WinApi.SetWindowText(wnd, _gameWindowTitle);
|
||||
break;
|
||||
}
|
||||
|
||||
EnableWindowResizeEnabled.SettingChanged += (_, _) => EnableWindowResize.Enable(EnableWindowResizeEnabled.Value);
|
||||
LoadLastWindowRectEnabled.SettingChanged += (_, _) => LoadLastWindowRect.Enable(LoadLastWindowRectEnabled.Value);
|
||||
// AutoSaveOptEnabled.SettingChanged += (_, _) => AutoSaveOpt.Enable(AutoSaveOptEnabled.Value);
|
||||
@@ -46,7 +68,7 @@ public static class GamePatch
|
||||
[HarmonyPrefix, HarmonyPatch(typeof(GameMain), nameof(GameMain.HandleApplicationQuit))]
|
||||
private static void GameMain_HandleApplicationQuit_Prefix()
|
||||
{
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, GameWindowTitle);
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, _gameWindowTitle);
|
||||
if (wnd == IntPtr.Zero) return;
|
||||
WinApi.GetWindowRect(wnd, out var rect);
|
||||
LastWindowRect.Value = new Vector4(rect.Left, rect.Top, Screen.width, Screen.height);
|
||||
@@ -56,7 +78,7 @@ public static class GamePatch
|
||||
{
|
||||
public static void Enable(bool on)
|
||||
{
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, GameWindowTitle);
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, _gameWindowTitle);
|
||||
if (wnd == IntPtr.Zero) return;
|
||||
if (on)
|
||||
WinApi.SetWindowLong(wnd, (int)WindowLongFlags.GWL_STYLE,
|
||||
@@ -131,7 +153,7 @@ public static class GamePatch
|
||||
private static void MoveWindowPosition()
|
||||
{
|
||||
if (Screen.fullScreenMode is FullScreenMode.ExclusiveFullScreen or FullScreenMode.FullScreenWindow or FullScreenMode.MaximizedWindow || GameMain.isRunning) return;
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, GameWindowTitle);
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, _gameWindowTitle);
|
||||
if (wnd == IntPtr.Zero) return;
|
||||
var rect = LastWindowRect.Value;
|
||||
if (rect.z == 0f && rect.w == 0f) return;
|
||||
@@ -166,7 +188,7 @@ public static class GamePatch
|
||||
{
|
||||
if (_loaded || Screen.fullScreenMode is FullScreenMode.ExclusiveFullScreen or FullScreenMode.FullScreenWindow or FullScreenMode.MaximizedWindow) return;
|
||||
_loaded = true;
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, GameWindowTitle);
|
||||
var wnd = WinApi.FindWindow(GameWindowClass, _gameWindowTitle);
|
||||
if (wnd == IntPtr.Zero) return;
|
||||
var rect = LastWindowRect.Value;
|
||||
if (rect.z == 0f && rect.w == 0f) return;
|
||||
|
||||
@@ -173,7 +173,7 @@
|
||||
- It will speed down when approaching the target planet, to avoid overshooting
|
||||
+ Dyson Sphere
|
||||
- Stop ejectors when available nodes are all filled up
|
||||
- Construct only nodes but frames
|
||||
- Construct only structure points but frames
|
||||
- Re-initialize Dyson Spheres
|
||||
- Quick dismantle Dyson Shells
|
||||
+ Tech
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection.Emit;
|
||||
using BepInEx.Configuration;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
using UXAssist.Common;
|
||||
|
||||
namespace UXAssist;
|
||||
@@ -9,16 +12,20 @@ namespace UXAssist;
|
||||
public static class TechPatch
|
||||
{
|
||||
public static ConfigEntry<bool> SorterCargoStackingEnabled;
|
||||
public static ConfigEntry<bool> BatchBuyoutTechEnabled;
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
I18N.Add("分拣器运货量", "Sorter Mk.III cargo stacking : ", "极速分拣器每次可运送 ");
|
||||
SorterCargoStackingEnabled.SettingChanged += (_, _) => SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
|
||||
BatchBuyoutTechEnabled.SettingChanged += (_, _) => BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
|
||||
SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
|
||||
BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
|
||||
}
|
||||
|
||||
public static void Uninit()
|
||||
{
|
||||
BatchBuyoutTech.Enable(false);
|
||||
SorterCargoStacking.Enable(false);
|
||||
}
|
||||
|
||||
@@ -106,4 +113,306 @@ public static class TechPatch
|
||||
TryPatchProto(true);
|
||||
}
|
||||
}
|
||||
|
||||
private static class BatchBuyoutTech
|
||||
{
|
||||
private static Harmony _patch;
|
||||
|
||||
public static void Enable(bool on)
|
||||
{
|
||||
if (on)
|
||||
{
|
||||
_patch ??= Harmony.CreateAndPatchAll(typeof(BatchBuyoutTech));
|
||||
return;
|
||||
}
|
||||
|
||||
_patch?.UnpatchSelf();
|
||||
_patch = null;
|
||||
}
|
||||
|
||||
private static void GenerateTechList(GameHistoryData history, int techId, List<int> techIdList)
|
||||
{
|
||||
var techProto = LDB.techs.Select(techId);
|
||||
if (techProto == null || !techProto.Published) return;
|
||||
var flag = true;
|
||||
for (var i = 0; i < 2; i++)
|
||||
{
|
||||
var array = techProto.PreTechs;
|
||||
if (i == 1)
|
||||
{
|
||||
array = techProto.PreTechsImplicit;
|
||||
}
|
||||
for (var j = 0; j < array.Length; j++)
|
||||
{
|
||||
if (!history.techStates.ContainsKey(array[j]) || history.techStates[array[j]].unlocked) continue;
|
||||
if (history.techStates[array[j]].maxLevel > history.techStates[array[j]].curLevel)
|
||||
{
|
||||
flag = false;
|
||||
}
|
||||
GenerateTechList(history, array[j], techIdList);
|
||||
}
|
||||
}
|
||||
if (history.techStates.ContainsKey(techId) && !history.techStates[techId].unlocked && flag)
|
||||
{
|
||||
techIdList.Add(techId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static void CheckTechUnlockProperties(GameHistoryData history, TechProto techProto, int[] properties, List<Tuple<TechProto, int, int>> techList, int maxLevel = 10000)
|
||||
{
|
||||
var techStates = history.techStates;
|
||||
var techID = techProto.ID;
|
||||
if (techStates == null || !techStates.TryGetValue(techID, out var value)) return;
|
||||
if (value.unlocked) return;
|
||||
|
||||
var maxLvl = Math.Min(maxLevel < 0 ? value.curLevel - maxLevel - 1 : maxLevel, value.maxLevel);
|
||||
|
||||
foreach (var preid in techProto.PreTechs)
|
||||
{
|
||||
var preProto = LDB.techs.Select(preid);
|
||||
if (preProto != null)
|
||||
CheckTechUnlockProperties(history, preProto, properties, techList, techProto.PreTechsMax ? 10000 : preProto.Level);
|
||||
}
|
||||
foreach (var preid in techProto.PreTechsImplicit)
|
||||
{
|
||||
var preProto = LDB.techs.Select(preid);
|
||||
if (preProto != null)
|
||||
CheckTechUnlockProperties(history, preProto, properties, techList, techProto.PreTechsMax ? 10000 : preProto.Level);
|
||||
}
|
||||
|
||||
if (value.curLevel < techProto.Level) value.curLevel = techProto.Level;
|
||||
techList.Add(new Tuple<TechProto, int, int>(techProto, value.curLevel, techProto.Level));
|
||||
while (value.curLevel <= maxLvl)
|
||||
{
|
||||
if (techProto.PropertyOverrideItemArray != null)
|
||||
{
|
||||
var propertyOverrideItemArray = techProto.PropertyOverrideItemArray;
|
||||
for (var i = 0; i < propertyOverrideItemArray.Length; i++)
|
||||
{
|
||||
var id = propertyOverrideItemArray[i].id;
|
||||
var count = (float)propertyOverrideItemArray[i].count;
|
||||
var ratio = Mathf.Clamp01((float)((double)value.hashUploaded / value.hashNeeded));
|
||||
var consume = Mathf.CeilToInt(count * (1f - ratio));
|
||||
properties[id - 6001] += consume;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var j = 0; j < techProto.itemArray.Length; j++)
|
||||
{
|
||||
var id = techProto.itemArray[j].ID;
|
||||
var consume = (int)(techProto.ItemPoints[j] * (value.hashNeeded - value.hashUploaded) / 3600L);
|
||||
properties[id - 6001] += consume;
|
||||
}
|
||||
}
|
||||
value.curLevel++;
|
||||
value.hashUploaded = 0;
|
||||
value.hashNeeded = techProto.GetHashNeeded(value.curLevel);
|
||||
}
|
||||
}
|
||||
|
||||
private static int UnlockTechRecursiveImpl(GameHistoryData history, TechProto techProto, int maxLevel = 10000)
|
||||
{
|
||||
var techStates = history.techStates;
|
||||
var techID = techProto.ID;
|
||||
if (techStates == null || !techStates.TryGetValue(techID, out var value))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (value.unlocked)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
var maxLvl = Math.Min(maxLevel < 0 ? value.curLevel - maxLevel - 1 : maxLevel, value.maxLevel);
|
||||
|
||||
foreach (var preid in techProto.PreTechs)
|
||||
{
|
||||
var preProto = LDB.techs.Select(preid);
|
||||
if (preProto != null)
|
||||
UnlockTechRecursiveImpl(history, preProto, techProto.PreTechsMax ? 10000 : preProto.Level);
|
||||
}
|
||||
foreach (var preid in techProto.PreTechsImplicit)
|
||||
{
|
||||
var preProto = LDB.techs.Select(preid);
|
||||
if (preProto != null)
|
||||
UnlockTechRecursiveImpl(history, preProto, techProto.PreTechsMax ? 10000 : preProto.Level);
|
||||
}
|
||||
|
||||
if (value.curLevel < techProto.Level) value.curLevel = techProto.Level;
|
||||
while (value.curLevel <= maxLvl)
|
||||
{
|
||||
if (value.curLevel == 0)
|
||||
{
|
||||
foreach (var recipe in techProto.UnlockRecipes)
|
||||
{
|
||||
history.UnlockRecipe(recipe);
|
||||
}
|
||||
}
|
||||
|
||||
for (var j = 0; j < techProto.UnlockFunctions.Length; j++)
|
||||
{
|
||||
history.UnlockTechFunction(techProto.UnlockFunctions[j], techProto.UnlockValues[j], value.curLevel);
|
||||
}
|
||||
|
||||
for (var k = 0; k < techProto.AddItems.Length; k++)
|
||||
{
|
||||
history.GainTechAwards(techProto.AddItems[k], techProto.AddItemCounts[k]);
|
||||
}
|
||||
|
||||
value.curLevel++;
|
||||
}
|
||||
|
||||
value.unlocked = maxLvl >= value.maxLevel;
|
||||
value.curLevel = value.unlocked ? maxLvl : maxLvl + 1;
|
||||
value.hashNeeded = techProto.GetHashNeeded(value.curLevel);
|
||||
value.hashUploaded = value.unlocked ? value.hashNeeded : 0;
|
||||
techStates[techID] = value;
|
||||
return maxLvl;
|
||||
}
|
||||
|
||||
private static bool UnlockTechRecursive(TechProto techProto, int maxLevel = 10000)
|
||||
{
|
||||
if (techProto == null) return false;
|
||||
var history = GameMain.history;
|
||||
var ulvl = UnlockTechRecursiveImpl(history, techProto, maxLevel);
|
||||
if (ulvl < 0) return false;
|
||||
history.RegFeatureKey(1000100);
|
||||
history.NotifyTechUnlock(techProto.ID, ulvl);
|
||||
return true;
|
||||
}
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.UpdateInfoDynamic))]
|
||||
private static IEnumerable<CodeInstruction> UITechNode_UpdateInfoDynamic_Transpiler(IEnumerable<CodeInstruction> instructions)
|
||||
{
|
||||
var matcher = new CodeMatcher(instructions);
|
||||
matcher.MatchForward(false,
|
||||
new CodeMatch(OpCodes.Ldsfld, AccessTools.Field(typeof(UITechTree), nameof(UITechTree.showProperty))),
|
||||
new CodeMatch(ci => ci.IsLdloc()),
|
||||
new CodeMatch(OpCodes.And)
|
||||
).Advance(1).SetAndAdvance(OpCodes.Ldloc_3, null).InsertAndAdvance(
|
||||
new CodeInstruction(OpCodes.Ldc_I4_0),
|
||||
new CodeInstruction(OpCodes.Ceq)
|
||||
);
|
||||
return matcher.InstructionEnumeration();
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.OnBuyoutButtonClick))]
|
||||
private static bool UITechNode_OnBuyoutButtonClick_Prefix(UITechNode __instance)
|
||||
{
|
||||
if (GameMain.isFullscreenPaused)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var techProto = __instance.techProto;
|
||||
if (techProto == null) return false;
|
||||
var properties = new int[6];
|
||||
List<Tuple<TechProto, int, int>> techList = new();
|
||||
var history = GameMain.history;
|
||||
var maxLevel = -1;
|
||||
CheckTechUnlockProperties(history, techProto, properties, techList, maxLevel);
|
||||
var propertySystem = DSPGame.propertySystem;
|
||||
var clusterSeedKey = history.gameData.GetClusterSeedKey();
|
||||
var enough = true;
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
if (propertySystem.GetItemAvaliableProperty(clusterSeedKey, 6001 + i) >= properties[i]) continue;
|
||||
enough = false;
|
||||
break;
|
||||
}
|
||||
if (!enough)
|
||||
{
|
||||
UIRealtimeTip.Popup("元数据不足".Translate(), true, 0);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!history.hasUsedPropertyBanAchievement)
|
||||
{
|
||||
UIMessageBox.Show("初次使用元数据标题".Translate(), "初次使用元数据描述".Translate(), "取消".Translate(), "确定".Translate(), 2, null, DoUnlockFunc);
|
||||
return false;
|
||||
}
|
||||
|
||||
DoUnlockFunc();
|
||||
return false;
|
||||
|
||||
void DoUnlockFunc()
|
||||
{
|
||||
if (techList.Count <= 1)
|
||||
{
|
||||
DoUnlockFuncInternal();
|
||||
return;
|
||||
}
|
||||
var msg = "要使用元数据买断以下科技吗?";
|
||||
|
||||
if (techList.Count <= 10)
|
||||
{
|
||||
foreach (var tuple in techList)
|
||||
{
|
||||
AddToMsg(ref msg, tuple);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var i = 0; i < 5; i++)
|
||||
{
|
||||
AddToMsg(ref msg, techList[i]);
|
||||
}
|
||||
msg += " ...\n";
|
||||
for (var i = techList.Count - 5; i < techList.Count; i++)
|
||||
{
|
||||
AddToMsg(ref msg, techList[i]);
|
||||
}
|
||||
}
|
||||
|
||||
msg += "\n\n";
|
||||
msg += "以下是买断所需元数据:";
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
var itemCount = properties[i];
|
||||
if (itemCount <= 0) continue;
|
||||
msg += $"\n {LDB.items.Select(6001 + i).propertyName}x{itemCount}";
|
||||
}
|
||||
UIMessageBox.Show("批量买断科技", msg, "取消".Translate(), "确定".Translate(), 2, null, DoUnlockFuncInternal);
|
||||
return;
|
||||
|
||||
void AddToMsg(ref string str, Tuple<TechProto, int, int> tuple)
|
||||
{
|
||||
if (tuple.Item2 == tuple.Item3)
|
||||
{
|
||||
if (tuple.Item2 <= 0)
|
||||
str += $"\n {tuple.Item1.name}";
|
||||
else
|
||||
str += $"\n {tuple.Item1.name}{"杠等级".Translate()}{tuple.Item2}";
|
||||
}
|
||||
else
|
||||
str += $"\n {tuple.Item1.name}{"杠等级".Translate()}{tuple.Item2}->{tuple.Item3}";
|
||||
}
|
||||
}
|
||||
|
||||
void DoUnlockFuncInternal()
|
||||
{
|
||||
UnlockTechRecursive(__instance.techProto, maxLevel);
|
||||
history.VarifyTechQueue();
|
||||
if (history.currentTech != history.techQueue[0])
|
||||
{
|
||||
history.currentTech = history.techQueue[0];
|
||||
}
|
||||
var mainPlayer = GameMain.mainPlayer;
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
var itemCount = properties[i];
|
||||
if (itemCount <= 0) continue;
|
||||
var itemId = 6001 + i;
|
||||
propertySystem.AddItemConsumption(clusterSeedKey, itemId, itemCount);
|
||||
history.AddPropertyItemConsumption(itemId, itemCount, true);
|
||||
mainPlayer.mecha.AddProductionStat(itemId, itemCount, mainPlayer.nearestFactory);
|
||||
mainPlayer.mecha.AddConsumptionStat(itemId, itemCount, mainPlayer.nearestFactory);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,13 +58,14 @@ public static class UIConfigWindow
|
||||
I18N.Add("Maximum count to build", "Maximum count to build", "最大建造数量");
|
||||
I18N.Add("max", "max", "最大");
|
||||
I18N.Add("Stop ejectors when available nodes are all filled up", "Stop ejectors when available nodes are all filled up", "可用节点全部造完时停止弹射");
|
||||
I18N.Add("Construct only nodes but frames", "Construct only nodes but frames", "只造节点不造框架");
|
||||
I18N.Add("Construct only structure points but frames", "Construct only structure points but frames", "只造节点不造框架");
|
||||
I18N.Add("Initialize Dyson Sphere", "Initialize Dyson Sphere", "初始化戴森球");
|
||||
I18N.Add("Initialize Dyson Sphere Confirm", "This operation will destroy all layers on this dyson sphere, are you sure?", "此操作将会摧毁戴森球上的所有层级,确定吗?");
|
||||
I18N.Add("Click to dismantle selected layer", "Click to dismantle selected layer", "点击拆除对应的戴森壳");
|
||||
I18N.Add("Dismantle selected layer", "Dismantle selected layer", "拆除选中的戴森壳");
|
||||
I18N.Add("Dismantle selected layer Confirm", "This operation will dismantle selected layer, are you sure?", "此操作将会拆除选中的戴森壳,确定吗?");
|
||||
I18N.Add("Restore upgrades of \"Sorter Cargo Stacking\" on panel", "Restore upgrades of \"Sorter Cargo Stacking\" on panel", "在升级面板上恢复\"分拣器货物叠加\"的升级");
|
||||
I18N.Add("Buy out techs with their prerequisites", "Buy out techs with their prerequisites", "购买科技也同时购买所有前置科技");
|
||||
I18N.Add("Set \"Sorter Cargo Stacking\" to unresearched state", "Set \"Sorter Cargo Stacking\" to unresearched state", "将\"分拣器货物叠加\"设为未研究状态");
|
||||
I18N.Add("Open Dark Fog Communicator", "Open Dark Fog Communicator", "打开黑雾通讯器");
|
||||
I18N.Apply();
|
||||
@@ -259,6 +260,8 @@ public static class UIConfigWindow
|
||||
}
|
||||
});
|
||||
y += 36f;
|
||||
MyCheckBox.CreateCheckBox(x, y, tab5, TechPatch.BatchBuyoutTechEnabled, "Buy out techs with their prerequisites");
|
||||
y += 36f;
|
||||
y += 36f;
|
||||
wnd.AddButton(x, y, 300f, tab5, "Open Dark Fog Communicator", 16, "button-open-df-communicator", () =>
|
||||
{
|
||||
|
||||
@@ -94,6 +94,8 @@ public class UXAssist : BaseUnityPlugin
|
||||
PlayerPatch.DistanceToWarp = Config.Bind("Player", "DistanceToWarp", 5.0, "Distance to warp (in AU)");
|
||||
TechPatch.SorterCargoStackingEnabled = Config.Bind("Tech", "SorterCargoStacking", false,
|
||||
"Restore upgrades of `Sorter Cargo Stacking` on panel");
|
||||
TechPatch.BatchBuyoutTechEnabled = Config.Bind("Tech", "BatchBuyoutTech", false,
|
||||
"Can buy out techs with their prerequisites");
|
||||
DysonSpherePatch.StopEjectOnNodeCompleteEnabled = Config.Bind("DysonSphere", "StopEjectOnNodeComplete", false,
|
||||
"Stop ejectors when available nodes are all filled up");
|
||||
DysonSpherePatch.OnlyConstructNodesEnabled = Config.Bind("DysonSphere", "OnlyConstructNodes", false,
|
||||
|
||||
@@ -19,12 +19,17 @@
|
||||
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
|
||||
<PackageReference Include="DysonSphereProgram.Modding.CommonAPI" Version="1.6.5" />
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Remove="BuildAssets\**" />
|
||||
<Content Remove="BuildAssets\**" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
|
||||
</ItemGroup>
|
||||
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
<Exec Command="del /F /Q package\$(ProjectName)-$(Version).zip
powershell Compress-Archive -Force -DestinationPath 'package/$(ProjectName)-$(Version).zip' -Path '$(TargetPath)', package/icon.png, package/manifest.json, README.md" />
|
||||
<Exec Command="del /F /Q package\$(ProjectName)-$(Version).zip
powershell Compress-Archive -Force -DestinationPath 'package/$(ProjectName)-$(Version).zip' -Path '$(TargetPath)', package/icon.png, package/manifest.json, package/uxassist.assetbundle, README.md" />
|
||||
</Target>
|
||||
</Project>
|
||||
|
||||
BIN
UXAssist/package/uxassist.assetbundle
Normal file
BIN
UXAssist/package/uxassist.assetbundle
Normal file
Binary file not shown.
Reference in New Issue
Block a user