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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 03:33:29 +08:00

UXAssist v1.3.2

This commit is contained in:
2025-04-28 19:40:25 +08:00
parent 5545d7a2bf
commit f407928579
6 changed files with 509 additions and 299 deletions

View File

@@ -1,9 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;
using UnityEngine.UI;
using UXAssist.Common;
namespace UXAssist.Patches;
@@ -11,47 +13,54 @@ namespace UXAssist.Patches;
public static class TechPatch
{
public static ConfigEntry<bool> SorterCargoStackingEnabled;
public static ConfigEntry<bool> DisableBattleRelatedTechsInPeaceModeEnabled;
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);
DisableBattleRelatedTechsInPeaceModeEnabled.SettingChanged += (_, _) => DisableBattleRelatedTechsInPeaceMode.Enable(DisableBattleRelatedTechsInPeaceModeEnabled.Value);
BatchBuyoutTechEnabled.SettingChanged += (_, _) => BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
}
public static void Start()
{
SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
DisableBattleRelatedTechsInPeaceMode.Enable(DisableBattleRelatedTechsInPeaceModeEnabled.Value);
BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
}
public static void Uninit()
{
BatchBuyoutTech.Enable(false);
DisableBattleRelatedTechsInPeaceMode.Enable(false);
SorterCargoStacking.Enable(false);
}
private class SorterCargoStacking: PatchImpl<SorterCargoStacking>
private class SorterCargoStacking
{
private static bool _protoPatched;
protected override void OnEnable()
public static void Enable(bool enable)
{
TryPatchProto(true);
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
TryPatchProto(false);
if (enable)
{
TryPatchProto(true);
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
else
{
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
TryPatchProto(false);
}
}
private static void TryPatchProto(bool on)
{
if (DSPGame.IsMenuDemo) return;
var techs = LDB.techs;
if (techs == null || techs.dataArray == null || techs.dataArray.Length == 0) return;
if (techs == null || techs?.dataArray == null || techs.dataArray.Length == 0) return;
if (on)
{
var delim = -26.0f;
@@ -114,162 +123,145 @@ public static class TechPatch
}
}
private static class DisableBattleRelatedTechsInPeaceMode
{
private static bool _protoPatched;
private static HashSet<int> _techsToDisableSet;
private static Dictionary<int, TechProto[]> _originTechPosts = [];
public static void Enable(bool enable)
{
if (_techsToDisableSet == null)
{
(int, int)[] techListToDisable =
[
// Combustible Unit, Explosive Unit, Crystal Explosive Unit
// 燃烧单元,爆破单元,晶石爆破单元
(1802, 1804),
// Implosion Cannon
// 聚爆加农炮
(1807, 1807),
// Signal Tower, Planetary Defense System, Jammer Tower, Plasma Turret, Titanium Ammo Box, Superalloy Ammo Box, High-Explosive Shell Set, Supersonic Missile Set, Crystal Shell Set, Gravity Missile Set, Antimatter Capsule, Precision Drone, Prototype, Attack Drone, Corvette, Destroyer, Suppressing Capsule, EM Capsule Mk.III
// 信号塔, 行星防御系统, 干扰塔, 磁化电浆炮, 钛化弹箱, 超合金弹箱, 高爆炮弹组, 超音速导弹组, 晶石炮弹组, 引力导弹组, 反物质胶囊, 地面战斗机-A型, 地面战斗机-E型, 地面战斗机-F型, 太空战斗机-A型, 太空战斗机-F型, 电磁胶囊II, 电磁胶囊III
(1809, 1825),
// Auto Reconstruction Marking
// 自动标记重建
(2951, 2956),
// Energy Shield
// 能量护盾
(2801, 2807),
// Kinetic Weapon Damage
// 动能武器伤害
(5001, 5006),
// Energy Weapon Damage
// 能量武器伤害
(5101, 5106),
// Explosive Weapon Damage
// 爆炸武器伤害
(5201, 5206),
// Combat Drone Damage
// 战斗无人机伤害
(5301, 5305),
// Combat Drone Attack Speed
// 战斗无人机攻击速度
(5401, 5405),
// Combat Drone Engine
// 战斗无人机引擎
(5601, 5605),
// Combat Drone Durability
// 战斗无人机耐久
(5701, 5705),
// Ground Squadron Expansion
// 地面编队扩容
(5801, 5807),
// Space Fleet Expansion
// 太空编队扩容
(5901, 5907),
// Enhanced Structure
// 结构强化
(6001, 6006),
// Planetary Shield
// 行星护盾
(6101, 6106),
];
_techsToDisableSet = [.. techListToDisable.SelectMany(t => Enumerable.Range(t.Item1, t.Item2 - t.Item1 + 1))];
}
if (enable)
{
if (DSPGame.GameDesc != null)
TryPatchProto(DSPGame.GameDesc.isPeaceMode);
GameLogic.OnGameBegin += OnGameBegin;
}
else
{
GameLogic.OnGameBegin -= OnGameBegin;
TryPatchProto(false);
}
}
private static void OnGameBegin()
{
TryPatchProto(DSPGame.GameDesc.isPeaceMode);
}
private static void TryPatchProto(bool on)
{
if (DSPGame.IsMenuDemo || on == _protoPatched) return;
var techs = LDB.techs;
if (techs?.dataArray == null || techs.dataArray.Length == 0) return;
if (on)
{
foreach (var tp in techs.dataArray)
{
if (_techsToDisableSet.Contains(tp.ID))
{
tp.IsObsolete = true;
}
var postTechs = tp.postTechArray;
for (var i = postTechs.Length - 1; i >= 0; i--)
{
if (_techsToDisableSet.Contains(postTechs[i].ID))
{
_originTechPosts[tp.ID] = postTechs;
tp.postTechArray = [.. postTechs.Where(p => !_techsToDisableSet.Contains(p.ID))];
break;
}
}
}
_protoPatched = true;
}
else
{
foreach (var tp in techs.dataArray)
{
if (_techsToDisableSet.Contains(tp.ID))
{
tp.IsObsolete = false;
}
if (_originTechPosts.TryGetValue(tp.ID, out var postTechs))
{
tp.postTechArray = postTechs;
}
}
_originTechPosts.Clear();
_protoPatched = false;
}
foreach (var item in UIRoot.instance.uiGame.techTree.nodes)
{
var node = item.Value;
foreach (var arrow in node.arrows)
{
arrow.gameObject.SetActive(false);
}
var active = node.techProto.postTechArray.Length > 0;
node.connGroup.gameObject.SetActive(active);
node.connImages = active ? node.connGroup.GetComponentsInChildren<Image>(true) : [];
}
}
}
private class BatchBuyoutTech: PatchImpl<BatchBuyoutTech>
{
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)
@@ -285,7 +277,7 @@ public static class TechPatch
);
return matcher.InstructionEnumeration();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.OnBuyoutButtonClick))]
private static bool UITechNode_OnBuyoutButtonClick_Prefix(UITechNode __instance)
@@ -296,109 +288,8 @@ public static class TechPatch
}
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());
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();
Functions.TechFunctions.UnlockProtoWithMetadataAndPrompt([techProto], true);
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}{"".Translate()}{tuple.Item2}";
}
else
str += $"\n {tuple.Item1.name}{"".Translate()}{tuple.Item2}->{tuple.Item3}";
}
}
void DoUnlockFuncInternal()
{
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);
}
UnlockTechRecursive(__instance.techProto, maxLevel);
history.VarifyTechQueue();
if (history.currentTech != history.techQueue[0])
{
history.currentTech = history.techQueue[0];
}
}
}
}
}