1
0
mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-05-17 06:57:11 +08:00

Compare commits

..

46 Commits

Author SHA1 Message Date
09cdaf3a12 balance tweaks 2025-10-30 16:03:11 +08:00
8d5bb140e1 fix crashes 2025-10-30 00:12:47 +08:00
c99c59a117 work in progress 2025-10-29 22:30:10 +08:00
61811f9a8c crash fix 2025-10-29 21:51:52 +08:00
cf3117e0da minor opt 2025-10-29 21:38:53 +08:00
dfd34601cf update for new game update 2025-10-29 20:54:41 +08:00
6934607fca WIP for logistic_hub 2025-10-29 20:45:21 +08:00
be9de43492 fix issue 2025-10-29 20:22:23 +08:00
2dbf017a5e update LogisticMiner to be compatible with latest game update 2025-10-29 15:27:53 +08:00
3c7744047c update Game dll 2025-10-29 15:27:23 +08:00
a9959a2f07 try to fix a strange issue 2025-10-29 15:27:13 +08:00
77f5803a24 UniverseGenTweaks v1.2.11 2025-10-21 00:36:32 +08:00
e9bbcf5e2c bug fix 2025-10-20 22:45:29 +08:00
a183485286 UXAssist: some fixes 2025-10-04 17:23:41 +08:00
5a6cfb18c9 UXAssist: Drag build Power Towers fix 2025-10-03 16:16:02 +08:00
49226001be UXAssist v1.4.2 2025-09-30 13:02:39 +08:00
7c1e88f86d UXAssist v1.4.1 2025-09-30 00:15:26 +08:00
16429936a9 UXAssist v1.4.0 and CheatEnabler v2.4.0 2025-09-29 23:46:44 +08:00
d711dd25ef remove cpu affinity settings, as they are officially supported 2025-09-29 23:34:17 +08:00
e909b6d9d2 rename GameLogicProc back to make things compatible with old dependants 2025-09-29 23:34:17 +08:00
2a4008deac fixed rest issues 2025-09-29 23:34:17 +08:00
6b423225fe partial fix belt signal 2025-09-29 23:34:17 +08:00
9d9a12c1af more fixes to make sure nothing working wrong on game 2025-09-29 23:34:17 +08:00
1d11ba90bd we make them compile first 2025-09-29 23:34:17 +08:00
a5dc7c5825 Starmap view star name display: add star index 2025-09-29 17:02:10 +08:00
73ebcf1aa3 more works 2025-09-28 17:36:19 +08:00
dc092d7f6f Planet Vein Utilization embedded 2025-09-28 00:42:16 +08:00
d9f87ca4e9 Logistics Panel Info fix again again 2025-09-24 15:06:09 +08:00
a3c60c32ca Logistics Panel Info fix again 2025-09-24 12:19:50 +08:00
96a9e8a570 Logistics Panel Info fix 2025-09-24 02:51:41 +08:00
d6a8275938 minor fix 2025-09-21 23:01:29 +08:00
b995503f58 resolve dotnet format warning 2025-09-21 16:39:57 +08:00
a25f74443d donet format 2025-09-21 15:38:03 +08:00
5f37b8b6d6 Fix a method use that missing in .NET Framework 4.5 2025-09-21 15:13:43 +08:00
4584895345 new function to generate illegal shells quickly 2025-09-21 01:37:09 +08:00
5b4633e54c ui button fixes 2025-09-21 01:36:54 +08:00
31b1d90d5d work in progress 2025-09-19 22:18:48 +08:00
8446fba0e4 UniverseGenTweaks 1.2.10 2025-09-15 14:27:12 +08:00
688b50344c clean up 2025-09-15 14:22:06 +08:00
0dd1a11c14 fix all markdowns by markdownlint, and remove obsolete OCBatchBuild 2025-09-15 11:17:14 +08:00
f8552d5c34 CheatEnabler: support for dyson shells with large radius 2025-09-10 21:40:42 +08:00
c98c801f27 UniverseGenTweaks v1.2.9 2025-09-10 21:39:55 +08:00
9bfa74edf2 tweak 2025-09-06 17:06:13 +08:00
9d586d68e0 minor fix 2025-09-05 23:53:03 +08:00
a446a17d02 UniverseGenTweaks fix 2025-08-25 23:24:44 +08:00
7a7943b001 minor fix 2025-08-11 13:32:40 +08:00
90 changed files with 3902 additions and 3113 deletions

7
.markdownlint.json Normal file
View File

@@ -0,0 +1,7 @@
{
"MD013": false,
"MD033": {
"allowed_elements": ["details", "summary"]
},
"MD041": false
}

Binary file not shown.

Binary file not shown.

View File

@@ -3,157 +3,160 @@
## Changlog
* 2.4.0
* Support game version 0.10.33
* `Generate illegal dyson shell`: This function is open to all users now, enabling certain config entry is not needed any more.
* 2.3.32
+ `Complete Dyson Sphere Shells instantly`: Fix a crash.
* `Complete Dyson Sphere Shells instantly`: Fix a crash.
* 2.3.31
+ New feature: `Unlock Dyson Sphere max orbit radius`
+ `Remove metadata consumption record in current game`: Fix implementation
+ Add 3 buttons for creating illegal Dyson Sphere Shells, you must enable `IllegalDysonShellFunctionsEnabled` of `DysonSphere` section in config to see them.
- `Generate an illegal dyson shell`
- `Keep max production shells and remove others`
- `Duplicate shells from that with highest production`
* New feature: `Unlock Dyson Sphere max orbit radius`
* `Remove metadata consumption record in current game`: Fix implementation
* Add 3 buttons for creating illegal Dyson Sphere Shells, you must enable `IllegalDysonShellFunctionsEnabled` of `DysonSphere` section in config to see them.
* `Generate an illegal dyson shell`
* `Keep max production shells and remove others`
* `Duplicate shells from that with highest production`
* 2.3.30
+ Fix a warning issue while `No condition build` or `No collision` is enabled.
+ Increase performance for `Finish build immediately` greatly on pasting large blueprints.
* Fix a warning issue while `No condition build` or `No collision` is enabled.
* Increase performance for `Finish build immediately` greatly on pasting large blueprints.
* 2.3.29
+ Fix compatibility with game update 0.10.32.25779
* Fix compatibility with game update 0.10.32.25779
* 2.3.28
+ New feature: `Instant hand-craft`.
+ Fix some panels' display while `Infinite Natural Resources` is enabled.
* New feature: `Instant hand-craft`.
* Fix some panels' display while `Infinite Natural Resources` is enabled.
* 2.3.27
+ `Skip bullet period` & `Eject anyway`: Fix compatibility with `Dyson Sphere Program v0.10.32.25496`.
* `Skip bullet period` & `Eject anyway`: Fix compatibility with `Dyson Sphere Program v0.10.32.25496`.
* 2.3.26
+ Refactor codes to adapt to UXAssist 1.2.0
- You should update UXAssist to 1.2.0 or later before using this version.
+ `Complete Dyson Sphere Shells instantly`: Fix possible wrong production records.
* Refactor codes to adapt to UXAssist 1.2.0
* You should update UXAssist to 1.2.0 or later before using this version.
* `Complete Dyson Sphere Shells instantly`: Fix possible wrong production records.
* 2.3.25
+ New feature: `Enable warp without space warpers`
+ New feature: `Wind Turbines do global power coverage`
+ Fix an issue that `Complete Dyson Sphere Shells instantly` does not generate production records for solar sails.
* New feature: `Enable warp without space warpers`
* New feature: `Wind Turbines do global power coverage`
* Fix an issue that `Complete Dyson Sphere Shells instantly` does not generate production records for solar sails.
* 2.3.24
+ `Complete Dyson Sphere Shells instantly`: Fix a bug that may cause negative power in some cases
* `Complete Dyson Sphere Shells instantly`: Fix a bug that may cause negative power in some cases
* 2.3.23
+ New feature: `Complete Dyson Sphere Shells instantly`
+ Fix a crash when config panel is opened before game is fully loaded
* New feature: `Complete Dyson Sphere Shells instantly`
* Fix a crash when config panel is opened before game is fully loaded
* 2.3.22
+ Fix `Pump Anywhere`
* Fix `Pump Anywhere`
* 2.3.21
+ `Retrieve/Place items from/to remote planets on logistics control panel`: Items are put back to player's inventory when a slot is removed from the logistics station on remote planet.
+ `Dev Shortcuts`: Camera Pose related shortcurts are working now.
* `Retrieve/Place items from/to remote planets on logistics control panel`: Items are put back to player's inventory when a slot is removed from the logistics station on remote planet.
* `Dev Shortcuts`: Camera Pose related shortcurts are working now.
* 2.3.20
+ New feature: `Retrieve/Place items from/to remote planets on logistics control panel`
* New feature: `Retrieve/Place items from/to remote planets on logistics control panel`
* 2.3.19
+ New features:
+ `Remove all metadata consumption records`
+ `Remove metadata consumption record in current game`
+ `Clear metadata flag which bans achievements`
* New features:
* `Remove all metadata consumption records`
* `Remove metadata consumption record in current game`
* `Clear metadata flag which bans achievements`
* 2.3.18
+ New features:
+ `Teleport to outer space`, this will teleport you to the outer space which is 50 LYs far from the farthest star.
+ `Teleport to selected astronomical`
+ Fix logic of `Unlock techs with key-modifiers`.
+ `No condition build` does not hide rotation info of belts now.
* New features:
* `Teleport to outer space`, this will teleport you to the outer space which is 50 LYs far from the farthest star.
* `Teleport to selected astronomical`
* Fix logic of `Unlock techs with key-modifiers`.
* `No condition build` does not hide rotation info of belts now.
* 2.3.17
+ Make compatible with game version 0.10.30.23292
* Make compatible with game version 0.10.30.23292
* 2.3.16
+ Add 2 options to `Belt signal item generation`:
- `Count generations as production in statistics`
- `Count removals as consumption in statistics`
+ New feature: `Increase maximum power usage in Logistic Stations and Advanced Mining Machines`
- Logistic Stations: Increased max charging power to 3GW(ILS) and 600MW(PLS) (10x of original)
- Advanced Mining Machines: Increased max mining speed to 1000%
* Add 2 options to `Belt signal item generation`:
* `Count generations as production in statistics`
* `Count removals as consumption in statistics`
* New feature: `Increase maximum power usage in Logistic Stations and Advanced Mining Machines`
* Logistic Stations: Increased max charging power to 3GW(ILS) and 600MW(PLS) (10x of original)
* Advanced Mining Machines: Increased max mining speed to 1000%
* 2.3.15
+ New features:
- `Instant teleport (like that in Sandbox mode)`
- `Mecha and Drones/Fleets invicible`
- `Buildings invicible`
* New features:
* `Instant teleport (like that in Sandbox mode)`
* `Mecha and Drones/Fleets invicible`
* `Buildings invicible`
* 2.3.14
+ Remove default shortcut key for `No condition build` and `No collision`, to avoid misoperation. You can still set them in system settings window manually if needed.
+ Fix translation issue.
* Remove default shortcut key for `No condition build` and `No collision`, to avoid misoperation. You can still set them in system settings window manually if needed.
* Fix translation issue.
* 2.3.13
+ Fix a bug that shortcuts are not working and have display issue on settings window.
* Fix a bug that shortcuts are not working and have display issue on settings window.
* 2.3.12
+ Add a shortcut to toggle `No collision`, you can modify the shortcut on system settings window.
+ Add realtime tips when toggling `No condition build` and `No collision` with shortcuts.
* Add a shortcut to toggle `No collision`, you can modify the shortcut on system settings window.
* Add realtime tips when toggling `No condition build` and `No collision` with shortcuts.
* 2.3.11
+ Add a shortcut to toggle `No condition build`, you can modify the shortcut on system settings window. This depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 1.0.15 or later.
* Add a shortcut to toggle `No condition build`, you can modify the shortcut on system settings window. This depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 1.0.15 or later.
* 2.3.10
+ Fix following functions not working in new game updates:
- `Pump Anywhere`
- `Terraform without enough soil piles`
* Fix following functions not working in new game updates:
* `Pump Anywhere`
* `Terraform without enough soil piles`
* 2.3.9
+ Support game version 0.10.28.21219
* Support game version 0.10.28.21219
* 2.3.8
+ Fix a crash on starting new games while `Finish build immediately` is enabled.
+ Fix UI button width.
* Fix a crash on starting new games while `Finish build immediately` is enabled.
* Fix UI button width.
* 2.3.7
+ Support game version 0.10.28.20759
+ Fix belt signal that items' generation speed is not fit to number set sometimes.
* Support game version 0.10.28.20759
* Fix belt signal that items' generation speed is not fit to number set sometimes.
* 2.3.6
+ Support for UXAssist's new function within `Finish build immediately`.
+ Add a warning message when `Build without condition` is enabled.
+ Fix an issue in `Finish build immediately` that some buildings are not finished immediately.
* Support for UXAssist's new function within `Finish build immediately`.
* Add a warning message when `Build without condition` is enabled.
* Fix an issue in `Finish build immediately` that some buildings are not finished immediately.
* 2.3.5
+ Fix another crash in `Skip bullet period`.
* Fix another crash in `Skip bullet period`.
* 2.3.4
+ Use new tab layout of UXAssist 1.0.2
+ Minor bug fixes
* Use new tab layout of UXAssist 1.0.2
* Minor bug fixes
* 2.3.3
+ Fix a crash in `Skip bullet period`.
+ Unlock techs with Alt unlocks VeinUtil to 10000 instead of 7200 now, as bug fixed in UXAssist.
* Fix a crash in `Skip bullet period`.
* Unlock techs with Alt unlocks VeinUtil to 10000 instead of 7200 now, as bug fixed in UXAssist.
* 2.3.2
+ Birth star options moved to [UniverseGenTweaks](https://dsp.thunderstore.io/package/soarqin/UniverseGenTweaks/)
+ Optimize `Quick absorb`, consumes less CPU time and take turns firing to nodes.
+ `Fast Mining` ensures full output of oil extractors now.
+ Fix issue that `Belt signal generator` not working after switched off then on again.
+ Fix absorption issue by `Quick absorb` and `Skip bullet period` enabled at the same time.
+ Crash fix for some options
* Birth star options moved to [UniverseGenTweaks](https://dsp.thunderstore.io/package/soarqin/UniverseGenTweaks/)
* Optimize `Quick absorb`, consumes less CPU time and take turns firing to nodes.
* `Fast Mining` ensures full output of oil extractors now.
* Fix issue that `Belt signal generator` not working after switched off then on again.
* Fix absorption issue by `Quick absorb` and `Skip bullet period` enabled at the same time.
* Crash fix for some options
* 2.3.1
+ Add UXAssist to dependencies in manifest.
* Add UXAssist to dependencies in manifest.
* 2.3.0
+ Move some functions to an individual mod: [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
+ Depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) now, so that config panel is unified with UXAssist.
+ Remove `LCtrl+A` from Dev Shortcuts, to avoid misoperation.
+ Infinite bots/drones/vessels in `Architect mode` now.
* Move some functions to an individual mod: [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
* Depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) now, so that config panel is unified with UXAssist.
* Remove `LCtrl+A` from Dev Shortcuts, to avoid misoperation.
* Infinite bots/drones/vessels in `Architect mode` now.
* 2.2.7
+ New function: `Construct only nodes but frames`
+ Opening config panel does not close inventory panel now
+ Remove `Input direction conflict` check while using `Remove some build conditions`
+ Fix a bug that prevents `Belt signal alt format` from switching number formats for current belt signals
* New function: `Construct only nodes but frames`
* Opening config panel does not close inventory panel now
* Remove `Input direction conflict` check while using `Remove some build conditions`
* Fix a bug that prevents `Belt signal alt format` from switching number formats for current belt signals
* 2.2.6
+ New function: `Stop ejectors when available nodes are all filled up`
+ Fix a bug that absorb solar sails on unfinised nodes
* New function: `Stop ejectors when available nodes are all filled up`
* Fix a bug that absorb solar sails on unfinised nodes
* 2.2.5
+ Skip all intermediate states and absorb solar sails instantly while enable `Quick absorb`, `Skip bullet period` and `Skip absorption period` at the same time.
+ Fix a problem that `Quick absorb` does not absorb all solar sails instantly when most nodes are full.
+ Fix crash while using with some mods
* Skip all intermediate states and absorb solar sails instantly while enable `Quick absorb`, `Skip bullet period` and `Skip absorption period` at the same time.
* Fix a problem that `Quick absorb` does not absorb all solar sails instantly when most nodes are full.
* Fix crash while using with some mods
* 2.2.4
+ New function: `Enable player actions in globe view`
+ Fix UI bug
* New function: `Enable player actions in globe view`
* Fix UI bug
* 2.2.3
+ New function: `Remove some build conditions`
+ Fix compatibility with some mods
* New function: `Remove some build conditions`
* Fix compatibility with some mods
* 2.2.2
+ New function: `Assign gamesave to currrnet account`
+ New subfunction: `Belt signal alt format`
+ Fix a crash on using `Initialize this Planet`
+ Fix belt build in `Finish build immediately`
* New function: `Assign gamesave to currrnet account`
* New subfunction: `Belt signal alt format`
* Fix a crash on using `Initialize this Planet`
* Fix belt build in `Finish build immediately`
* 2.2.1
+ Check condition for miners even when `Build without condition` is enabled.
+ Fix a patch issue that may cause `Build without condition` not working.
* Check condition for miners even when `Build without condition` is enabled.
* Fix a patch issue that may cause `Build without condition` not working.
* 2.2.0
+ Add some power related functions
+ Add a subfunction to belt signal item generation, which simulates production process of raws and intermediates on statistics
+ Split some functions from Architect mode
* Add some power related functions
* Add a subfunction to belt signal item generation, which simulates production process of raws and intermediates on statistics
* Split some functions from Architect mode
* 2.1.0
+ Belt signal item generation
+ Fix window display priority which may cause tips to be covered by main window
* Belt signal item generation
* Fix window display priority which may cause tips to be covered by main window
* 2.0.0
+ Refactorying codes
+ UI implementation
+ Add a lot of functions
* Refactorying codes
* UI implementation
* Add a lot of functions
* 1.0.0
+ Initial release
* Initial release
</details>
@@ -162,156 +165,159 @@
## 更新日志
* 2.4.0
* 支持游戏版本 0.10.33
* `生成仙术戴森壳`:此功能现在对所有用户开放,不再需要启用特定的配置项。
* 2.3.32
+ `立即完成戴森壳建造`:修复了一个崩溃问题
* `立即完成戴森壳建造`:修复了一个崩溃问题
* 2.3.31
+ 新功能:`解锁戴森球最大轨道半径`
+ `移除当前存档的元数据消耗记录`:修复实现
+ 增加了3个用于制作仙术戴森壳的按钮你必须在设置文件里开启`DysonSphere`分类的`IllegalDysonShellFunctionsEnabled`才能看到它们
- `生成单层仙术戴森壳`
- `保留发电量最高的戴森壳并移除其他戴森壳`
- `从发电量最高的壳复制戴森壳`
* 新功能:`解锁戴森球最大轨道半径`
* `移除当前存档的元数据消耗记录`:修复实现
* 增加了3个用于制作仙术戴森壳的按钮你必须在设置文件里开启`DysonSphere`分类的`IllegalDysonShellFunctionsEnabled`才能看到它们
* `生成单层仙术戴森壳`
* `保留发电量最高的戴森壳并移除其他戴森壳`
* `从发电量最高的壳复制戴森壳`
* 2.3.30
+ 修复了启用`无条件建造``无碰撞`时的警告问题
+ 粘贴大规模蓝图时大幅提升`立即完成建造`的性能表现
* 修复了启用`无条件建造``无碰撞`时的警告问题
* 粘贴大规模蓝图时大幅提升`立即完成建造`的性能表现
* 2.3.29
+ 修复了与游戏更新0.10.32.25779的兼容性
* 修复了与游戏更新0.10.32.25779的兼容性
* 2.3.28
+ 新功能:`快速手动制造`
+ 修复了启用`自然资源采集不消耗`时部分面板的显示问题
* 新功能:`快速手动制造`
* 修复了启用`自然资源采集不消耗`时部分面板的显示问题
* 2.3.27
+ `跳过子弹阶段``全球弹射`:修复了与`戴森球计划 v0.10.32.25496`的兼容性
* `跳过子弹阶段``全球弹射`:修复了与`戴森球计划 v0.10.32.25496`的兼容性
* 2.3.26
+ 重构代码以适应UXAssist 1.2.0
- 在使用此版本之前您应先更新UXAssist到1.2.0或更高版本。
+ `立即完成戴森壳建造`:修复了可能导致错误的生产记录的问题
* 重构代码以适应UXAssist 1.2.0
* 在使用此版本之前您应先更新UXAssist到1.2.0或更高版本。
* `立即完成戴森壳建造`:修复了可能导致错误的生产记录的问题
* 2.3.25
+ 新功能:`无需空间翘曲器即可曲速飞行`
+ 新功能:`风力涡轮机供电覆盖全球`
+ 修复了`立即完成戴森壳建造`未生成太阳帆生产记录的问题
* 新功能:`无需空间翘曲器即可曲速飞行`
* 新功能:`风力涡轮机供电覆盖全球`
* 修复了`立即完成戴森壳建造`未生成太阳帆生产记录的问题
* 2.3.24
+ `立即完成戴森壳建造`:修复了在某些情况下可能导致发电为负的问题
* `立即完成戴森壳建造`:修复了在某些情况下可能导致发电为负的问题
* 2.3.23
+ 新功能:`立即完成戴森壳建造`
+ 修复了在游戏完全加载前打开配置面板可能导致的崩溃问题
* 新功能:`立即完成戴森壳建造`
* 修复了在游戏完全加载前打开配置面板可能导致的崩溃问题
* 2.3.22
+ 修复了`平地抽水`
* 修复了`平地抽水`
* 2.3.21
+ `在物流总控面板上可以从非本地行星取放物品`:当从非本地星球的物流站移除槽位时,物品会放回玩家的背包
+ `开发模式快捷键`:摄像机位(Pose)相关的快捷键现在生效了
* `在物流总控面板上可以从非本地行星取放物品`:当从非本地星球的物流站移除槽位时,物品会放回玩家的背包
* `开发模式快捷键`:摄像机位(Pose)相关的快捷键现在生效了
* 2.3.20
+ 新功能:`在物流总控面板上可以从非本地行星取放物品`
* 新功能:`在物流总控面板上可以从非本地行星取放物品`
* 2.3.19
+ 新功能:
+ `移除所有元数据消耗记录`
+ `移除当前存档的元数据消耗记录`
+ `解除当前存档因使用元数据导致的成就限制`
* 新功能:
* `移除所有元数据消耗记录`
* `移除当前存档的元数据消耗记录`
* `解除当前存档因使用元数据导致的成就限制`
* 2.3.18
+ 新功能:
+ `传送到外太空`这会将你传送到距离最远星球50光年的外太空
+ `传送到选中天体`
+ 修复了`组合键解锁科技`的逻辑
+ `无条件建造`现在不会隐藏传送带的旋转信息了
* 新功能:
* `传送到外太空`这会将你传送到距离最远星球50光年的外太空
* `传送到选中天体`
* 修复了`组合键解锁科技`的逻辑
* `无条件建造`现在不会隐藏传送带的旋转信息了
* 2.3.17
+ 适配游戏版本0.10.30.23292
* 适配游戏版本0.10.30.23292
* 2.3.16
+`传送带信号物品生成`添加了两个选项:
- `统计信息里将生成计算为产物`
- `统计信息里将移除计算为消耗`
+ 新功能:`提升物流塔和大型采矿机的最大功耗`
- 物流塔将最大充电功率提高到3GW(星际物流塔)和600MW(行星物流塔)原来的10倍
- 大型采矿机将最大采矿速度提高到1000%
*`传送带信号物品生成`添加了两个选项:
* `统计信息里将生成计算为产物`
* `统计信息里将移除计算为消耗`
* 新功能:`提升物流塔和大型采矿机的最大功耗`
* 物流塔将最大充电功率提高到3GW(星际物流塔)和600MW(行星物流塔)原来的10倍
* 大型采矿机将最大采矿速度提高到1000%
* 2.3.15
+ 新功能:
- `快速传送(和沙盒模式一样)`
- `机甲和战斗无人机无敌`
- `建筑无敌`
* 新功能:
* `快速传送(和沙盒模式一样)`
* `机甲和战斗无人机无敌`
* `建筑无敌`
* 2.3.14
+ 移除了`无条件建造``无碰撞`的默认快捷键,以避免误操作。如有需要请手动在系统选项窗口中设置。
+ 修复了翻译问题。
* 移除了`无条件建造``无碰撞`的默认快捷键,以避免误操作。如有需要请手动在系统选项窗口中设置。
* 修复了翻译问题。
* 2.3.13
+ 修复了快捷键无效和设置窗口上的按键显示问题
* 修复了快捷键无效和设置窗口上的按键显示问题
* 2.3.12
+ 添加了一个快捷键来切换`无碰撞`,你可以在系统设置面板中修改快捷键。
+ 在使用快捷键切换`无条件建造``无碰撞`时添加了实时提示信息。
* 添加了一个快捷键来切换`无碰撞`,你可以在系统设置面板中修改快捷键。
* 在使用快捷键切换`无条件建造``无碰撞`时添加了实时提示信息。
* 2.3.11
+ 添加了一个快捷键来切换`无条件建造`,你可以在系统设置面板中修改快捷键。这依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 1.0.15或更高版本
* 添加了一个快捷键来切换`无条件建造`,你可以在系统设置面板中修改快捷键。这依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 1.0.15或更高版本
* 2.3.10
+ 修复了以下功能在新游戏版本中不生效的问题:
- `平地抽水`
- `沙土不够时依然可以整改地形`
* 修复了以下功能在新游戏版本中不生效的问题:
* `平地抽水`
* `沙土不够时依然可以整改地形`
* 2.3.9
+ 支持游戏版本0.10.28.21219
* 支持游戏版本0.10.28.21219
* 2.3.8
+ 修复了启用`建造秒完成`时开新游戏可能导致崩溃的问题
+ 修复了UI按钮宽度
* 修复了启用`建造秒完成`时开新游戏可能导致崩溃的问题
* 修复了UI按钮宽度
* 2.3.7
+ 支持游戏版本0.10.28.20759
+ 修复了传送带信号有时候物品生成速度和设置不匹配的问题
* 支持游戏版本0.10.28.20759
* 修复了传送带信号有时候物品生成速度和设置不匹配的问题
* 2.3.6
+`建造秒完成`中支持UXAssist的新功能
+ 在启用`无条件建造`时添加警告信息
+ 修复了`建造秒完成`可能导致部分建筑无法立即完成的问题
*`建造秒完成`中支持UXAssist的新功能
* 在启用`无条件建造`时添加警告信息
* 修复了`建造秒完成`可能导致部分建筑无法立即完成的问题
* 2.3.5
+ 修复了`跳过子弹阶段`可能导致崩溃的问题
* 修复了`跳过子弹阶段`可能导致崩溃的问题
* 2.3.4
+ 使用UXAssist 1.0.2的新页签布局
+ 修复了一些小bug
* 使用UXAssist 1.0.2的新页签布局
* 修复了一些小bug
* 2.3.3
+ 修复了`跳过子弹阶段`可能导致崩溃的问题
+ 使用Alt解锁科技时现在`矿物利用`的科技解锁到10000级而不是7200级因为UXAssist已修复对应bug
* 修复了`跳过子弹阶段`可能导致崩溃的问题
* 使用Alt解锁科技时现在`矿物利用`的科技解锁到10000级而不是7200级因为UXAssist已修复对应bug
* 2.3.2
+ 母星系的选项移动到了[UniverseGenTweaks](https://dsp.thunderstore.io/package/soarqin/UniverseGenTweaks/)
+ 优化了`快速吸收`现在消耗更少的CPU并且会轮流打向各节点
+ `高速采集`现在可以保证油井的最大产出
+ 修复了`传送带信号物品生成`在选项关闭后再次启用时不生效的问题
+ 修复了`快速吸收``跳过子弹阶段`同时启用时可能导致吸收计算错误的问题
+ 修复了一些选项可能导致崩溃的问题
* 母星系的选项移动到了[UniverseGenTweaks](https://dsp.thunderstore.io/package/soarqin/UniverseGenTweaks/)
* 优化了`快速吸收`现在消耗更少的CPU并且会轮流打向各节点
* `高速采集`现在可以保证油井的最大产出
* 修复了`传送带信号物品生成`在选项关闭后再次启用时不生效的问题
* 修复了`快速吸收``跳过子弹阶段`同时启用时可能导致吸收计算错误的问题
* 修复了一些选项可能导致崩溃的问题
* 2.3.1
+ 在manifest中添加UXAssist到依赖
* 在manifest中添加UXAssist到依赖
* 2.3.0
+ 将部分功能移动到单独的mod[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
+ 现在依赖[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)因此配置面板与UXAssist合并
+ 从开发模式快捷键中移除`LCtrl+A`,以避免误操作
+ 现在`建筑师模式`中配送机/物流机/物流船也无限了
* 将部分功能移动到单独的mod[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
* 现在依赖[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)因此配置面板与UXAssist合并
* 从开发模式快捷键中移除`LCtrl+A`,以避免误操作
* 现在`建筑师模式`中配送机/物流机/物流船也无限了
* 2.2.7
+ 新功能:`只建造节点不建造框架`
+ 打开设置面板时不再关闭背包面板
+`移除部分不影响游戏逻辑的建造条件`启用时移除`输入方向冲突`的检查条件
+ 修复导致`传送带信号替换格式`不切换传送带信号数字格式的问题
* 新功能:`只建造节点不建造框架`
* 打开设置面板时不再关闭背包面板
*`移除部分不影响游戏逻辑的建造条件`启用时移除`输入方向冲突`的检查条件
* 修复导致`传送带信号替换格式`不切换传送带信号数字格式的问题
* 2.2.6
+ 新功能:`可用节点全部造完时停止弹射`
+ 修复了在未完成的节点上吸收太阳帆的问题
* 新功能:`可用节点全部造完时停止弹射`
* 修复了在未完成的节点上吸收太阳帆的问题
* 2.2.5
+ 在同时启用`快速吸收``跳过子弹阶段``跳过吸收阶段`时,所有弹射的太阳帆会跳过所有中间环节立即吸收
+ 修复了`快速吸收`在大部分节点已满时无法立即吸收所有太阳帆的问题
+ 修复了与一些mod的兼容性问题
* 在同时启用`快速吸收``跳过子弹阶段``跳过吸收阶段`时,所有弹射的太阳帆会跳过所有中间环节立即吸收
* 修复了`快速吸收`在大部分节点已满时无法立即吸收所有太阳帆的问题
* 修复了与一些mod的兼容性问题
* 2.2.4
+ 新功能:`在行星视图中允许玩家操作`
+ 修复了UI显示问题
* 新功能:`在行星视图中允许玩家操作`
* 修复了UI显示问题
* 2.2.3
+ 新功能:`移除部分不影响游戏逻辑的建造条件`
+ 修复了与一些mod的兼容性问题
* 新功能:`移除部分不影响游戏逻辑的建造条件`
* 修复了与一些mod的兼容性问题
* 2.2.2
+ 新功能:`将游戏存档绑定给当前账号`
+ 新子功能:`传送带信号替换格式`
+ 修复了`初始化本行星`可能导致崩溃的问题
+ 修复了`建造秒完成`中传送带建造的问题
* 新功能:`将游戏存档绑定给当前账号`
* 新子功能:`传送带信号替换格式`
* 修复了`初始化本行星`可能导致崩溃的问题
* 修复了`建造秒完成`中传送带建造的问题
* 2.2.1
+ 即使在启用`无条件建造`时依然检查矿机的建造条件
+ 修复一个可能导致`无条件建造`不生效的问题
* 即使在启用`无条件建造`时依然检查矿机的建造条件
* 修复一个可能导致`无条件建造`不生效的问题
* 2.2.0
+ 添加了一些发电相关功能
+ 为传送带信号物品生成添加了一个子功能,在统计面板模拟了原材料和中间产物的生产过程
+ 从建筑师模式中分离了一些功能
* 添加了一些发电相关功能
* 为传送带信号物品生成添加了一个子功能,在统计面板模拟了原材料和中间产物的生产过程
* 从建筑师模式中分离了一些功能
* 2.1.0
+ 传送带信号物品生成
+ 修复窗口显示优先级可能导致提示信息被主窗口遮挡的问题
* 传送带信号物品生成
* 修复窗口显示优先级可能导致提示信息被主窗口遮挡的问题
* 2.0.0
+ 重构代码
+ UI实现
+ 添加了很多功能
* 重构代码
* UI实现
* 添加了很多功能
* 1.0.0
+ 初始版本
* 初始版本
</details>

View File

@@ -5,7 +5,7 @@
<TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.cheatenabler</BepInExPluginGuid>
<Description>DSP MOD - CheatEnabler</Description>
<Version>2.3.32</Version>
<Version>2.4.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<PackageId>CheatEnabler</PackageId>
@@ -16,15 +16,14 @@
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" />
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
<PackageReference Include="UnityEngine.Modules" Version="2022.3.53" IncludeAssets="compile" />
<!-- <PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" /> -->
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
<!--
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\AssemblyFromGame\Assembly-CSharp.dll</HintPath>
@@ -33,13 +32,12 @@
<HintPath>..\AssemblyFromGame\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
-->
<ItemGroup>
<ProjectReference Include="..\UXAssist\UXAssist.csproj" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent" Condition="'$(Configuration)' == 'Release'">
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="del /F /Q package\$(ProjectName)-$(Version).zip&#xA;powershell Compress-Archive -Force -DestinationPath 'package/$(ProjectName)-$(Version).zip' -Path '$(TargetPath)', package/icon.png, package/manifest.json, README.md, CHANGELOG.md" />
</Target>
</Project>

View File

@@ -15,12 +15,70 @@ public static class DysonSphereFunctions
public static ConfigEntry<bool> IllegalDysonShellFunctionsEnabled;
public static ConfigEntry<int> ShellsCountForFunctions;
const ulong rawNum0 = 0x3FED4D1BA3920BFAUL; // cosr
const ulong rawNum1 = 0x3FD9B9832ADBFC16UL; // sinr
const ulong rawNum2 = 0x3FE279A74590331DUL;
const ulong rawNum3 = 0x3FEBB67AE8584CAAUL; // cos30
private static readonly double factor0 = RawToDouble(rawNum0);
private static readonly double factor1 = RawToDouble(rawNum1);
private static readonly double factor2 = RawToDouble(rawNum2);
private static readonly double factor3 = RawToDouble(rawNum3);
private static readonly PrecalculatedTriangle[] PrecalculatedTriangles = [
new PrecalculatedTriangle() { MaxOrbitRadius = 6869, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x45D66000U)}, PosB = new Vector3() { x = RawToFloat(0x2C88BEC4U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC5D66000U)}, PosC = new Vector3() { x = RawToFloat(0xC5D66000U), y = RawToFloat(0x00000000U), z = RawToFloat(0xABB1589BU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 13573, PosA = new Vector3() { x = RawToFloat(0x46540800U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2C87400AU)}, PosB = new Vector3() { x = RawToFloat(0x4652DEA6U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC4B14E71U)}, PosC = new Vector3() { x = RawToFloat(0xC6540800U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAC2F683EU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 21257, PosA = new Vector3() { x = RawToFloat(0x46A60400U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2CD3CBAAU)}, PosB = new Vector3() { x = RawToFloat(0xC6070C9DU), y = RawToFloat(0x00000000U), z = RawToFloat(0xC697A9AEU)}, PosC = new Vector3() { x = RawToFloat(0xC6A60400U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAC8956FFU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 29718, PosA = new Vector3() { x = RawToFloat(0x469B4FBEU), y = RawToFloat(0x00000000U), z = RawToFloat(0x46AC7DAAU)}, PosB = new Vector3() { x = RawToFloat(0x46E81C00U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2D140EBCU)}, PosC = new Vector3() { x = RawToFloat(0xC6E81C00U), y = RawToFloat(0x00000000U), z = RawToFloat(0xACC0046AU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 38834, PosA = new Vector3() { x = RawToFloat(0x4717AE00U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2D4181A3U)}, PosB = new Vector3() { x = RawToFloat(0x45FC49B0U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC7145D79U)}, PosC = new Vector3() { x = RawToFloat(0xC717AE00U), y = RawToFloat(0x00000000U), z = RawToFloat(0xACFAF5D4U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 48523, PosA = new Vector3() { x = RawToFloat(0x473D8800U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2D71CBB9U)}, PosB = new Vector3() { x = RawToFloat(0xC73D8800U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAD1CCB2AU)}, PosC = new Vector3() { x = RawToFloat(0xC72D2539U), y = RawToFloat(0x00000000U), z = RawToFloat(0x469A2DB9U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 58724, PosA = new Vector3() { x = RawToFloat(0x47656000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2D925038U)}, PosB = new Vector3() { x = RawToFloat(0xC7656000U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAD3DC153U)}, PosC = new Vector3() { x = RawToFloat(0xC7518B63U), y = RawToFloat(0x00000000U), z = RawToFloat(0x46BA9727U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 69389, PosA = new Vector3() { x = RawToFloat(0x47878200U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2DACE001U)}, PosB = new Vector3() { x = RawToFloat(0xC7878200U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAD603407U)}, PosC = new Vector3() { x = RawToFloat(0xC7078200U), y = RawToFloat(0x00000000U), z = RawToFloat(0x476AB4D7U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 80481, PosA = new Vector3() { x = RawToFloat(0x479D3000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2DC88874U)}, PosB = new Vector3() { x = RawToFloat(0xC79D3000U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAD82095EU)}, PosC = new Vector3() { x = RawToFloat(0xC71D3000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x478820DDU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 91970, PosA = new Vector3() { x = RawToFloat(0x47B2A01EU), y = RawToFloat(0x00000000U), z = RawToFloat(0x461631C0U)}, PosB = new Vector3() { x = RawToFloat(0x47B39C00U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2DE5234DU)}, PosC = new Vector3() { x = RawToFloat(0xC7B39C00U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAD9495E6U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 103831, PosA = new Vector3() { x = RawToFloat(0x476E65BEU), y = RawToFloat(0x00000000U), z = RawToFloat(0x47A4101EU)}, PosB = new Vector3() { x = RawToFloat(0x47CACB00U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2E015B75U)}, PosC = new Vector3() { x = RawToFloat(0xC7CACB00U), y = RawToFloat(0x00000000U), z = RawToFloat(0xADA7C3C0U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 116040, PosA = new Vector3() { x = RawToFloat(0x47E29F00U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2E108E84U)}, PosB = new Vector3() { x = RawToFloat(0xC7E29F00U), y = RawToFloat(0x00000000U), z = RawToFloat(0xADBB7A19U)}, PosC = new Vector3() { x = RawToFloat(0xC70C0F3EU), y = RawToFloat(0x00000000U), z = RawToFloat(0x47D7878CU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 128580, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x47FB1D00U)}, PosB = new Vector3() { x = RawToFloat(0x47A80710U), y = RawToFloat(0x00000000U), z = RawToFloat(0x47BA9D10U)}, PosC = new Vector3() { x = RawToFloat(0x2EA02E04U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC7FB1D00U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 141433, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x480A1D80U)}, PosB = new Vector3() { x = RawToFloat(0x47A25D3CU), y = RawToFloat(0x00000000U), z = RawToFloat(0x47DF79A3U)}, PosC = new Vector3() { x = RawToFloat(0x2EB03393U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC80A1D80U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 154586, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x4816F500U)}, PosB = new Vector3() { x = RawToFloat(0x47B175ECU), y = RawToFloat(0x00000000U), z = RawToFloat(0x47F440EDU)}, PosC = new Vector3() { x = RawToFloat(0x2EC0959FU), y = RawToFloat(0x00000000U), z = RawToFloat(0xC816F500U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 168025, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x48241500U)}, PosB = new Vector3() { x = RawToFloat(0x48241500U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2E51542AU)}, PosC = new Vector3() { x = RawToFloat(0xC8241500U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAE07BD7FU)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 181738, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x48317880U)}, PosB = new Vector3() { x = RawToFloat(0x48317880U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2E6268D3U)}, PosC = new Vector3() { x = RawToFloat(0xC8317880U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAE12D0F8U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 195715, PosA = new Vector3() { x = RawToFloat(0x469FD288U), y = RawToFloat(0x00000000U), z = RawToFloat(0x483E1379U)}, PosB = new Vector3() { x = RawToFloat(0x483F1F80U), y = RawToFloat(0x00000000U), z = RawToFloat(0x2E73D398U)}, PosC = new Vector3() { x = RawToFloat(0xC83F1F80U), y = RawToFloat(0x00000000U), z = RawToFloat(0xAE1E1C47U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 209946, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x484D0500U)}, PosB = new Vector3() { x = RawToFloat(0x48092F52U), y = RawToFloat(0x00000000U), z = RawToFloat(0x48185BF5U)}, PosC = new Vector3() { x = RawToFloat(0x2F02C70CU), y = RawToFloat(0x00000000U), z = RawToFloat(0xC84D0500U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 224422, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x485B2900U)}, PosB = new Vector3() { x = RawToFloat(0x4812A593U), y = RawToFloat(0x00000000U), z = RawToFloat(0x4822DE24U)}, PosC = new Vector3() { x = RawToFloat(0x2F0BCC2BU), y = RawToFloat(0x00000000U), z = RawToFloat(0xC85B2900U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 239136, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x48698680U)}, PosB = new Vector3() { x = RawToFloat(0x481C424DU), y = RawToFloat(0x00000000U), z = RawToFloat(0x482D8B0EU)}, PosC = new Vector3() { x = RawToFloat(0x2F14F5F7U), y = RawToFloat(0x00000000U), z = RawToFloat(0xC8698680U)} },
new PrecalculatedTriangle() { MaxOrbitRadius = 250000, PosA = new Vector3() { x = RawToFloat(0x00000000U), y = RawToFloat(0x00000000U), z = RawToFloat(0x48742180U)}, PosB = new Vector3() { x = RawToFloat(0x48235AFEU), y = RawToFloat(0x00000000U), z = RawToFloat(0x48356CB1U)}, PosC = new Vector3() { x = RawToFloat(0x2F1BB9CEU), y = RawToFloat(0x00000000U), z = RawToFloat(0xC8742180U)} },
];
struct PrecalculatedTriangle
{
public int MaxOrbitRadius;
public Vector3 PosA;
public Vector3 PosB;
public Vector3 PosC;
}
private static double RawToDouble(ulong value)
{
unsafe
{
return *(double*)&value;
}
}
private static float RawToFloat(uint value)
{
unsafe
{
return *(float*)&value;
}
}
public static void Init()
{
I18N.Add("You are not in any system.", "You are not in any system.", "你不在任何星系中");
I18N.Add("There is no Dyson Sphere shell on \"{0}\".", "There is no Dyson Sphere shell on \"{0}\".", "“{0}”上没有可建造的戴森壳");
I18N.Add("There is no Dyson Sphere data on \"{0}\".", "There is no Dyson Sphere data on \"{0}\".", "“{0}”上没有戴森球数据");
I18N.Add("This will complete all Dyson Sphere shells on \"{0}\" instantly. Are you sure?", "This will complete all Dyson Sphere shells on \"{0}\" instantly. Are you sure?", "这将立即完成“{0}”上的所有戴森壳。你确定吗?");
I18N.Add("No precalculated shell found for radius {0}.", "No precalculated shell found for radius {0}.", "没有找到适合半径 {0} 的预计算壳面");
}
public static void CompleteShellsInstantly()
@@ -250,23 +308,21 @@ public static class DysonSphereFunctions
}
private static readonly ThreadLocal<Dictionary<int, Vector3>> _vmap = new(() => new(16384));
private static int CalculateTriangleVertCount(VectorLF3[] polygon)
private static int CalculateTriangleVertCount(Vector3[] pos)
{
if (polygon.Length != 3) return -1;
if (pos.Length != 3) return -1;
VectorLF3[] polygon = [pos[0], pos[1], pos[2]];
VectorLF3 sum = VectorLF3.zero;
double num = 0.0;
for (int i = 0; i < 3; i++)
{
var nodeApos = polygon[i];
var nodeBpos = polygon[(i + 1) % 3];
float num2 = Vector3.Distance(nodeApos, nodeBpos);
VectorLF3 vectorLF2 = (VectorLF3)(nodeApos + nodeBpos) * 0.5;
sum += vectorLF2 * (double)num2;
num += (double)num2;
double num2 = Vector3.Distance(pos[i], pos[(i + 1) % 3]);
VectorLF3 vectorLF2 = ((VectorLF3)pos[i] + (VectorLF3)pos[(i + 1) % 3]) * 0.5;
sum += vectorLF2 * num2;
num += num2;
}
var radius = polygon[0].magnitude;
radius = Math.Round(radius * 10.0) / 10.0;
for (int j = 0; j < 3; j++)
var radius = Math.Round(polygon[0].magnitude * 10.0) / 10.0;
for (int j = 0; j < polygon.Length; j++)
{
polygon[j] = polygon[j].normalized * radius;
}
@@ -282,35 +338,34 @@ public static class DysonSphereFunctions
}
var gridScale = (int)(Math.Pow(radius / 4000.0, 0.75) + 0.5);
gridScale = ((gridScale < 1) ? 1 : gridScale);
var gridSize = (float)gridScale * 80f;
var gridSize = gridScale * 80f;
var gridSizeDouble = (double)gridSize;
var cpPerVertex = gridScale * gridScale * 2;
var num5 = (int)((double)num3 / 0.8660254037844386 / (double)gridSize + 2.5);
var num5 = (int)((double)num3 / factor3 / gridSizeDouble + 2.5);
var xaxis = VectorLF3.Cross(center, Vector3.up).normalized;
if (xaxis.magnitude < 0.1)
{
xaxis = new VectorLF3(0f, 0f, 1f);
}
var yaxis = VectorLF3.Cross(xaxis, center).normalized;
var raydir = xaxis * 0.915662593339561 + yaxis * 0.40194777665596015;
var w1axis = xaxis * (0.5 * (double)gridSize) - yaxis * (0.8660254037844386 * (double)gridSize);
var w2axis = xaxis * (0.5 * (double)gridSize) + yaxis * (0.8660254037844386 * (double)gridSize);
var w0axis = xaxis * (double)gridSize;
double num6 = 0.5773502691896258;
var t1axis = yaxis * ((double)gridSize * num6 * 0.5) - xaxis * ((double)gridSize * 0.5);
var t2axis = yaxis * ((double)gridSize * num6 * 0.5) + xaxis * ((double)gridSize * 0.5);
var t0axis = yaxis * ((double)gridSize / 0.8660254037844386 * 0.5);
var raydir = xaxis * factor0 + yaxis * factor1;
var w1axis = xaxis * (0.5 * gridSizeDouble) - yaxis * (factor3 * gridSizeDouble);
var w2axis = xaxis * (0.5 * gridSizeDouble) + yaxis * (factor3 * gridSizeDouble);
var w0axis = xaxis * gridSizeDouble;
var t1axis = yaxis * (gridSizeDouble * factor2 * 0.5) - xaxis * (gridSizeDouble * 0.5);
var t2axis = yaxis * (gridSizeDouble * factor2 * 0.5) + xaxis * (gridSizeDouble * 0.5);
var t0axis = yaxis * (gridSizeDouble / factor3 * 0.5);
var polyn = new VectorLF3[3];
var polynu = new double[3];
for (int l = 0; l < 3; l++)
{
Vector3 vector = polygon[l];
Vector3 vector2 = polygon[(l + 1) % 3];
polyn[l] = VectorLF3.Cross(vector, vector2).normalized;
polyn[l] = VectorLF3.Cross(polygon[l], polygon[(l + 1) % 3]).normalized;
polynu[l] = polyn[l].x * raydir.x + polyn[l].y * raydir.y + polyn[l].z * raydir.z;
}
var vmap = _vmap.Value;
vmap.Clear();
double num7 = (double)gridSize * 0.5;
double num7 = gridSizeDouble * 0.5;
for (int m = -num5; m <= num5; m++)
{
for (int n = -num5; n <= num5; n++)
@@ -318,13 +373,11 @@ public static class DysonSphereFunctions
if (m - n <= num5 && m - n >= -num5)
{
VectorLF3 vectorLF3;
vectorLF3.x = center.x + w0axis.x * (double)m - w1axis.x * (double)n;
vectorLF3.y = center.y + w0axis.y * (double)m - w1axis.y * (double)n;
vectorLF3.z = center.z + w0axis.z * (double)m - w1axis.z * (double)n;
double num8 = radius / Math.Sqrt(vectorLF3.x * vectorLF3.x + vectorLF3.y * vectorLF3.y + vectorLF3.z * vectorLF3.z);
vectorLF3.x *= num8;
vectorLF3.y *= num8;
vectorLF3.z *= num8;
vectorLF3.x = center.x + w0axis.x * m - w1axis.x * n;
vectorLF3.y = center.y + w0axis.y * m - w1axis.y * n;
vectorLF3.z = center.z + w0axis.z * m - w1axis.z * n;
double num8 = radius / vectorLF3.magnitude;
vectorLF3 *= num8;
int num9 = 0;
for (int num10 = 0; num10 < 3; num10++)
{
@@ -332,9 +385,7 @@ public static class DysonSphereFunctions
if (num11 >= 0.0)
{
VectorLF3 normalized2 = new VectorLF3(vectorLF3.x + num11 * raydir.x, vectorLF3.y + num11 * raydir.y, vectorLF3.z + num11 * raydir.z).normalized;
normalized2.x *= radius;
normalized2.y *= radius;
normalized2.z *= radius;
normalized2 *= radius;
VectorLF3 vectorLF4 = polygon[num10] - normalized2;
VectorLF3 vectorLF5 = polygon[(num10 + 1) % 3] - normalized2;
double num12 = vectorLF4.x * vectorLF5.x + vectorLF4.y * vectorLF5.y + vectorLF4.z * vectorLF5.z;
@@ -401,13 +452,12 @@ public static class DysonSphereFunctions
double num = 0.0;
for (int i = 0; i < shell.frames.Count; i++)
{
float num2 = Vector3.Distance(shell.frames[i].nodeA.pos, shell.frames[i].nodeB.pos);
VectorLF3 vectorLF2 = (VectorLF3)(shell.frames[i].nodeA.pos + shell.frames[i].nodeB.pos) * 0.5;
sum += vectorLF2 * (double)num2;
num += (double)num2;
double num2 = Vector3.Distance(shell.frames[i].nodeA.pos, shell.frames[i].nodeB.pos);
VectorLF3 vectorLF2 = ((VectorLF3)shell.frames[i].nodeA.pos + (VectorLF3)shell.frames[i].nodeB.pos) * 0.5;
sum += vectorLF2 * num2;
num += num2;
}
shell.radius = shell.polygon[0].magnitude;
shell.radius = Math.Round(shell.radius * 10.0) / 10.0;
shell.radius = Math.Round(shell.polygon[0].magnitude * 10.0) / 10.0;
for (int j = 0; j < shell.polygon.Count; j++)
{
shell.polygon[j] = shell.polygon[j].normalized * shell.radius;
@@ -425,37 +475,35 @@ public static class DysonSphereFunctions
}
shell.gridScale = (int)(Math.Pow(shell.radius / 4000.0, 0.75) + 0.5);
shell.gridScale = ((shell.gridScale < 1) ? 1 : shell.gridScale);
shell.gridSize = (float)shell.gridScale * 80f;
shell.gridSize = shell.gridScale * 80f;
var gridSizeDouble = (double)shell.gridSize;
shell.cpPerVertex = shell.gridScale * shell.gridScale * 2;
int num5 = (int)((double)num3 / 0.8660254037844386 / (double)shell.gridSize + 2.5);
int num5 = (int)((double)num3 / factor3 / gridSizeDouble + 2.5);
shell.xaxis = VectorLF3.Cross(normalized, Vector3.up).normalized;
if (shell.xaxis.magnitude < 0.1)
{
shell.xaxis = new VectorLF3(0f, 0f, 1f);
}
shell.yaxis = VectorLF3.Cross(shell.xaxis, normalized).normalized;
shell.raydir = shell.xaxis * 0.915662593339561 + shell.yaxis * 0.40194777665596015;
shell.w1axis = shell.xaxis * (0.5 * (double)shell.gridSize) - shell.yaxis * (0.8660254037844386 * (double)shell.gridSize);
shell.w2axis = shell.xaxis * (0.5 * (double)shell.gridSize) + shell.yaxis * (0.8660254037844386 * (double)shell.gridSize);
shell.w0axis = shell.xaxis * (double)shell.gridSize;
double num6 = 0.5773502691896258;
shell.t1axis = shell.yaxis * ((double)shell.gridSize * num6 * 0.5) - shell.xaxis * ((double)shell.gridSize * 0.5);
shell.t2axis = shell.yaxis * ((double)shell.gridSize * num6 * 0.5) + shell.xaxis * ((double)shell.gridSize * 0.5);
shell.t0axis = shell.yaxis * ((double)shell.gridSize / 0.8660254037844386 * 0.5);
shell.raydir = shell.xaxis * factor0 + shell.yaxis * factor1;
shell.w1axis = shell.xaxis * (0.5 * gridSizeDouble) - shell.yaxis * (factor3 * gridSizeDouble);
shell.w2axis = shell.xaxis * (0.5 * gridSizeDouble) + shell.yaxis * (factor3 * gridSizeDouble);
shell.w0axis = shell.xaxis * gridSizeDouble;
shell.t1axis = shell.yaxis * (gridSizeDouble * factor2 * 0.5) - shell.xaxis * (gridSizeDouble * 0.5);
shell.t2axis = shell.yaxis * (gridSizeDouble * factor2 * 0.5) + shell.xaxis * (gridSizeDouble * 0.5);
shell.t0axis = shell.yaxis * (gridSizeDouble / factor3 * 0.5);
int count = shell.polygon.Count;
shell.polyn = new VectorLF3[count];
shell.polynu = new double[count];
for (int l = 0; l < count; l++)
{
Vector3 vector = shell.polygon[l];
Vector3 vector2 = shell.polygon[(l + 1) % count];
shell.polyn[l] = VectorLF3.Cross(vector, vector2).normalized;
shell.polyn[l] = VectorLF3.Cross(shell.polygon[l], shell.polygon[(l + 1) % count]).normalized;
shell.polynu[l] = shell.polyn[l].x * shell.raydir.x + shell.polyn[l].y * shell.raydir.y + shell.polyn[l].z * shell.raydir.z;
}
DysonShell.s_vmap.Clear();
DysonShell.s_outvmap.Clear();
DysonShell.s_ivmap.Clear();
double num7 = (double)shell.gridSize * 0.5;
double num7 = gridSizeDouble * 0.5;
for (int m = -num5; m <= num5; m++)
{
for (int n = -num5; n <= num5; n++)
@@ -463,13 +511,11 @@ public static class DysonSphereFunctions
if (m - n <= num5 && m - n >= -num5)
{
VectorLF3 vectorLF3;
vectorLF3.x = shell.center.x + shell.w0axis.x * (double)m - shell.w1axis.x * (double)n;
vectorLF3.y = shell.center.y + shell.w0axis.y * (double)m - shell.w1axis.y * (double)n;
vectorLF3.z = shell.center.z + shell.w0axis.z * (double)m - shell.w1axis.z * (double)n;
double num8 = shell.radius / Math.Sqrt(vectorLF3.x * vectorLF3.x + vectorLF3.y * vectorLF3.y + vectorLF3.z * vectorLF3.z);
vectorLF3.x *= num8;
vectorLF3.y *= num8;
vectorLF3.z *= num8;
vectorLF3.x = shell.center.x + shell.w0axis.x * m - shell.w1axis.x * n;
vectorLF3.y = shell.center.y + shell.w0axis.y * m - shell.w1axis.y * n;
vectorLF3.z = shell.center.z + shell.w0axis.z * m - shell.w1axis.z * n;
double num8 = shell.radius / vectorLF3.magnitude;
vectorLF3 *= num8;
int num9 = 0;
for (int num10 = 0; num10 < count; num10++)
{
@@ -477,9 +523,7 @@ public static class DysonSphereFunctions
if (num11 >= 0.0)
{
VectorLF3 normalized2 = new VectorLF3(vectorLF3.x + num11 * shell.raydir.x, vectorLF3.y + num11 * shell.raydir.y, vectorLF3.z + num11 * shell.raydir.z).normalized;
normalized2.x *= shell.radius;
normalized2.y *= shell.radius;
normalized2.z *= shell.radius;
normalized2 *= shell.radius;
VectorLF3 vectorLF4 = shell.polygon[num10] - normalized2;
VectorLF3 vectorLF5 = shell.polygon[(num10 + 1) % count] - normalized2;
double num12 = vectorLF4.x * vectorLF5.x + vectorLF4.y * vectorLF5.y + vectorLF4.z * vectorLF5.z;
@@ -559,7 +603,7 @@ public static class DysonSphereFunctions
Vector3 value = keyValuePair.Value;
DysonShell.s_ivmap[keyValuePair.Key] = num21;
shell.verts[num21] = value;
shell.uv2s[num21].x = (float)(DysonShell.s_outvmap.ContainsKey(keyValuePair.Key) ? 0 : 1);
shell.uv2s[num21].x = DysonShell.s_outvmap.ContainsKey(keyValuePair.Key) ? 0 : 1;
shell.vkeys[num21] = keyValuePair.Key;
num21++;
}
@@ -630,7 +674,7 @@ public static class DysonSphereFunctions
num33 = num34;
}
}
shell.uv2s[num31].y = (float)num33;
shell.uv2s[num31].y = num33;
if (num29 + num30 < 49 && shell._is_point_in_shell(vectorLF14))
{
double num39 = VectorLF3.Dot(vectorLF14 - shell.polygon[num33], shell.polyn[num33]);
@@ -676,7 +720,7 @@ public static class DysonSphereFunctions
num47 = count3 - num47;
}
double num48 = (double)(vector3 - shell.nodes[num46].pos).sqrMagnitude;
num48 += (double)num47;
num48 += num47;
if (num48 < num42)
{
num42 = num48;
@@ -739,8 +783,8 @@ public static class DysonSphereFunctions
}
shell.vertsq[num58++] = (short)num61;
num60 += 1.0;
shell.uvs[num61].x = (float)num53;
shell.uvs[num61].y = (float)(num60 / (double)num59);
shell.uvs[num61].x = num53;
shell.uvs[num61].y = (float)(num60 / num59);
if (num58 == shell.vertsqOffset[num53 + 1])
{
goto Block_57;
@@ -755,8 +799,8 @@ public static class DysonSphereFunctions
{
shell.vertsq[num58++] = (short)num62;
num60 += 1.0;
shell.uvs[num62].x = (float)num53;
shell.uvs[num62].y = (float)(num60 / (double)num59);
shell.uvs[num62].x = num53;
shell.uvs[num62].y = (float)(num60 / num59);
}
}
}
@@ -841,7 +885,10 @@ public static class DysonSphereFunctions
layer.shellRecycle[recycleIndex] = shellId;
return 0;
}
CheatEnabler.Logger.LogDebug($"Shell {shellId} VertCount: {DysonShell.s_vmap.Count}");
// CheatEnabler.Logger.LogDebug($"Shell {shellId} My VertCount: {DysonShell.s_vmap.Count}");
// shell.GenerateGeometry();
// CheatEnabler.Logger.LogDebug($"Shell {shellId} Orig VertCount: {DysonShell.s_vmap.Count}");
// CheatEnabler.Logger.LogDebug($"Shell {shellId} Calc VertCount: {CalculateTriangleVertCount2([shell.nodes[0].pos, shell.nodes[1].pos, shell.nodes[2].pos])}");
for (int j = 0; j < shell.nodes.Count; j++)
{
shell.nodes[j].shells.Add(shell);
@@ -1111,6 +1158,104 @@ public static class DysonSphereFunctions
dysonSphere.modelRenderer.RebuildModels();
}
public static void CreateIllegalDysonShellQuickly(int triangleCount)
{
StarData star = null;
var dysonEditor = UIRoot.instance?.uiGame?.dysonEditor;
if (dysonEditor != null && dysonEditor.gameObject.activeSelf)
{
star = dysonEditor.selection.viewStar;
}
if (star == null)
{
star = GameMain.data?.localStar;
if (star == null)
{
UIMessageBox.Show("CheatEnabler".Translate(), "You are not in any system.".Translate(), "确定".Translate(), UIMessageBox.ERROR, null);
return;
}
}
var dysonSphere = GameMain.data?.dysonSpheres[star.index];
if (dysonSphere == null)
{
UIMessageBox.Show("CheatEnabler".Translate(), string.Format("There is no Dyson Sphere data on \"{0}\".".Translate(), star.displayName), "确定".Translate(), UIMessageBox.ERROR, null);
return;
}
DysonShell.s_vmap ??= new Dictionary<int, Vector3>(16384);
DysonShell.s_outvmap ??= new Dictionary<int, Vector3>(16384);
DysonShell.s_ivmap ??= new Dictionary<int, int>(16384);
for (int i = 1; i <= 10; i++)
{
var layer = dysonSphere.layersIdBased[i];
if (layer != null)
{
continue;
}
var radius = dysonSphere.maxOrbitRadius;
for (; radius > 4000; radius -= 10)
{
if (dysonSphere.CheckLayerRadius(radius) == 0)
{
break;
}
}
PrecalculatedTriangle triangle;
try
{
triangle = PrecalculatedTriangles.First(t => t.MaxOrbitRadius > radius);
}
catch (InvalidOperationException)
{
UIMessageBox.Show("CheatEnabler".Translate(), string.Format("No precalculated triangle found for radius {0}.".Translate(), radius), "确定".Translate(), UIMessageBox.ERROR, null);
return;
}
layer = dysonSphere.AddLayerOnId(i, radius, Quaternion.Euler(0f, 0f, 0f), Mathf.Sqrt(dysonSphere.gravity / radius) / radius * 57.2957802f);
if (layer == null) return;
Vector3[] nodePos = [triangle.PosA.normalized * radius, triangle.PosB.normalized * radius, triangle.PosC.normalized * radius];
DysonNode[] nodes = [layer.QuickAddDysonNode(0, nodePos[0]), layer.QuickAddDysonNode(0, nodePos[1]), layer.QuickAddDysonNode(0, nodePos[2])];
DysonFrame[] frames = [layer.QuickAddDysonFrame(0, nodes[0], nodes[1], false), layer.QuickAddDysonFrame(0, nodes[1], nodes[2], false), layer.QuickAddDysonFrame(0, nodes[2], nodes[0], false)];
var shellId = layer.QuickAddDysonShell(0, nodes, frames, false);
if (shellId == 0) return;
var shell = layer.shellPool[shellId];
long[] cpMax = [.. nodes.Select(node => node.totalCpMax)];
long[] totalCpMax = [.. cpMax];
var dirtyFrames = new HashSet<int>();
for (var j = 1; j < triangleCount; j++)
{
dirtyFrames.Clear();
for (var k = 0; k < 3; k++)
{
totalCpMax[k] += cpMax[k];
if (totalCpMax[k] > int.MaxValue)
{
totalCpMax[k] = cpMax[k];
dirtyFrames.Add(k > 0 ? k - 1 : 2);
dirtyFrames.Add(k);
nodes[k] = layer.QuickAddDysonNode(0, nodePos[k]);
}
}
foreach (var frameId in dirtyFrames)
{
frames[frameId] = layer.QuickAddDysonFrame(0, nodes[frameId], nodes[(frameId + 1) % 3], false);
}
layer.QuickAddDysonShell(0, nodes, frames, false);
}
foreach (var node in nodes)
{
node.RecalcSpReq();
node.RecalcCpReq();
}
dysonSphere.CheckAutoNodes();
if (dysonSphere.autoNodeCount <= 0) dysonSphere.PickAutoNode();
dysonSphere.modelRenderer.RebuildModels();
GameMain.gameScenario.NotifyOnPlanDysonShell();
return;
}
}
public static void CreateIllegalDysonShellWithMaxOutput()
{
StarData star = null;
@@ -1147,14 +1292,15 @@ public static class DysonSphereFunctions
{
dysonSphere.RemoveLayer(1);
}
layer = dysonSphere.AddLayerOnId(1, dysonSphere.maxOrbitRadius, Quaternion.Euler(0f, 0f, 0f), Mathf.Sqrt(dysonSphere.gravity / dysonSphere.maxOrbitRadius) / dysonSphere.maxOrbitRadius * 57.2957802f);
var maxOrbitRadius = Patches.DysonSpherePatch.UnlockMaxOrbitRadiusEnabled.Value ? Patches.DysonSpherePatch.UnlockMaxOrbitRadiusValue.Value : dysonSphere.maxOrbitRadius;
layer = dysonSphere.AddLayerOnId(1, maxOrbitRadius, Quaternion.Euler(0f, 0f, 0f), Mathf.Sqrt(dysonSphere.gravity / maxOrbitRadius) / maxOrbitRadius * 57.2957802f);
if (layer == null) return;
var supposedShells = new List<SupposedShell>(60 * 59 * 58);
VectorLF3[] nodePos = new VectorLF3[60];
Vector3[] nodePos = new Vector3[60];
for (var i = 0; i < 60; i++)
{
nodePos[i] = new VectorLF3(Math.Sin(Math.PI * 2 * i / 60), 0, Math.Cos(Math.PI * 2 * i / 60)) * layer.orbitRadius;
nodePos[i] = new Vector3((float)Math.Sin(Math.PI * 2 * i / 60), 0, (float)Math.Cos(Math.PI * 2 * i / 60)) * layer.orbitRadius;
}
for (var i = 0; i < 58; i++)
{
@@ -1172,11 +1318,20 @@ public static class DysonSphereFunctions
var maxVertCount = -1;
var maxJ = -1;
var options = new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount - 1 };
var gridScale = (int)(Math.Pow(maxOrbitRadius / 4000.0, 0.75) + 0.5);
gridScale = (gridScale < 1) ? 1 : gridScale;
var cpPerVertex = gridScale * gridScale * 2;
var barrier = 0x7FFFFFFF / cpPerVertex;
if (barrier > 32767) barrier = 32767;
var truncValue = barrier / 1000 * 1000;
CheatEnabler.Logger.LogDebug($"cpPerVertex: {cpPerVertex}, Barrier: {barrier}, TruncValue: {truncValue}");
Parallel.For(0, supposedShells.Count, options, (j, loopState) =>
{
var sshell = supposedShells[j];
var vertCount = CalculateTriangleVertCount([sshell.posA, sshell.posB, sshell.posC]);
if (vertCount < 32768)
if (vertCount <= barrier)
{
lock (mutex)
{
@@ -1185,7 +1340,7 @@ public static class DysonSphereFunctions
{
maxVertCount = vertCount;
maxJ = j;
if (maxVertCount >= 32000)
if (maxVertCount >= truncValue)
{
CheatEnabler.Logger.LogDebug($"!!STOP!! Triangle {j}[{sshell.posA:F2} {sshell.posB:F2} {sshell.posC:F2}] has {vertCount} vertices");
loopState.Stop();
@@ -1235,6 +1390,169 @@ public static class DysonSphereFunctions
dysonSphere.inGameRenderMaskL = 0;
}
public static void CreateIllegalDysonShellsSpecially()
{
var lastGridScale = 0;
var radiusList = new List<int>();
for (var r = 4000; r <= 250000; r++)
{
var gridScale = (int)(Math.Pow(r / 4000.0, 0.75) + 0.5);
gridScale = (gridScale < 1) ? 1 : gridScale;
if (gridScale == lastGridScale) continue;
lastGridScale = gridScale;
radiusList.Add(r);
CheatEnabler.Logger.LogDebug($"Grid Scale: {gridScale} from {r}");
}
radiusList.Add(250000);
StarData star = null;
var dysonEditor = UIRoot.instance?.uiGame?.dysonEditor;
if (dysonEditor != null && dysonEditor.gameObject.activeSelf)
{
star = dysonEditor.selection.viewStar;
}
if (star == null)
{
star = GameMain.data?.localStar;
if (star == null)
{
UIMessageBox.Show("CheatEnabler".Translate(), "You are not in any system.".Translate(), "确定".Translate(), UIMessageBox.ERROR, null);
return;
}
}
UXAssist.Functions.DysonSphereFunctions.InitCurrentDysonLayer(star, 0);
var dysonSphere = GameMain.data?.dysonSpheres[star.index];
if (dysonSphere == null)
{
UIMessageBox.Show("CheatEnabler".Translate(), string.Format("There is no Dyson Sphere data on \"{0}\".".Translate(), star.displayName), "确定".Translate(), UIMessageBox.ERROR, null);
return;
}
DysonShell.s_vmap ??= new Dictionary<int, Vector3>(16384);
DysonShell.s_outvmap ??= new Dictionary<int, Vector3>(16384);
DysonShell.s_ivmap ??= new Dictionary<int, int>(16384);
var shellsChanged = false;
var mutex = new object();
for (var idx = 1; idx <= 2; idx++)
{
Dictionary<(int, int), int> availableFrames = [];
HashSet<int> unusedFrameIds = [];
var layer = dysonSphere.layersIdBased[idx];
if (layer != null)
{
dysonSphere.RemoveLayer(idx);
}
var orbitRadius = (radiusList[idx] - 1) / 10 * 10f;
layer = dysonSphere.AddLayerOnId(idx, orbitRadius, Quaternion.Euler(0f, 0f, 0f), Mathf.Sqrt(dysonSphere.gravity / orbitRadius) / orbitRadius * 57.2957802f);
if (layer == null) return;
var supposedShells = new List<SupposedShell>(60 * 59 * 58);
Vector3[] nodePos = new Vector3[60];
for (var i = 0; i < 60; i++)
{
nodePos[i] = new Vector3((float)Math.Sin(Math.PI * 2 * i / 60), 0, (float)Math.Cos(Math.PI * 2 * i / 60));
}
for (var i = 0; i < 58; i++)
{
for (var j = i + 1; j < 59; j++)
{
for (var k = j + 1; k < 60; k++)
{
var area = Vector3.Cross(nodePos[j] - nodePos[i], nodePos[k] - nodePos[i]).sqrMagnitude;
supposedShells.Add(new SupposedShell { posA = nodePos[i], posB = nodePos[j], posC = nodePos[k], area = area });
}
}
}
supposedShells.Sort((a, b) => b.area.CompareTo(a.area));
var options = new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount - 1 };
var gridScale = (int)(Math.Pow(orbitRadius / 4000.0, 0.75) + 0.5);
gridScale = (gridScale < 1) ? 1 : gridScale;
var cpPerVertex = gridScale * gridScale * 2;
var barrier = 0x7FFFFFFF / cpPerVertex;
if (barrier > 30000) barrier = 30000;
Parallel.For(0, supposedShells.Count, options, (j, _) =>
{
var sshell = supposedShells[j];
var vertCount = CalculateTriangleVertCount([sshell.posA * orbitRadius, sshell.posB * orbitRadius, sshell.posC * orbitRadius]);
if (vertCount > barrier)
{
sshell.vertCount = -1;
}
else
{
sshell.vertCount = vertCount;
}
});
supposedShells.Sort((a, b) => b.vertCount.CompareTo(a.vertCount));
for (var j = 0; j < supposedShells.Count && supposedShells[j].vertCount > 0; j++)
{
var sshell = supposedShells[j];
CheatEnabler.Logger.LogDebug($"Checking Triangle {j}[{orbitRadius}] with {sshell.vertCount} vertices");
var result = Parallel.For((radiusList[idx - 1] + 9) / 10, (radiusList[idx] + 9) / 10, options, (k, loopState) =>
{
var orbitRadius = k * 10f;
var gridScale = (int)(Math.Pow(orbitRadius / 4000.0, 0.75) + 0.5);
gridScale = (gridScale < 1) ? 1 : gridScale;
var cpPerVertex = gridScale * gridScale * 2;
var barrier = 0x7FFFFFFF / cpPerVertex;
if (barrier > 31000) barrier = 31000;
if (loopState.ShouldExitCurrentIteration) return;
var vertCount = CalculateTriangleVertCount([sshell.posA * orbitRadius, sshell.posB * orbitRadius, sshell.posC * orbitRadius]);
lock (mutex)
{
if (loopState.ShouldExitCurrentIteration) return;
if (vertCount > barrier)
{
CheatEnabler.Logger.LogDebug($"EXCEEDED: Triangle {j}[{orbitRadius}] has {vertCount} vertices");
loopState.Stop();
}
}
});
if (!result.IsCompleted)
{
continue;
}
layer.nodePool = new DysonNode[64];
layer.nodeRecycle = new int[64];
layer.nodeRecycleCursor = 0;
layer.nodeCapacity = 64;
layer.nodeCursor = 1;
layer.framePool = new DysonFrame[64];
layer.frameRecycle = new int[64];
layer.frameRecycleCursor = 0;
layer.frameCapacity = 64;
layer.frameCursor = 1;
layer.shellPool = new DysonShell[64];
layer.shellRecycle = new int[64];
layer.shellRecycleCursor = 0;
layer.shellCapacity = 64;
layer.shellCursor = 1;
DysonNode[] newNodes = [layer.QuickAddDysonNode(0, sshell.posA * orbitRadius), layer.QuickAddDysonNode(0, sshell.posB * orbitRadius), layer.QuickAddDysonNode(0, sshell.posC * orbitRadius)];
DysonFrame[] newFrames = [layer.QuickAddDysonFrame(0, newNodes[0], newNodes[1], false), layer.QuickAddDysonFrame(0, newNodes[1], newNodes[2], false), layer.QuickAddDysonFrame(0, newNodes[2], newNodes[0], false)];
layer.QuickAddDysonShell(0, newNodes, newFrames, false);
foreach (var node in newNodes)
{
node.RecalcSpReq();
node.RecalcCpReq();
}
shellsChanged = true;
break;
}
}
dysonSphere.CheckAutoNodes();
if (dysonSphere.autoNodeCount <= 0) dysonSphere.PickAutoNode();
dysonSphere.modelRenderer.RebuildModels();
if (shellsChanged) GameMain.gameScenario.NotifyOnPlanDysonShell();
dysonSphere.inEditorRenderMaskS = 0;
dysonSphere.inEditorRenderMaskL = 0;
dysonSphere.inGameRenderMaskS = 0;
dysonSphere.inGameRenderMaskL = 0;
}
private static int AlignUpToPowerOfTwo(int value)
{
value--;
@@ -1248,10 +1566,11 @@ public static class DysonSphereFunctions
private class SupposedShell
{
public VectorLF3 posA;
public VectorLF3 posB;
public VectorLF3 posC;
public Vector3 posA;
public Vector3 posB;
public Vector3 posC;
public float area;
public int vertCount;
}
}

View File

@@ -30,7 +30,7 @@ public static class CombatPatch
MechaInvincible.Enable(false);
}
private class MechaInvincible: PatchImpl<MechaInvincible>
private class MechaInvincible : PatchImpl<MechaInvincible>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(Player), nameof(Player.invincible), MethodType.Getter)]
@@ -65,7 +65,7 @@ public static class CombatPatch
}
}
private class BuildingsInvincible: PatchImpl<BuildingsInvincible>
private class BuildingsInvincible : PatchImpl<BuildingsInvincible>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(SkillSystem), nameof(SkillSystem.DamageGroundObjectByLocalCaster))]

View File

@@ -4,7 +4,7 @@ using System.Reflection.Emit;
using BepInEx.Configuration;
using HarmonyLib;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace CheatEnabler.Patches;
@@ -59,6 +59,13 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
UnlockMaxOrbitRadius.Enable(false);
}
// [HarmonyPostfix]
// [HarmonyPatch(typeof(DysonShell), nameof(DysonShell.ImportFromBlueprint))]
// private static void DysonShell_ImportFromBlueprint_Postfix(DysonShell __instance)
// {
// CheatEnabler.Logger.LogDebug($"[DysonShell.ImportFromBlueprint] vertCount={__instance.vertexCount}, cpPerVertex={__instance.cpPerVertex}, cpMax={__instance.cellPointMax}");
// }
[HarmonyTranspiler]
[HarmonyPatch(typeof(DysonNode), nameof(DysonNode.OrderConstructCp))]
private static IEnumerable<CodeInstruction> DysonNode_OrderConstructCp_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
@@ -127,12 +134,12 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
{
UpdateSailLifeTime();
UpdateSailsCacheForThisGame();
GameLogic.OnGameBegin += GameMain_Begin_Postfix;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnGameBegin -= GameMain_Begin_Postfix;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix;
}
private static void UpdateSailLifeTime()
@@ -289,7 +296,7 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
}
[HarmonyPrefix]
[HarmonyPatch(typeof(DysonSwarm), "GameTick")]
[HarmonyPatch(typeof(DysonSwarm), nameof(DysonSwarm.GameTick))]
public static void DysonSwarm_GameTick_Prefix(DysonSwarm __instance, long time)
{
var index = __instance.starData.index;

View File

@@ -8,7 +8,7 @@ using HarmonyLib;
using UnityEngine;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace CheatEnabler.Patches;
@@ -94,14 +94,14 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
ControlPanelRemoteLogistics.Enable(ControlPanelRemoteLogisticsEnabled.Value);
Enable(true);
CargoTrafficPatch.Enable(true);
GameLogic.OnGameBegin += GameMain_Begin_Postfix_For_ImmBuild;
GameLogic.OnDataLoaded += OnDataLoaded;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix_For_ImmBuild;
GameLogicProc.OnDataLoaded += OnDataLoaded;
}
public static void Uninit()
{
GameLogic.OnDataLoaded -= OnDataLoaded;
GameLogic.OnGameBegin -= GameMain_Begin_Postfix_For_ImmBuild;
GameLogicProc.OnDataLoaded -= OnDataLoaded;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix_For_ImmBuild;
CargoTrafficPatch.Enable(false);
Enable(false);
ImmediateBuild.Enable(false);
@@ -496,7 +496,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
}
[HarmonyPostfix]
[HarmonyPatch(typeof(StorageComponent), "GetItemCount", typeof(int))]
[HarmonyPatch(typeof(StorageComponent), nameof(StorageComponent.GetItemCount), typeof(int))]
public static void GetItemCountPatch(StorageComponent __instance, int itemId, ref int __result)
{
if (__result > 99) return;
@@ -629,12 +629,12 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
protected override void OnEnable()
{
InitSignalBelts();
GameLogic.OnGameBegin += GameMain_Begin_Postfix;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnGameBegin -= GameMain_Begin_Postfix;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix;
_initialized = false;
_signalBelts = null;
_signalBeltsCapacity = 0;
@@ -995,7 +995,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
var data = GameMain.data;
var factories = data?.factories;
if (factories == null) return;
PerformanceMonitor.BeginSample(ECpuWorkEntry.Belt);
DeepProfiler.BeginSample(DPEntry.Belt);
for (var index = data.factoryCount - 1; index >= 0; index--)
{
var factory = factories[index];
@@ -1123,25 +1123,18 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
}
}
PerformanceMonitor.EndSample(ECpuWorkEntry.Belt);
DeepProfiler.EndSample(DPEntry.Belt);
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(GameData), "GameTick")]
public static IEnumerable<CodeInstruction> GameData_GameTick_Transpiler(IEnumerable<CodeInstruction> instructions)
[HarmonyPostfix]
[HarmonyPatch(typeof(GameLogic), nameof(GameLogic.OnFactoryFrameBegin))]
public static void GameLogic_OnFactoryFrameBegin_Postfix()
{
var matcher = new CodeMatcher(instructions);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), nameof(PerformanceMonitor.EndSample)))
).Advance(1).Insert(
new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(BeltSignalGenerator), nameof(ProcessBeltSignals)))
);
return matcher.InstructionEnumeration();
ProcessBeltSignals();
}
/* BEGIN: Item sources calculation */
private static readonly Dictionary<int, ItemSource> ItemSources = new();
private static readonly Dictionary<int, ItemSource> ItemSources = [];
private static bool _itemSourcesInitialized;
private class ItemSource
@@ -1212,7 +1205,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
for (var i = 0; i < len; i++)
{
if (ItemSources.ContainsKey(res[i])) continue;
var rs = new ItemSource { Count = rescnt[i], From = new Dictionary<int, float>() };
var rs = new ItemSource { Count = rescnt[i], From = [], Extra = null };
var it = recipe.Items;
var itcnt = recipe.ItemCounts;
var len2 = it.Length;
@@ -1223,7 +1216,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
if (len > 1)
{
rs.Extra = new Dictionary<int, float>();
rs.Extra = [];
for (var k = 0; k < len; k++)
{
if (i != k)

View File

@@ -54,7 +54,8 @@ public static class GamePatch
protected override void OnDisable()
{
if (_savedDeterminators == null) return;
var abnormalLogic = GameMain.gameScenario.abnormalityLogic;
var abnormalLogic = GameMain.gameScenario?.abnormalityLogic;
if (abnormalLogic?.determinators == null) return;
abnormalLogic.determinators = _savedDeterminators;
foreach (var p in _savedDeterminators)
{
@@ -63,19 +64,19 @@ public static class GamePatch
}
[HarmonyPrefix]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyBeforeGameSave")]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyOnAssemblerRecipePick")]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyOnGameBegin")]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyOnMechaForgeTaskComplete")]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyOnUnlockTech")]
[HarmonyPatch(typeof(AbnormalityLogic), "NotifyOnUseConsole")]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyBeforeGameSave))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnAssemblerRecipePick))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnGameBegin))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnMechaForgeTaskComplete))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnUnlockTech))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnUseConsole))]
private static bool DisableAbnormalLogic()
{
return false;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(AbnormalityLogic), "InitDeterminators")]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.InitDeterminators))]
private static void DisableAbnormalDeterminators(AbnormalityLogic __instance)
{
_savedDeterminators = __instance.determinators;
@@ -186,7 +187,7 @@ public static class GamePatch
}
}
public class UnlockTech: PatchImpl<UnlockTech>
public class UnlockTech : PatchImpl<UnlockTech>
{
private static void UnlockTechRecursive(GameHistoryData history, [NotNull] TechProto techProto, int maxLevel = 10000)
{
@@ -281,7 +282,7 @@ public static class GamePatch
}
}
history.VarifyTechQueue();
history.VerifyTechQueue();
if (history.currentTech != history.techQueue[0])
{
history.currentTech = history.techQueue[0];

View File

@@ -29,7 +29,7 @@ public static class PlanetPatch
TerraformAnyway.Enable(false);
}
private class WaterPumperPatch: PatchImpl<WaterPumperPatch>
private class WaterPumperPatch : PatchImpl<WaterPumperPatch>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(BuildTool_BlueprintPaste), nameof(BuildTool_BlueprintPaste.CheckBuildConditions))]
@@ -51,7 +51,7 @@ public static class PlanetPatch
}
}
private class TerraformAnyway: PatchImpl<TerraformAnyway>
private class TerraformAnyway : PatchImpl<TerraformAnyway>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(BuildTool_Reform), nameof(BuildTool_Reform.ReformAction))]

View File

@@ -33,7 +33,7 @@ public static class PlayerPatch
WarpWithoutSpaceWarpers.Enable(false);
}
private class InstantHandCraft: PatchImpl<InstantHandCraft>
private class InstantHandCraft : PatchImpl<InstantHandCraft>
{
[HarmonyPostfix]
[HarmonyPatch(typeof(ForgeTask), MethodType.Constructor, typeof(int), typeof(int))]
@@ -43,7 +43,7 @@ public static class PlayerPatch
}
}
private class InstantTeleport: PatchImpl<InstantTeleport>
private class InstantTeleport : PatchImpl<InstantTeleport>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(UIGlobemap), nameof(UIGlobemap._OnUpdate))]
@@ -66,7 +66,7 @@ public static class PlayerPatch
}
}
private class WarpWithoutSpaceWarpers: PatchImpl<WarpWithoutSpaceWarpers>
private class WarpWithoutSpaceWarpers : PatchImpl<WarpWithoutSpaceWarpers>
{
[HarmonyPrefix]
[HarmonyPatch(typeof(Mecha), nameof(Mecha.HasWarper))]
@@ -75,7 +75,7 @@ public static class PlayerPatch
__result = true;
return false;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(Mecha), nameof(Mecha.UseWarper))]
private static void Mecha_UseWarper_Postfix(ref bool __result)

View File

@@ -29,12 +29,12 @@ public static class ResourcePatch
FastMining.Enable(false);
}
private class InfiniteResource: PatchImpl<InfiniteResource>
private class InfiniteResource : PatchImpl<InfiniteResource>
{
static private readonly float InfiniteResourceRate = 0f;
[HarmonyTranspiler]
[HarmonyPatch(typeof(FactorySystem), nameof(FactorySystem.GameTick), typeof(long), typeof(bool))]
[HarmonyPatch(typeof(FactorySystem), nameof(FactorySystem.GameTick), typeof(long), typeof(bool), typeof(int), typeof(int), typeof(int))]
[HarmonyPatch(typeof(ItemProto), nameof(ItemProto.GetPropValue))]
[HarmonyPatch(typeof(GameLogic), nameof(GameLogic._miner_parallel))]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.GameTick))]
[HarmonyPatch(typeof(UIChartAstroResource), nameof(UIChartAstroResource.CalculateMaxAmount))]
[HarmonyPatch(typeof(UIChartVeinGroup), nameof(UIChartVeinGroup.CalculateMaxAmount))]
@@ -42,48 +42,81 @@ public static class ResourcePatch
[HarmonyPatch(typeof(UIControlPanelVeinCollectorPanel), nameof(UIControlPanelVeinCollectorPanel._OnUpdate))]
[HarmonyPatch(typeof(UIMinerWindow), nameof(UIMinerWindow._OnUpdate))]
[HarmonyPatch(typeof(UIMiningUpgradeLabel), nameof(UIMiningUpgradeLabel.Update))]
[HarmonyPatch(typeof(UIVeinCollectorPanel), nameof(UIVeinCollectorPanel._OnUpdate))]
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false,
new CodeMatch(ci => (ci.opcode == OpCodes.Ldfld || ci.opcode == OpCodes.Ldflda) && ci.OperandIs(AccessTools.Field(typeof(GameHistoryData), nameof(GameHistoryData.miningCostRate))))
).Repeat(codeMatcher =>
{
if (codeMatcher.Instruction.opcode == OpCodes.Ldfld)
{
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldc_R4, InfiniteResourceRate)
);
}
else
{
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldsflda, AccessTools.Field(typeof(InfiniteResource), nameof(InfiniteResourceRate)))
);
}
}
);
return matcher.InstructionEnumeration();
}
}
private class FastMining : PatchImpl<FastMining>
{
static private readonly float FastMiningSpeed = 2400f;
[HarmonyTranspiler]
[HarmonyPatch(typeof(AstroResourceStatPlan), nameof(AstroResourceStatPlan.AddPlanetResources))]
[HarmonyPatch(typeof(BuildingGizmo), nameof(BuildingGizmo.Update))]
[HarmonyPatch(typeof(FactorySystem), nameof(FactorySystem.GameTick), typeof(long), typeof(bool))]
[HarmonyPatch(typeof(GameLogic), nameof(GameLogic._miner_parallel))]
[HarmonyPatch(typeof(ItemProto), nameof(ItemProto.GetPropValue))]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.GameTick))]
[HarmonyPatch(typeof(ProductionExtraInfoCalculator), nameof(ProductionExtraInfoCalculator.CalculateFactory))]
[HarmonyPatch(typeof(UIChartAstroResource), nameof(UIChartAstroResource.CalculateMaxAmount))]
[HarmonyPatch(typeof(UIChartVeinGroup), nameof(UIChartVeinGroup.CalculateMaxAmount))]
[HarmonyPatch(typeof(UIControlPanelStationStorage), nameof(UIControlPanelStationStorage.RefreshValues))]
[HarmonyPatch(typeof(UIControlPanelVeinCollectorPanel), nameof(UIControlPanelVeinCollectorPanel._OnUpdate))]
[HarmonyPatch(typeof(UIMinerWindow), nameof(UIMinerWindow._OnUpdate))]
[HarmonyPatch(typeof(UIMiningUpgradeLabel), nameof(UIMiningUpgradeLabel.Update))]
[HarmonyPatch(typeof(UIPlanetDetail), nameof(UIPlanetDetail.OnPlanetDataSet))]
[HarmonyPatch(typeof(UIPlanetDetail), nameof(UIPlanetDetail.RefreshDynamicProperties))]
[HarmonyPatch(typeof(UIReferenceSpeedTip), nameof(UIReferenceSpeedTip.AddEntryDataWithFactory))]
[HarmonyPatch(typeof(UIStarDetail), nameof(UIStarDetail.OnStarDataSet))]
[HarmonyPatch(typeof(UIStarDetail), nameof(UIStarDetail.RefreshDynamicProperties))]
[HarmonyPatch(typeof(UIStationStorage), nameof(UIStationStorage.RefreshValues))]
[HarmonyPatch(typeof(UIVeinCollectorPanel), nameof(UIVeinCollectorPanel._OnUpdate))]
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldfld, AccessTools.Field(typeof(GameHistoryData), nameof(GameHistoryData.miningCostRate)))
new CodeMatch(ci => (ci.opcode == OpCodes.Ldfld || ci.opcode == OpCodes.Ldflda) && ci.OperandIs(AccessTools.Field(typeof(GameHistoryData), nameof(GameHistoryData.miningSpeedScale))))
).Repeat(codeMatcher =>
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldc_R4, 0f)
)
);
return matcher.InstructionEnumeration();
}
}
private class FastMining: PatchImpl<FastMining>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(FactorySystem), "GameTick", typeof(long), typeof(bool))]
[HarmonyPatch(typeof(FactorySystem), "GameTick", typeof(long), typeof(bool), typeof(int), typeof(int), typeof(int))]
[HarmonyPatch(typeof(ItemProto), "GetPropValue")]
[HarmonyPatch(typeof(PlanetTransport), "GameTick")]
[HarmonyPatch(typeof(UIMinerWindow), "_OnUpdate")]
[HarmonyPatch(typeof(UIMiningUpgradeLabel), "Update")]
[HarmonyPatch(typeof(UIPlanetDetail), "OnPlanetDataSet")]
[HarmonyPatch(typeof(UIPlanetDetail), "RefreshDynamicProperties")]
[HarmonyPatch(typeof(UIStarDetail), "OnStarDataSet")]
[HarmonyPatch(typeof(UIStarDetail), "RefreshDynamicProperties")]
[HarmonyPatch(typeof(UIStationStorage), "RefreshValues")]
[HarmonyPatch(typeof(UIVeinCollectorPanel), "_OnUpdate")]
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldfld, AccessTools.Field(typeof(GameHistoryData), nameof(GameHistoryData.miningSpeedScale)))
).Repeat(codeMatcher =>
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldc_R4, 2400f)
)
{
if (codeMatcher.Instruction.opcode == OpCodes.Ldfld)
{
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldc_R4, FastMiningSpeed)
);
}
else
{
codeMatcher.RemoveInstruction().InsertAndAdvance(
new CodeInstruction(OpCodes.Pop),
new CodeInstruction(OpCodes.Ldsflda, AccessTools.Field(typeof(FastMining), nameof(FastMiningSpeed)))
);
}
}
);
return matcher.InstructionEnumeration();
}

View File

@@ -3,69 +3,71 @@
<details>
<summary>Read me in English</summary>
#### Add various cheat functions while disabling abnormal determinants
***Add various cheat functions while disabling abnormal determinants***
## Usage
* Config panel is unified with UXAssist.
* There are also buttons on title screen and planet minimap area to call up the config panel.
* Features:
+ General:
+ Enable Dev Shortcuts (check config panel for usage)
+ Disable Abnormal Checks
+ Unlock techs with key-modifiers (Ctrl/Alt/Shift)
+ Remove all metadata consumption records
+ Remove metadata consumption record in current game
+ Clear metadata flag which bans achievements
+ Assign gamesave to currrnet account
+ Factory:
+ Finish build immediately
+ Architect mode (Infinite buildings)
+ Build without condition
+ No collision
+ Belt signal item generation
- Count generations as production in statistics
- Count removals as consumption in statistics
- Count all raws and intermediates in statistics
- Belt signal alt format
+ Increase maximum power usage in Logistic Stations and Advanced Mining Machines
- Logistic Stations: Increased max charging power to 3GW(ILS) and 600MW(PLS) (10x of original)
- Advanced Mining Machines: Increased max mining speed to 1000%
+ Retrieve/Place items from/to remote planets on logistics control panel
+ Remove space limit between wind turbines and solar panels
+ Wind Turbines do global power coverage
+ Boost power generations for kinds of power generators
+ Planet:
+ Instant hand-craft
+ Infinite Natural Resources
+ Fast Mining
+ Pump Anywhere
+ Terraform without enought soil piles
+ Instant teleport (like that in Sandbox mode)
+ Dyson Sphere:
+ Skip bullet period
+ Skip absorption period
+ Quick absorb
+ Eject anyway
+ Unlock Dyson Sphere max orbit radius
+ Complete Dyson Sphere Shells instantly
+ Buttons for creating illegal Dyson Sphere Shells, you must enable `IllegalDysonShellFunctionsEnabled` of `DysonSphere` section in config to see them.
- Generate an illegal dyson shell
- Keep max production shells and remove others
- Duplicate shells from that with highest production
+ Mecha/Combat:
+ Mecha and Drones/Fleets invicible
+ Buildings invicible
+ Enable warp without space warpers
+ Teleport to outer space
+ Teleport to selected astronomical
* General:
* Enable Dev Shortcuts (check config panel for usage)
* Disable Abnormal Checks
* Unlock techs with key-modifiers (Ctrl/Alt/Shift)
* Remove all metadata consumption records
* Remove metadata consumption record in current game
* Clear metadata flag which bans achievements
* Assign gamesave to currrnet account
* Factory:
* Finish build immediately
* Architect mode (Infinite buildings)
* Build without condition
* No collision
* Belt signal item generation
* Count generations as production in statistics
* Count removals as consumption in statistics
* Count all raws and intermediates in statistics
* Belt signal alt format
* Increase maximum power usage in Logistic Stations and Advanced Mining Machines
* Logistic Stations: Increased max charging power to 3GW(ILS) and 600MW(PLS) (10x of original)
* Advanced Mining Machines: Increased max mining speed to 1000%
* Retrieve/Place items from/to remote planets on logistics control panel
* Remove space limit between wind turbines and solar panels
* Wind Turbines do global power coverage
* Boost power generations for kinds of power generators
* Planet:
* Instant hand-craft
* Infinite Natural Resources
* Fast Mining
* Pump Anywhere
* Terraform without enought soil piles
* Instant teleport (like that in Sandbox mode)
* Dyson Sphere:
* Skip bullet period
* Skip absorption period
* Quick absorb
* Eject anyway
* Unlock Dyson Sphere max orbit radius
* Complete Dyson Sphere Shells instantly
* Buttons for creating illegal Dyson Sphere Shells, you must enable `IllegalDysonShellFunctionsEnabled` of `DysonSphere` section in config to see the last 2 buttons.
* Generate an illegal dyson shell
* Keep max production shells and remove others
* Duplicate shells from that with highest production
* Mecha/Combat:
* Mecha and Drones/Fleets invicible
* Buildings invicible
* Enable warp without space warpers
* Teleport to outer space
* Teleport to selected astronomical
## Notes
* Please upgrade `BepInEx` 5.4.21 or later if using with [BlueprintTweaks](https://dsp.thunderstore.io/package/kremnev8/BlueprintTweaks/) to avoid possible conflicts.
+ You can download `BepInEx` [here](https://github.com/bepinex/bepinex/releases/latest)(choose x64 edition).
+ If using with r2modman, you can upgrade `BepInEx` by clicking `Settings` -> `Browse profile folder`, then extract downloaded zip to the folder and overwrite existing files.
* You can download [BepInEx here](https://github.com/bepinex/bepinex/releases/latest)(choose x64 edition).
* If using with r2modman, you can upgrade `BepInEx` by clicking `Settings` -> `Browse profile folder`, then extract downloaded zip to the folder and overwrite existing files.
## CREDITS
* [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
@@ -75,69 +77,71 @@
<details>
<summary>中文读我</summary>
#### 添加一些作弊功能,同时屏蔽异常检测
***添加一些作弊功能,同时屏蔽异常检测***
## 使用说明
* 配置面板复用UXAssist
* 标题界面和行星小地图旁也有按钮呼出主面板
* 功能:
+ 常规:
+ 启用开发模式快捷键(使用说明见设置面板)
+ 屏蔽异常检测
+ 使用组合键解锁科技Ctrl/Alt/Shift
+ 移除所有元数据消耗记录
+ 移除当前存档的元数据消耗记录
+ 解除当前存档因使用元数据导致的成就限制
+ 将游戏存档绑定给当前账号
+ 工厂:
+ 建造秒完成
+ 建筑师模式(无限建筑)
+ 无条件建造
+ 无碰撞
+ 传送带信号物品生成
- 统计信息里将生成计算为产物
- 统计信息里将移除计算为消耗
- 统计面板中计算所有原材料和中间产物
- 传送带信号替换格式
+ 提升物流塔和大型采矿机的最大功耗
- 物流塔将最大充电功率提高到3GW(星际物流塔)和600MW(行星物流塔)原来的10倍
- 大型采矿机将最大采矿速度提高到1000%
+ 在物流总控面板上可以从非本地行星取放物品
+ 风力发电机和太阳能板无间距限制
+ 风力涡轮机供电覆盖全球
+ 提升各种发电设备发电量
+ 行星:
+ 快速手动制造
+ 自然资源采集不消耗
+ 高速采集
+ 平地抽水
+ 沙土不够时依然可以整改地形
+ 快速传送(和沙盒模式一样)
+ 戴森球:
+ 跳过子弹阶段
+ 跳过吸收阶段
+ 快速吸收
+ 全球弹射
+ 解锁戴森球最大轨道半径
+ 立即完成戴森壳建造
+ 用于制作仙术戴森壳的按钮,你必须在设置文件里开启`DysonSphere`分类的`IllegalDysonShellFunctionsEnabled`才能看到它们
- 生成单层仙术戴森壳
- 保留发电量最高的戴森壳并移除其他戴森壳
- 从发电量最高的壳复制戴森壳
+ 机甲/战斗:
+ 机甲和战斗无人机无敌
+ 建筑无敌
+ 无需空间翘曲器即可曲速飞行
+ 传送到外太空
+ 传送到选定的天体
* 常规:
* 启用开发模式快捷键(使用说明见设置面板)
* 屏蔽异常检测
* 使用组合键解锁科技Ctrl/Alt/Shift
* 移除所有元数据消耗记录
* 移除当前存档的元数据消耗记录
* 解除当前存档因使用元数据导致的成就限制
* 将游戏存档绑定给当前账号
* 工厂:
* 建造秒完成
* 建筑师模式(无限建筑)
* 无条件建造
* 无碰撞
* 传送带信号物品生成
* 统计信息里将生成计算为产物
* 统计信息里将移除计算为消耗
* 统计面板中计算所有原材料和中间产物
* 传送带信号替换格式
* 提升物流塔和大型采矿机的最大功耗
* 物流塔将最大充电功率提高到3GW(星际物流塔)和600MW(行星物流塔)原来的10倍
* 大型采矿机将最大采矿速度提高到1000%
* 在物流总控面板上可以从非本地行星取放物品
* 风力发电机和太阳能板无间距限制
* 风力涡轮机供电覆盖全球
* 提升各种发电设备发电量
* 行星:
* 快速手动制造
* 自然资源采集不消耗
* 高速采集
* 平地抽水
* 沙土不够时依然可以整改地形
* 快速传送(和沙盒模式一样)
* 戴森球:
* 跳过子弹阶段
* 跳过吸收阶段
* 快速吸收
* 全球弹射
* 解锁戴森球最大轨道半径
* 立即完成戴森壳建造
* 用于制作仙术戴森壳的按钮,你必须在设置文件里开启`DysonSphere`分类的`IllegalDysonShellFunctionsEnabled`才能看到后面两个按钮
* 生成单层仙术戴森壳
* 保留发电量最高的戴森壳并移除其他戴森壳
* 从发电量最高的壳复制戴森壳
* 机甲/战斗:
* 机甲和战斗无人机无敌
* 建筑无敌
* 无需空间翘曲器即可曲速飞行
* 传送到外太空
* 传送到选定的天体
## 注意事项
* 如果和[BlueprintTweaks](https://dsp.thunderstore.io/package/kremnev8/BlueprintTweaks/)一起使用,请升级`BepInEx`到5.4.21或更高版本,以避免可能的冲突
+ 你可以在[这里](https://github.com/bepinex/bepinex/releases/latest)选择x64版本下载`BepInEx`
+ 如果使用r2modman你可以点击`Settings` -> `Browse profile folder`然后将下载的zip解压到该文件夹并覆盖现有文件
* 你可以在[这里](https://github.com/bepinex/bepinex/releases/latest)选择x64版本下载`BepInEx`
* 如果使用r2modman你可以点击`Settings` -> `Browse profile folder`然后将下载的zip解压到该文件夹并覆盖现有文件
## 鸣谢
* [戴森球计划](https://store.steampowered.com/app/1366540): 伟大的游戏
* [BepInEx](https://bepinex.dev/): 基础模组框架
* [Multifunction_mod](https://github.com/blacksnipebiu/Multifunction_mod): 一些作弊功能

View File

@@ -68,9 +68,11 @@ public static class UIConfigWindow
I18N.Add("Overclock Silos", "Overclock Silos (10x)", "高速发射井(10倍射速)");
I18N.Add("Unlock Dyson Sphere max orbit radius", "Unlock Dyson Sphere max orbit radius", "解锁戴森球最大轨道半径");
I18N.Add("Complete Dyson Sphere shells instantly", "Complete Dyson Sphere shells instantly", "立即完成戴森壳建造");
I18N.Add("Generate illegal dyson shell", "Generate an illegal dyson shell (Put/Paste nodes first)", "生成单层仙术戴森壳(请先设置/粘贴节点)");
I18N.Add("Generate illegal dyson shell", "Generate an illegal dyson shell (!!All shells will be removed first!!)", "生成单层仙术戴森壳(!!会先删除全部的壳!!)");
I18N.Add("Keep max production shells and remove others", "Keep max production shells and remove others", "保留发电量最高的戴森壳并移除其他戴森壳");
I18N.Add("Duplicate shells from that with highest production", "Duplicate shells from that with highest production", "从发电量最高的壳复制戴森壳");
I18N.Add("Generate illegal dyson shell quickly", "Generate illegal dyson shell quickly", "快速生成仙术戴森壳");
I18N.Add("Shells count", "Shells count", "壳面数量");
I18N.Add("WARNING: This operation can be very slow, continue?", "WARNING: This operation can be very slow, continue?", "警告:此操作可能非常慢,继续吗?");
I18N.Add("WARNING: This operation is DANGEROUS, continue?", "WARNING: This operation is DANGEROUS, continue?", "警告:此操作非常危险,继续吗?");
I18N.Add("Terraform without enough soil piles", "Terraform without enough soil piles", "沙土不够时依然可以整改地形");
@@ -301,22 +303,37 @@ public static class UIConfigWindow
wnd.AddButton(x, y, 300f, tab4, "Complete Dyson Sphere shells instantly", 16, "button-complete-dyson-sphere-shells-instantly", DysonSphereFunctions.CompleteShellsInstantly);
{
y += 72f;
var btn1 = wnd.AddButton(x, y, 300f, tab4, "Generate illegal dyson shell", 16, "button-generate-illegal-dyson-shells", () => {
var originalY = y;
var btn1 = wnd.AddButton(x, y, 300f, tab4, "Generate illegal dyson shell", 16, "button-generate-illegal-dyson-shells", () =>
{
UIMessageBox.Show("Generate illegal dyson shell".Translate(), "WARNING: This operation can be very slow, continue?".Translate(), "取消".Translate(), "确定".Translate(), UIMessageBox.WARNING, null,
() => { DysonSphereFunctions.CreateIllegalDysonShellWithMaxOutput(); });
});
y += 36f;
var btn2 = wnd.AddButton(x, y, 300f, tab4, "Keep max production shells and remove others", 16, "button-keep-max-production-shells", () => {
var btn2 = wnd.AddButton(x, y, 300f, tab4, "Keep max production shells and remove others", 16, "button-keep-max-production-shells", () =>
{
UIMessageBox.Show("Keep max production shells and remove others".Translate(), "WARNING: This operation is DANGEROUS, continue?".Translate(), "取消".Translate(), "确定".Translate(), UIMessageBox.WARNING, null,
() => { DysonSphereFunctions.KeepMaxProductionShells(); });
});
y += 36f;
var btn3 = wnd.AddButton(x, y, 300f, tab4, "Duplicate shells from that with highest production", 16, "button-duplicate-shells-from-the-highest-production", () => {
var btn3 = wnd.AddButton(x, y, 300f, tab4, "Duplicate shells from that with highest production", 16, "button-duplicate-shells-from-the-highest-production", () =>
{
UIMessageBox.Show("Duplicate shells from that with highest production".Translate(), "WARNING: This operation can be very slow, continue?".Translate(), "取消".Translate(), "确定".Translate(), UIMessageBox.WARNING, null,
() => { DysonSphereFunctions.DuplicateShellsWithHighestProduction(); });
});
y += 30f;
var slider1 = wnd.AddSlider(x + 20f, y, tab4, DysonSphereFunctions.ShellsCountForFunctions, new ShellsCountMapper());
y = originalY;
var btn4 = wnd.AddButton(x, y, 300f, tab4, "Generate illegal dyson shell quickly", 16, "button-generate-illegal-dyson-shells-quickly", () =>
{
UIMessageBox.Show("Generate illegal dyson shell".Translate(), "WARNING: This operation can be very slow, continue?".Translate(), "取消".Translate(), "确定".Translate(), UIMessageBox.WARNING, null,
() => { DysonSphereFunctions.CreateIllegalDysonShellQuickly(DysonSphereFunctions.ShellsCountForFunctions.Value); });
});
y += 30f;
var txt2 = wnd.AddText2(x, y, tab4, "Shells count", 15, "text-shells-count");
var slider2 = wnd.AddSlider(x + txt2.preferredWidth + 5f, y + 6f, tab4, DysonSphereFunctions.ShellsCountForFunctions, new ShellsCountMapper());
Functions.DysonSphereFunctions.IllegalDysonShellFunctionsEnabled.SettingChanged += onIllegalDysonShellFunctionsChanged;
wnd.OnFree += () => { Functions.DysonSphereFunctions.IllegalDysonShellFunctionsEnabled.SettingChanged -= onIllegalDysonShellFunctionsChanged; };
onIllegalDysonShellFunctionsChanged(null, null);
@@ -327,6 +344,10 @@ public static class UIConfigWindow
btn2.gameObject.SetActive(enabled);
btn3.gameObject.SetActive(enabled);
slider1.gameObject.SetActive(enabled);
btn4.gameObject.SetActive(!enabled);
txt2.gameObject.SetActive(!enabled);
slider2.gameObject.SetActive(!enabled);
}
}

View File

@@ -1,10 +1,10 @@
{
"name": "CheatEnabler",
"version_number": "2.3.32",
"version_number": "2.4.0",
"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": [
"xiaoye97-BepInEx-5.4.17",
"soarqin-UXAssist-1.2.0"
"soarqin-UXAssist-1.4.0"
]
}

View File

@@ -1,3 +1,3 @@
# CompressSave
#### Moved [here](https://github.com/soarqin/DSP_Mods_TO/tree/master/CompressSave)
Moved [to another repo](https://github.com/soarqin/DSP_Mods_TO/tree/master/CompressSave)

View File

@@ -1,8 +1,10 @@
Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UXAssist", "UXAssist\UXAssist.csproj", "{9C048229-6A50-4642-BC5E-02CD39D3869A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CheatEnabler", "CheatEnabler\CheatEnabler.csproj", "{F9F16B62-D1D3-466B-BE22-E64B9EA957C2}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LogisticMiner", "LogisticMiner\LogisticMiner.csproj", "{7149D717-C913-4153-9425-38CB9D087F83}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LogisticHub", "LogisticHub\LogisticHub.csproj", "{7149D717-C913-4153-9425-38CB9D087F83}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "HideTips", "HideTips\HideTips.csproj", "{4EABD71D-477F-448B-801B-48F8745A3FA7}"
EndProject
@@ -11,8 +13,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Dustbin", "Dustbin\Dustbin.
{B8EB3D8D-5613-42F0-9040-EAA11A38C6AC} = {B8EB3D8D-5613-42F0-9040-EAA11A38C6AC}
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OCBatchBuild", "OCBatchBuild\OCBatchBuild.csproj", "{E8FB30A0-29BF-4CF0-8E08-9784962A8656}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniverseGenTweaks", "UniverseGenTweaks\UniverseGenTweaks.csproj", "{9534694E-14F0-4498-852D-BBB3FCA986CD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OverclockEverything", "OverclockEverything\OverclockEverything.csproj", "{0168941C-EEA6-49CF-9A67-E829FE06CF9B}"
@@ -30,8 +30,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DustbinPreloader", "Dustbin
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PoolOpt", "PoolOpt\PoolOpt.csproj", "{8BE61246-2C9D-4088-AA33-5AFF22C5046E}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UXAssist", "UXAssist\UXAssist.csproj", "{9C048229-6A50-4642-BC5E-02CD39D3869A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UserCloak", "UserCloak\UserCloak.csproj", "{096D2E4B-D1CE-424D-9954-C36A23E9E279}"
EndProject
Global
@@ -40,6 +38,10 @@ Global
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Release|Any CPU.Build.0 = Release|Any CPU
{F9F16B62-D1D3-466B-BE22-E64B9EA957C2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F9F16B62-D1D3-466B-BE22-E64B9EA957C2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F9F16B62-D1D3-466B-BE22-E64B9EA957C2}.Release|Any CPU.ActiveCfg = Release|Any CPU
@@ -56,10 +58,6 @@ Global
{931F0230-5941-4E49-AB19-66921AF14096}.Debug|Any CPU.Build.0 = Debug|Any CPU
{931F0230-5941-4E49-AB19-66921AF14096}.Release|Any CPU.ActiveCfg = Release|Any CPU
{931F0230-5941-4E49-AB19-66921AF14096}.Release|Any CPU.Build.0 = Release|Any CPU
{E8FB30A0-29BF-4CF0-8E08-9784962A8656}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E8FB30A0-29BF-4CF0-8E08-9784962A8656}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E8FB30A0-29BF-4CF0-8E08-9784962A8656}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E8FB30A0-29BF-4CF0-8E08-9784962A8656}.Release|Any CPU.Build.0 = Release|Any CPU
{9534694E-14F0-4498-852D-BBB3FCA986CD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9534694E-14F0-4498-852D-BBB3FCA986CD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9534694E-14F0-4498-852D-BBB3FCA986CD}.Release|Any CPU.ActiveCfg = Release|Any CPU
@@ -88,10 +86,6 @@ Global
{8BE61246-2C9D-4088-AA33-5AFF22C5046E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8BE61246-2C9D-4088-AA33-5AFF22C5046E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8BE61246-2C9D-4088-AA33-5AFF22C5046E}.Release|Any CPU.Build.0 = Release|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9C048229-6A50-4642-BC5E-02CD39D3869A}.Release|Any CPU.Build.0 = Release|Any CPU
{096D2E4B-D1CE-424D-9954-C36A23E9E279}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{096D2E4B-D1CE-424D-9954-C36A23E9E279}.Debug|Any CPU.Build.0 = Debug|Any CPU
{096D2E4B-D1CE-424D-9954-C36A23E9E279}.Release|Any CPU.ActiveCfg = Release|Any CPU

View File

@@ -52,7 +52,7 @@ public static class BeltSignal
tex.LoadImage(fileData);
return tex;
}
private static Sprite LoadEmbeddedSprite(string path, Assembly assembly = null)
{
var tex = LoadEmbeddedTexture(path, assembly);

View File

@@ -1,67 +1,79 @@
<details>
<summary>Read me in English</summary>
## Changelog
* 1.4.0
* Refactorying Tank input logic codes, for better performance, and resolve a bug [#53](https://github.com/soarqin/DSP_Mods/issues/53)
+ Remove use of AssetBundle, move the belt signal icon into `Assembly Resources`, for better flexibility.
* Remove use of AssetBundle, move the belt signal icon into `Assembly Resources`, for better flexibility.
* 1.3.3
+ Support for NebulaMultiplayerModApi 2.0.0
* Support for NebulaMultiplayerModApi 2.0.0
* 1.3.2
+ Fix a display issue that the dustbin checkbox is overlapped with the filter button in storage UI.
* Fix a display issue that the dustbin checkbox is overlapped with the filter button in storage UI.
* 1.3.1
+ Support for game version 0.10.28.20759
* Support for game version 0.10.28.20759
* 1.3.0
+ Add a belt signal(you can find it in first tab of signal selection panel) as dustbin, which is the simplest way to destroy items.
+ Reworked dustbin support for Tanks, to improve performance and resolve known bugs.
- Be note that the whole tank logic is optimized which may get a slight better performance even if you don't use them as dustbin.
+ Config entry for soil piless gain from destroyed items are changed to a more flexible format.
+ [Nebula Mupltiplayer Mod](https://dsp.thunderstore.io/package/nebula/NebulaMultiplayerMod/) and bug fixes from [ModFixerOne](https://dsp.thunderstore.io/package/starfi5h/ModFixerOne/) by [starfi5h](https://github.com/starfi5h/).
* Add a belt signal(you can find it in first tab of signal selection panel) as dustbin, which is the simplest way to destroy items.
* Reworked dustbin support for Tanks, to improve performance and resolve known bugs.
* Be note that the whole tank logic is optimized which may get a slight better performance even if you don't use them as dustbin.
* Config entry for soil piless gain from destroyed items are changed to a more flexible format.
* [Nebula Mupltiplayer Mod](https://dsp.thunderstore.io/package/nebula/NebulaMultiplayerMod/) and bug fixes from [ModFixerOne](https://dsp.thunderstore.io/package/starfi5h/ModFixerOne/) by [starfi5h](https://github.com/starfi5h/).
* 1.2.1
+ Fix dynamic array bug in codes, which causes various bugs and errors.
* Fix dynamic array bug in codes, which causes various bugs and errors.
* 1.2.0
+ Use [DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/) to save dustbin specified data now, which fixes [#1](https://github.com/soarqin/DSP_Mods/issues/1).
+ Fix issue for storages on multiple planets.
+ Fix issue for multi-level tanks.
+ Add a note in README for known bug on tank.
* Use [DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/) to save dustbin specified data now, which fixes [#1](https://github.com/soarqin/DSP_Mods/issues/1).
* Fix issue for storages on multiple planets.
* Fix issue for multi-level tanks.
* Add a note in README for known bug on tank.
* 1.1.0
+ Rewrite whole plugin, make a checkbox on UI so that you can turn storages into dustbin by just ticking it.
+ Can turn tank into dustbin now.
* Rewrite whole plugin, make a checkbox on UI so that you can turn storages into dustbin by just ticking it.
* Can turn tank into dustbin now.
</details>
<details>
<summary>中文读我</summary>
## 更新日志
* 1.4.0
+ 重构储液罐的输入逻辑代码以提高性能并解决bug [#53](https://github.com/soarqin/DSP_Mods/issues/53)
+ 移除了AssetBundle的使用将传送带信号图标移入`Assembly资源`,以获得更好的灵活性
* 重构储液罐的输入逻辑代码以提高性能并解决bug [#53](https://github.com/soarqin/DSP_Mods/issues/53)
* 移除了AssetBundle的使用将传送带信号图标移入`Assembly资源`,以获得更好的灵活性
* 1.3.3
+ 支持NebulaMultiplayerModApi 2.0.0
* 支持NebulaMultiplayerModApi 2.0.0
* 1.3.2
+ 修正了储物仓UI中的垃圾桶勾选框与筛选按钮重叠的显示问题
* 修正了储物仓UI中的垃圾桶勾选框与筛选按钮重叠的显示问题
* 1.3.1
+ 支持游戏版本 0.10.28.20759
* 支持游戏版本 0.10.28.20759
* 1.3.0
+ 添加了一个传送带信号(可以在信号选择面板的第一个页签中找到)作为垃圾桶,这是目前销毁物品最简单的方法
+ 重写了储液罐的垃圾桶实现以提高性能并解决已知的bug
- 注意:整个储液罐逻辑都被优化了,即使你不把他们作为垃圾桶使用,也可能会获得轻微的性能提升
+ 从销毁的物品中获得沙子的配置已变为更灵活的设置项格式
+ [Nebula Mupltiplayer Mod](https://dsp.thunderstore.io/package/nebula/NebulaMultiplayerMod/)支持和Bug修正来自[starfi5h](https://github.com/starfi5h/)的[ModFixerOne](https://dsp.thunderstore.io/package/starfi5h/ModFixerOne/)
* 添加了一个传送带信号(可以在信号选择面板的第一个页签中找到)作为垃圾桶,这是目前销毁物品最简单的方法
* 重写了储液罐的垃圾桶实现以提高性能并解决已知的bug
* 注意:整个储液罐逻辑都被优化了,即使你不把他们作为垃圾桶使用,也可能会获得轻微的性能提升
* 从销毁的物品中获得沙子的配置已变为更灵活的设置项格式
* [Nebula Mupltiplayer Mod](https://dsp.thunderstore.io/package/nebula/NebulaMultiplayerMod/)支持和Bug修正来自[starfi5h](https://github.com/starfi5h/)的[ModFixerOne](https://dsp.thunderstore.io/package/starfi5h/ModFixerOne/)
* 1.2.1
+ 修正了代码中的动态数组Bug该Bug可能导致各种问题
* 修正了代码中的动态数组Bug该Bug可能导致各种问题
* 1.2.0
+ 现在使用[DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/)来保存垃圾桶的数据,修正了[#1](https://github.com/soarqin/DSP_Mods/issues/1)
+ 修正了多星球上的储物仓问题
+ 修正了多层储液罐的问题
+ 在README中添加了一个已知储液罐Bug的说明
* 现在使用[DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/)来保存垃圾桶的数据,修正了[#1](https://github.com/soarqin/DSP_Mods/issues/1)
* 修正了多星球上的储物仓问题
* 修正了多层储液罐的问题
* 在README中添加了一个已知储液罐Bug的说明
* 1.1.0
+ 重写了整个插件现在可以在仓储类建筑的UI上勾选来将其转变为垃圾桶
+ 现在可以将储液罐转变为垃圾桶
* 重写了整个插件现在可以在仓储类建筑的UI上勾选来将其转变为垃圾桶
* 现在可以将储液罐转变为垃圾桶
</details>

View File

@@ -48,7 +48,7 @@ public class Dustbin : BaseUnityPlugin, IModCanSave, IMultiplayerMod
NebulaModAPI.RegisterPackets(Assembly.GetExecutingAssembly());
NebulaModAPI.OnPlanetLoadFinished += RequestPlanetDustbinData;
}
private void OnDestroy()
{
TankPatch.Enable(false);
@@ -68,7 +68,7 @@ public class Dustbin : BaseUnityPlugin, IModCanSave, IMultiplayerMod
return count;
}
#region IModCanSave
#region IModCanSave
private const ushort ModSaveVersion = 1;
public void Export(BinaryWriter w)

View File

@@ -61,19 +61,19 @@ namespace Dustbin.NebulaSupport
NebulaModAPI.MultiplayerSession.Network.SendPacket(new SyncPlanetData(Dustbin.ExportData(factory)));
return;
case < 0:
{
var tankPool = factory.factoryStorage.tankPool;
tankPool[-storageId].IsDustbin = packet.Enable;
TankPatch.Reset();
return;
}
{
var tankPool = factory.factoryStorage.tankPool;
tankPool[-storageId].IsDustbin = packet.Enable;
TankPatch.Reset();
return;
}
case > 0:
{
var storagePool = factory.factoryStorage.storagePool;
storagePool[storageId].IsDustbin = packet.Enable;
StoragePatch.Reset();
return;
}
{
var storagePool = factory.factoryStorage.storagePool;
storagePool[storageId].IsDustbin = packet.Enable;
StoragePatch.Reset();
return;
}
}
}
}

View File

@@ -1,18 +1,29 @@
# Dustbin
#### Can turn Storages and Tanks into Dustbin(Destroy incoming items)
#### 储物仓和储液罐可以转变为垃圾桶(销毁送进的物品)
<details>
<summary>Read me in English</summary>
***Can turn Storages and Tanks into Dustbin(Destroy incoming items)***
## Usage
* A checkbox is added to Storages and Tanks UI, which turns them into dustbins.
* Items sent into dustbins are removed immediately.
* Can get soil piless from destroyed items, configurable through a json encoded config entry.
+ You can get item ID list [here](https://dsp-wiki.com/Modding:Items_IDs).
* You can get item ID list from [dsp-wiki](https://dsp-wiki.com/Modding:Items_IDs).
</details>
<details>
<summary>中文读我</summary>
***储物仓和储液罐可以转变为垃圾桶(销毁送进的物品)***
## 使用说明
* 在储物仓和储液罐上增加一个垃圾桶的勾选框。
* 送进垃圾桶的物品会立即被移除。
* 可以从移除的物品中获得沙子可以通过json编码的设置项进行配置。
+ 可以在[这里](https://dsp-wiki.com/Modding:Items_IDs)获得物品ID列表。
* 可以在[这里](https://dsp-wiki.com/Modding:Items_IDs)获得物品ID列表。
</details>

View File

@@ -13,7 +13,7 @@ public static class StoragePatch
private static UI.MyCheckBox _storageDustbinCheckBox;
private static int _lastStorageId;
private static Harmony _patch;
public static void Enable(bool on)
{
if (on)
@@ -138,7 +138,7 @@ public static class StoragePatch
_storageDustbinCheckBox.rectTrans.anchoredPosition3D = new Vector3(190, 57 - rectTrans.sizeDelta.y, 0);
}
}
/* Adopt fix from starfi5h's NebulaCompatiblilityAssist */
[HarmonyPostfix]
[HarmonyPatch(typeof(UIStorageGrid), nameof(UIStorageGrid.OnStorageSizeChanged))]

View File

@@ -11,7 +11,7 @@ public static class TankPatch
private static UI.MyCheckBox _tankDustbinCheckBox;
private static int _lastTankId;
private static Harmony _patch;
public static void Enable(bool on)
{
if (on)

View File

@@ -7,7 +7,7 @@ namespace DustbinPreloader;
public static class Preloader
{
private static readonly ManualLogSource Logger = BepInEx.Logging.Logger.CreateLogSource("Dustbin Preloader");
private static readonly ManualLogSource Logger = BepInEx.Logging.Logger.CreateLogSource("Dustbin Preloader");
public static IEnumerable<string> TargetDLLs { get; } = new[] { "Assembly-CSharp.dll" };
public static void Patch(AssemblyDefinition assembly)

39
HideTips/CHANGELOG.md Normal file
View File

@@ -0,0 +1,39 @@
<details>
<summary>Read me in English</summary>
## Changelog
* 1.0.4
* Remove `Disable title screen demo scene loading`, as it is buggy in recent updates.
* Fix a bug that when tutorials are not added to the guides panel when they are hidden by this MOD.
* 1.0.3
* Add config entries to disable research completion tips/popup windows
* Add a note to README for mod compatibility on `Disable title screen demo scene loading`.
* 1.0.2
* Add a config entry to disable title screen demo scene loading
* 1.0.1
* Hide 3 more random tutorial tips popup from bottom-right panel
* 1.0.0
* Initial release
</details>
<details>
<summary>中文读我</summary>
## 更新日志
* 1.0.4
* 移除`关闭标题画面的演示场景加载`设置因为在最近的更新中有较多bug。
* 修复了一个bug当教程指引被这个MOD隐藏时它们不会被添加到教程面板。
* 1.0.3
* 增加设置项以关闭研究完成的提示/弹窗
* 在README中增加了一个关于`关闭标题画面的演示场景加载`设置的兼容性说明
* 1.0.2
* 增加设置项以关闭标题画面的演示场景加载
* 1.0.1
* 可屏蔽右下面板的3种随机提醒
* 1.0.0
* 初始版本
</details>

View File

@@ -152,7 +152,7 @@ public class HideTips : BaseUnityPlugin
class HideMenuDemo
{
[HarmonyPriority(Priority.First), HarmonyPrefix]
[HarmonyPatch(typeof(DSPGame), "StartDemoGame", typeof(int))]
[HarmonyPatch(typeof(DSPGame), nameof(DSPGame.StartDemoGame), typeof(int))]
private static bool DSPGame_StartDemoGame_Prefix()
{
if (DSPGame.Game != null)
@@ -188,7 +188,7 @@ class HideMenuDemo
}
[HarmonyPriority(Priority.First), HarmonyPrefix]
[HarmonyPatch(typeof(VFPreload), "IsMenuDemoLoaded")]
[HarmonyPatch(typeof(VFPreload), nameof(VFPreload.IsMenuDemoLoaded))]
private static bool VFPreload_IsMenuDemoLoaded_Prefix(ref bool __result)
{
__result = true;
@@ -196,18 +196,18 @@ class HideMenuDemo
}
[HarmonyPriority(Priority.First), HarmonyPrefix]
[HarmonyPatch(typeof(DSPGame), "LateUpdate")]
[HarmonyPatch(typeof(GameMain), "LateUpdate")]
[HarmonyPatch(typeof(GameMain), "FixedUpdate")]
[HarmonyPatch(typeof(GameMain), "Update")]
[HarmonyPatch(typeof(GameCamera), "LateUpdate")]
[HarmonyPatch(typeof(DSPGame), nameof(DSPGame.LateUpdate))]
[HarmonyPatch(typeof(GameMain), nameof(GameMain.LateUpdate))]
[HarmonyPatch(typeof(GameMain), nameof(GameMain.FixedUpdate))]
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Update))]
[HarmonyPatch(typeof(GameCamera), nameof(GameCamera.LateUpdate))]
private static bool DSPGame_LateUpdate_Prefix()
{
return !DSPGame.IsMenuDemo;
}
[HarmonyPriority(Priority.First), HarmonyPrefix]
[HarmonyPatch(typeof(GameMain), "Begin")]
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Begin))]
private static bool GameMain_Begin_Prefix()
{
if (!DSPGame.IsMenuDemo) return true;

View File

@@ -1,42 +1,23 @@
# HideTips
#### Hide/Disable various tutorial tips/messages
#### 隐藏/屏蔽各种引导提示/消息
<details>
<summary>Read me in English</summary>
## Changelog
* 1.0.4
+ Remove `Disable title screen demo scene loading`, as it is buggy in recent updates.
+ Fix a bug that when tutorials are not added to the guides panel when they are hidden by this MOD.
* 1.0.3
+ Add config entries to disable research completion tips/popup windows
+ Add a note to README for mod compatibility on `Disable title screen demo scene loading`.
* 1.0.2
+ Add a config entry to disable title screen demo scene loading
* 1.0.1
+ Hide 3 more random tutorial tips popup from bottom-right panel
* 1.0.0
+ Initial release
***Hide/Disable various tutorial tips/messages***
## Usage
* Tips/messages that can be hidden: random-reminder, tutorial, achievement/milestone card, research completion tips/popup windows.
* Skip prologue for new game.
* Each type of tips/messages is configurable individually.
## 更新日志
* 1.0.4
+ 移除`关闭标题画面的演示场景加载`设置因为在最近的更新中有较多bug。
+ 修复了一个bug当教程指引被这个MOD隐藏时它们不会被添加到教程面板。
* 1.0.3
+ 增加设置项以关闭研究完成的提示/弹窗
+ 在README中增加了一个关于`关闭标题画面的演示场景加载`设置的兼容性说明
* 1.0.2
+ 增加设置项以关闭标题画面的演示场景加载
* 1.0.1
+ 可屏蔽右下面板的3种随机提醒
* 1.0.0
+ 初始版本
***隐藏/屏蔽各种引导提示/消息***
</details>
<details>
<summary>中文读我</summary>
## 使用说明
* 可以屏蔽的消息:随机提醒,教程,成就/里程碑卡片,研究完成的提示/弹窗。
* 跳过新游戏引导动画。
* 各种屏蔽功能都可以在配置文件里开关。
</details>

View File

@@ -410,30 +410,30 @@ public static class LabOptPatchFunctions
public static void SetFunctionInternal(ref LabComponent lab, bool researchMode, int recpId, int techId, SignData[] signPool, LabComponent[] labPool)
{
// LabOptPatch.Logger.LogDebug($"SetFunctionInternal: id={lab.id} root={(int)RootLabIdField.GetValue(lab)} research={researchMode} recp={recpId} tech={techId}");
lab.replicating = false;
lab.time = 0;
lab.hashBytes = 0;
lab.extraHashBytes = 0;
lab.extraTime = 0;
lab.extraSpeed = 0;
lab.extraPowerRatio = 0;
lab.productive = false;
if (researchMode)
{
lab.forceAccMode = false;
lab.researchMode = true;
lab.recipeId = 0;
lab.techId = 0;
lab.timeSpend = 0;
lab.extraTimeSpend = 0;
lab.requires = null;
lab.requireCounts = null;
lab.served = null;
lab.incServed = null;
lab.products = null;
lab.productCounts = null;
lab.produced = null;
lab.productive = true;
lab.replicating = false;
lab.time = 0;
lab.hashBytes = 0;
lab.extraHashBytes = 0;
lab.extraTime = 0;
lab.extraSpeed = 0;
lab.extraPowerRatio = 0;
lab.productive = false;
if (researchMode)
{
lab.forceAccMode = false;
lab.researchMode = true;
lab.recipeId = 0;
lab.techId = 0;
lab.timeSpend = 0;
lab.extraTimeSpend = 0;
lab.requires = null;
lab.requireCounts = null;
lab.served = null;
lab.incServed = null;
lab.products = null;
lab.productCounts = null;
lab.produced = null;
lab.productive = true;
var rootLabId = lab.pcId;
if (rootLabId > 0)
{
@@ -480,29 +480,29 @@ public static class LabOptPatchFunctions
}
}
signPool[lab.entityId].iconId0 = (uint)lab.techId;
signPool[lab.entityId].iconType = lab.techId == 0 ? 0U : 3U;
return;
}
lab.researchMode = false;
lab.recipeId = 0;
lab.techId = 0;
lab.matrixPoints = null;
lab.matrixServed = null;
lab.matrixIncServed = null;
RecipeProto recipeProto = null;
if (recpId > 0)
{
recipeProto = LDB.recipes.Select(recpId);
}
if (recipeProto != null && recipeProto.Type == ERecipeType.Research)
{
lab.recipeId = recipeProto.ID;
lab.speed = 10000;
lab.speedOverride = lab.speed;
lab.timeSpend = recipeProto.TimeSpend * 10000;
lab.extraTimeSpend = recipeProto.TimeSpend * 100000;
lab.productive = recipeProto.productive;
lab.forceAccMode &= lab.productive;
signPool[lab.entityId].iconType = lab.techId == 0 ? 0U : 3U;
return;
}
lab.researchMode = false;
lab.recipeId = 0;
lab.techId = 0;
lab.matrixPoints = null;
lab.matrixServed = null;
lab.matrixIncServed = null;
RecipeProto recipeProto = null;
if (recpId > 0)
{
recipeProto = LDB.recipes.Select(recpId);
}
if (recipeProto != null && recipeProto.Type == ERecipeType.Research)
{
lab.recipeId = recipeProto.ID;
lab.speed = 10000;
lab.speedOverride = lab.speed;
lab.timeSpend = recipeProto.TimeSpend * 10000;
lab.extraTimeSpend = recipeProto.TimeSpend * 100000;
lab.productive = recipeProto.productive;
lab.forceAccMode &= lab.productive;
var rootLabId = lab.pcId;
if (rootLabId > 0)
{
@@ -544,26 +544,26 @@ public static class LabOptPatchFunctions
Array.Clear(lab.produced, 0, lab.produced.Length);
}
}
else
{
lab.forceAccMode = false;
lab.recipeId = 0;
lab.speed = 0;
lab.speedOverride = 0;
lab.timeSpend = 0;
lab.extraTimeSpend = 0;
lab.requires = null;
lab.requireCounts = null;
lab.served = null;
lab.incServed = null;
lab.needs = null;
lab.products = null;
lab.productCounts = null;
lab.produced = null;
}
signPool[lab.entityId].iconId0 = (uint)lab.recipeId;
signPool[lab.entityId].iconType = lab.recipeId == 0 ? 0U : 2U;
}
else
{
lab.forceAccMode = false;
lab.recipeId = 0;
lab.speed = 0;
lab.speedOverride = 0;
lab.timeSpend = 0;
lab.extraTimeSpend = 0;
lab.requires = null;
lab.requireCounts = null;
lab.served = null;
lab.incServed = null;
lab.needs = null;
lab.products = null;
lab.productCounts = null;
lab.produced = null;
}
signPool[lab.entityId].iconId0 = (uint)lab.recipeId;
signPool[lab.entityId].iconType = lab.recipeId == 0 ? 0U : 2U;
}
public static int InsertIntoLab(PlanetFactory factory, int labId, int itemId, byte itemCount, byte itemInc, ref byte remainInc, int[] needs)
{

View File

@@ -18,7 +18,7 @@ public class LabOptPatch : BaseUnityPlugin
{
Harmony.CreateAndPatchAll(typeof(LabOptPatch));
}
// Patch LabComponent.Export() to save zero value if rootLabId > 0.
[HarmonyTranspiler]
[HarmonyPatch(typeof(LabComponent), nameof(LabComponent.Export))]
@@ -274,7 +274,7 @@ public class LabOptPatch : BaseUnityPlugin
);
return matcher.InstructionEnumeration();
}
// Change locks on PlanetFactory.InsertInto(), by calling LabOptPatchFunctions.InsertIntoLab()
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlanetFactory), nameof(PlanetFactory.InsertInto))]
@@ -332,7 +332,7 @@ public class LabOptPatch : BaseUnityPlugin
{
LabOptPatchFunctions.SetRootId(ref __instance, 0);
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(LabOptPatchFunctions), nameof(LabOptPatchFunctions.SetRootId))]
[HarmonyPatch(typeof(LabOptPatchFunctions), nameof(LabOptPatchFunctions.SetRootLabIdForStacking))]

View File

@@ -7,7 +7,7 @@ namespace LabOptPreloader;
public static class Preloader
{
private static readonly ManualLogSource Logger = BepInEx.Logging.Logger.CreateLogSource("LabOpt Preloader");
private static readonly ManualLogSource Logger = BepInEx.Logging.Logger.CreateLogSource("LabOpt Preloader");
public static IEnumerable<string> TargetDLLs { get; } = new[] { "Assembly-CSharp.dll" };
public static void Patch(AssemblyDefinition assembly)

View File

@@ -0,0 +1,57 @@
using System;
using System.Reflection;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UXAssist.Common;
namespace LogisticHub;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class LogisticHub : BaseUnityPlugin
{
public new static readonly BepInEx.Logging.ManualLogSource Logger =
BepInEx.Logging.Logger.CreateLogSource(PluginInfo.PLUGIN_NAME);
private Type[] _modules;
private void Awake()
{
Module.Miner.Enabled = Config.Bind("Miner", "Enabled", true, "enable/disable this plugin");
Module.Miner.OreEnergyConsume = Config.Bind("Miner", "EnergyConsumptionForOre", 2000000L,
"Energy consumption for each ore vein group(in W)");
Module.Miner.OreMiningMultiplier = Config.Bind("Miner", "OreMiningMultiplier", 3,
new ConfigDescription("Mining multiplier for ore veins, multiplies to the number of veins in the group", new AcceptableValueRange<int>(1, 100)));
Module.Miner.OreMiningScale = Config.Bind("Miner", "OreMiningScale", 100,
"""
0 for Auto(which means having researched advanced mining machine makes mining scale 300, otherwise 100).
Mining scale(in percents) for slots below half of slot limits, and the scale reduces to 100% smoothly till reach full.
Please note that the power consumption increases by the square of the scale which is the same as Advanced Mining Machine.
""");
Module.Miner.OilEnergyConsume = Config.Bind("Miner", "EnergyConsumptionForOil", 1800000L,
"Energy consumption for each oil seep(in W)");
Module.Miner.WaterEnergyConsume = Config.Bind("Miner", "EnergyConsumptionForWater", 2000000L,
"Energy consumption for water slot(in W)");
Module.Miner.WaterSpeed = Config.Bind("Miner", "WaterMiningSpeed", 10,
"Water mining speed (count per second)");
Module.Miner.FuelIlsSlot = Config.Bind("Miner", "ILSFuelSlot", 4,
new ConfigDescription("Fuel slot for ILS, set 0 to disable.", new AcceptableValueRange<int>(0, 5)));
Module.Miner.FuelPlsSlot = Config.Bind("Miner", "PLSFuelSlot", 4,
new ConfigDescription("Fuel slot for PLS, set 0 to disable.", new AcceptableValueRange<int>(0, 4)));
_modules = Util.GetTypesFiltered(Assembly.GetExecutingAssembly(),
t => string.Equals(t.Namespace, "LogisticHub.Module", StringComparison.Ordinal));
_modules?.Do(type => type.GetMethod("Init")?.Invoke(null, null));
Harmony.CreateAndPatchAll(typeof(LogisticHub));
}
private void Start()
{
_modules?.Do(type => type.GetMethod("Start")?.Invoke(null, null));
}
private void OnDestroy()
{
_modules?.Do(type => type.GetMethod("Uninit")?.Invoke(null, null));
}
}

View File

@@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.logistichub</BepInExPluginGuid>
<Description>DSP MOD - LogisticHub</Description>
<Version>0.1.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources>https://nuget.bepinex.dev/v3/index.json</RestoreAdditionalProjectSources>
<PackageId>LogisticHub</PackageId>
<RootNamespace>LogisticHub</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="UnityEngine.Modules" Version="2022.3.53" IncludeAssets="compile" />
<!-- <PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" /> -->
</ItemGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\AssemblyFromGame\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\AssemblyFromGame\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\UXAssist\UXAssist.csproj" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
</Project>

View File

@@ -0,0 +1,33 @@
using System.Linq;
namespace LogisticHub.Module;
using UXAssist.Common;
public static class AuxData
{
public static (long, bool)[] Fuels;
public static void Init()
{
GameLogic.OnDataLoaded += () =>
{
var maxId = LDB.items.dataArray.Select(data => data.ID).Prepend(0).Max();
Fuels = new (long, bool)[maxId + 1];
foreach (var data in LDB.items.dataArray)
Fuels[data.ID] = (data.HeatValue, data.Productive);
};
}
public static int AlignUpToPowerOf2(int n)
{
if (n < 16) return 16;
n--;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
return n + 1;
}
}

View File

345
LogisticHub/Module/Miner.cs Normal file
View File

@@ -0,0 +1,345 @@
using System;
using BepInEx.Configuration;
using HarmonyLib;
using UXAssist.Common;
using Random = UnityEngine.Random;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace LogisticHub.Module;
public class Miner : PatchImpl<Miner>
{
public static ConfigEntry<bool> Enabled;
public static ConfigEntry<long> OreEnergyConsume;
public static ConfigEntry<int> OreMiningScale;
public static ConfigEntry<int> OreMiningMultiplier;
public static ConfigEntry<long> OilEnergyConsume;
public static ConfigEntry<long> WaterEnergyConsume;
public static ConfigEntry<int> WaterSpeed;
public static ConfigEntry<int> FuelIlsSlot;
public static ConfigEntry<int> FuelPlsSlot;
private static long _frame;
private static float _miningCostRateByTech;
private static long _miningFrames;
private static long _miningSpeedScaleLong;
private static bool _advancedMiningMachineUnlocked;
private static int _miningMultiplier = 3;
private static int _miningScale = 100;
private static uint _miningCostBarrier;
private static uint _miningCostBarrierOil;
private static int[] _mineIndex;
private static uint _miningSeed = (uint)Random.Range(0, int.MaxValue);
private static readonly (int, int)[] VeinList =
[
(0, 1000),
(1, 1001),
(2, 1002),
(3, 1003),
(4, 1004),
(5, 1005),
(6, 1006),
(7, 1007),
(11, 1011),
(12, 1012),
(13, 1013),
(14, 1014),
(15, 1015),
(16, 1016)
];
public static void Init()
{
Enabled.SettingChanged += (_, _) => { Enable(Enabled.Value); };
Enable(Enabled.Value);
}
public static void Uninit()
{
Enable(false);
}
protected override void OnEnable()
{
GameLogicProc.OnGameBegin += OnGameBegin;
}
protected override void OnDisable()
{
GameLogicProc.OnGameBegin -= OnGameBegin;
}
private static void OnGameBegin()
{
_frame = 0L;
UpdateMiningCostRate();
UpdateSpeedScale();
CheckRecipes();
}
private static int SplitIncLevel(ref int n, ref int m, int p)
{
var level = m / n;
var left = m - level * n;
n -= p;
left -= n;
m -= left > 0 ? level * p + left : level * p;
return level;
}
private static void CheckRecipes()
{
_advancedMiningMachineUnlocked = GameMain.history.recipeUnlocked.Contains(119);
_miningMultiplier = OreMiningMultiplier.Value;
if (OreMiningScale.Value == 0)
{
_miningScale = _advancedMiningMachineUnlocked ? 300 : 100;
}
else
{
_miningScale = OreMiningScale.Value;
}
}
private static void UpdateMiningCostRate()
{
_miningCostRateByTech = GameMain.history.miningCostRate;
_miningCostBarrier = (uint)(int)Math.Ceiling(2147483646.0 * _miningCostRateByTech);
_miningCostBarrierOil = (uint)(int)Math.Ceiling(2147483646.0 * _miningCostRateByTech * 0.401116669f / Math.Max(DSPGame.GameDesc.resourceMultiplier, 0.416666657f));
}
private static void UpdateSpeedScale()
{
_miningSpeedScaleLong = (long)Math.Round(GameMain.history.miningSpeedScale * 100f);
_miningFrames = _miningSpeedScaleLong * 6000L;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), nameof(GameHistoryData.UnlockTechFunction))]
private static void OnUnlockTech(int func)
{
switch (func)
{
case 20:
UpdateMiningCostRate();
break;
case 21:
UpdateSpeedScale();
break;
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(GameLogic), nameof(GameLogic.OnFactoryFrameBegin))]
private static void GameLogic_OnFactoryFrameBegin_Prefix()
{
var main = GameMain.instance;
if (main.isMenuDemo) return;
if (_miningSpeedScaleLong <= 0L) return;
if (main.timei % 60 != 0) return;
_frame += _miningFrames;
var frameCounter = _frame / 1200000L;
if (frameCounter <= 0) return;
_frame -= frameCounter * 1200000L;
DeepProfiler.BeginSample(DPEntry.Miner);
var data = GameMain.data;
if (_mineIndex == null || data.factoryCount > _mineIndex.Length)
Array.Resize(ref _mineIndex, data.factoryCount);
var factoryStatPool = GameMain.statistics.production.factoryStatPool;
for (var factoryIndex = data.factoryCount - 1; factoryIndex >= 0; factoryIndex--)
{
var factory = data.factories[factoryIndex];
var veins = VeinManager.GetVeins(factoryIndex);
if (veins == null) continue;
var stations = StationManager.GetStations(factoryIndex);
var planetTransport = factory.transport;
var productRegister = factoryStatPool[factoryIndex]?.productRegister;
var demands = stations.StorageIndices[1];
if (demands == null) continue;
foreach (var (itemIndex, itemId) in VeinList)
{
if (itemIndex >= demands.Length) continue;
var demandList = demands[itemIndex];
if (demandList == null) continue;
foreach (var storageIndex in demandList)
{
var station = planetTransport.stationPool[storageIndex / 100];
if (station == null)
continue;
ref var storage = ref station.storage[storageIndex % 100];
if (storage.count >= storage.max) continue;
int amount;
long energyConsume;
var miningScale = _miningScale;
if (miningScale > 100 && storage.count * 2 > storage.max)
{
miningScale = 100 + ((miningScale - 100) * (storage.max - storage.count) * 2 + storage.max - 1) / storage.max;
}
if (itemIndex > 0)
{
(amount, energyConsume) = Mine(factory, veins, itemId, miningScale, (int)frameCounter, _miningMultiplier, station.energy);
if (amount < 0) continue;
}
else
{
energyConsume = (WaterEnergyConsume.Value * frameCounter * miningScale * miningScale + 9999L) / 10000L;
if (station.energy < energyConsume) continue;
amount = WaterSpeed.Value * miningScale / 100;
}
if (amount <= 0) continue;
storage.count += amount;
if (productRegister != null)
productRegister[itemId] += amount;
station.energy -= energyConsume;
}
}
for (var i = planetTransport.stationCursor - 1; i > 0; i--)
{
var stationComponent = planetTransport.stationPool[i];
if (stationComponent == null || stationComponent.isCollector || stationComponent.isVeinCollector || stationComponent.energy * 2 >= stationComponent.energyMax) continue;
var index = (stationComponent.isStellar ? FuelIlsSlot.Value : FuelPlsSlot.Value) - 1;
var storage = stationComponent.storage;
if (index < 0 || index >= storage.Length)
continue;
var fuelCount = storage[index].count;
if (fuelCount == 0) continue;
var (heat, prod) = AuxData.Fuels[storage[index].itemId];
if (heat <= 0)
continue;
/* Sprayed fuels */
int pretendIncLevel;
if (prod && (pretendIncLevel = storage[index].inc / storage[index].count) > 0)
{
var count = (int)((stationComponent.energyMax - stationComponent.energy) * 1000L / Cargo.incTable[pretendIncLevel] / 7L);
if (count > fuelCount)
count = fuelCount;
var incLevel = SplitIncLevel(ref storage[index].count, ref storage[index].inc, count);
if (incLevel > 10)
incLevel = 10;
stationComponent.energy += heat * count * (1000L + Cargo.incTable[incLevel]) / 1000L;
}
else
{
var count = (int)((stationComponent.energyMax - stationComponent.energy) / heat);
if (count > fuelCount)
count = fuelCount;
SplitIncLevel(ref storage[index].count, ref storage[index].inc, count);
stationComponent.energy += heat * count;
}
}
}
DeepProfiler.EndSample(DPEntry.Miner);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), nameof(GameHistoryData.UnlockRecipe))]
private static void OnUnlockRecipe(int recipeId)
{
if (recipeId == 119)
{
CheckRecipes();
}
}
private static (int, long) Mine(PlanetFactory factory, ProductVeinData[] allVeins, int productId, int percent, int counter, int multiplier, long energyMax)
{
var veins = allVeins[productId - 1000];
if (veins == null)
return (-1, -1L);
var veinIndices = veins.VeinIndices;
uint barrier;
int limit;
int count;
long energy;
var length = veinIndices.Count - 1;
/* if is Oil */
if (productId == 1007)
{
energy = OilEnergyConsume.Value * length;
if (energy > energyMax)
return (-1, -1L);
var countf = 0f;
var veinsPool = factory.veinPool;
for (var i = length; i > 0; i--)
{
countf += veinsPool[veinIndices[i]].amount * 4 * VeinData.oilSpeedMultiplier;
}
count = (int)(countf * (counter * percent) / 100f);
if (count == 0)
return (-1, -1L);
barrier = _miningCostBarrierOil;
limit = 2500;
}
else
{
count = (length * multiplier * counter * percent + 99) / 100;
if (count == 0)
return (-1, -1L);
energy = (OreEnergyConsume.Value * veins.GroupCount * percent * percent + 9999L) / 10000L;
if (energy > energyMax)
return (-1, -1L);
barrier = _miningCostBarrier;
limit = 0;
}
var veinsData = factory.veinPool;
var total = 0;
var factoryIndex = factory.index;
var mineIndex = _mineIndex[factoryIndex];
for (; count > 0; count--)
{
mineIndex = mineIndex % length + 1;
var index = veinIndices[mineIndex];
ref var vd = ref veinsData[index];
int groupIndex;
if (vd.amount <= 0)
{
groupIndex = vd.groupIndex;
factory.veinGroups[groupIndex].count--;
factory.RemoveVeinWithComponents(index);
factory.RecalculateVeinGroup(groupIndex);
length = veinIndices.Count - 1;
if (length <= 0) break;
continue;
}
total++;
if (vd.amount <= limit) continue;
var consume = true;
if (barrier < 2147483646u)
{
_miningSeed = (uint)((int)((ulong)((_miningSeed % 2147483646u + 1) * 48271L) % 2147483647uL) - 1);
consume = _miningSeed < barrier;
}
if (!consume) continue;
vd.amount--;
groupIndex = vd.groupIndex;
factory.veinGroups[groupIndex].amount--;
if (vd.amount > 0) continue;
factory.veinGroups[groupIndex].count--;
factory.RemoveVeinWithComponents(index);
factory.RecalculateVeinGroup(groupIndex);
length = veinIndices.Count - 1;
if (length <= 0) break;
}
_mineIndex[factoryIndex] = mineIndex;
return (total, energy);
}
}

View File

@@ -0,0 +1,325 @@
using System;
using System.Collections.Generic;
using HarmonyLib;
using UXAssist.Common;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace LogisticHub.Module;
public class PlanetStations
{
public readonly List<int>[][] StorageIndices = [null, null];
public void AddStationStorage(bool demand, int id, int stationId, int storageIdx)
{
LogisticHub.Logger.LogDebug($"AddStationStorage: demand={demand}, id={id}, stationId={stationId}, storageIdx={storageIdx}");
var stations = StorageIndices[demand ? 1 : 0];
if (stations == null || id >= stations.Length)
{
Array.Resize(ref stations, AuxData.AlignUpToPowerOf2(id + 1));
StorageIndices[demand ? 1 : 0] = stations;
}
var list = stations[id];
if (list == null)
{
list = [];
stations[id] = list;
}
var value = stationId * 100 + storageIdx;
var index = list.BinarySearch(value);
if (index < 0)
list.Insert(~index, value);
}
public void RemoveStationStorage(bool demand, int id, int stationId, int storageIdx)
{
var stations = StorageIndices[demand ? 1 : 0];
if (stations == null || id >= stations.Length)
return;
var list = stations[id];
if (list == null)
return;
var value = stationId * 100 + storageIdx;
var index = list.BinarySearch(value);
if (index >= 0)
list.RemoveAt(index);
}
}
public class StationManager : PatchImpl<StationManager>
{
private static PlanetStations[] _stations;
public static void Init()
{
GameLogicProc.OnGameBegin += OnGameBegin;
Enable(true);
}
public static void Uninit()
{
GameLogicProc.OnGameBegin -= OnGameBegin;
Enable(false);
}
private static void OnGameBegin()
{
_stations = null;
var data = GameMain.data;
for (var index = data.factoryCount - 1; index >= 0; index--)
{
var factory = data.factories[index];
if (factory == null || factory.index != index) continue;
var planetIndex = factory.index;
var stations = StationsByPlanet(planetIndex);
var transport = factory.transport;
var pool = transport.stationPool;
for (var i = transport.stationCursor - 1; i > 0; i--)
{
var station = pool[i];
if (station == null || station.id != i || station.isCollector || station.isVeinCollector) continue;
UpdateStationInfo(stations, station);
}
}
}
private static int ItemIdToIndex(int itemId)
{
return itemId switch
{
>= 1000 and < 2000 => itemId - 1000,
>= 5000 and < 5050 => itemId - 5000 + 900,
>= 6000 and < 6050 => itemId - 6000 + 950,
_ => -1
};
}
public static int IndexToItemId(int index)
{
return index switch
{
< 900 => index + 1000,
< 950 => index - 900 + 5000,
< 1000 => index - 950 + 6000,
_ => -1
};
}
public static PlanetStations GetStations(int planetIndex)
{
return _stations != null && planetIndex < _stations.Length ? _stations[planetIndex] : null;
}
private static PlanetStations StationsByPlanet(int planetIndex)
{
if (_stations == null || _stations.Length <= planetIndex)
Array.Resize(ref _stations, AuxData.AlignUpToPowerOf2(planetIndex + 1));
var stations = _stations[planetIndex];
if (stations != null) return stations;
stations = new PlanetStations();
_stations[planetIndex] = stations;
return stations;
}
private static void DebugLog()
{
for (var idx = 0; idx < _stations.Length; idx++)
{
var stations = _stations[idx];
if (stations == null) continue;
LogisticHub.Logger.LogDebug($"Planet {idx}:");
for (var i = 0; i < 2; i++)
{
var storage = stations.StorageIndices[i];
if (storage == null) continue;
LogisticHub.Logger.LogDebug(i == 1 ? " Demand:" : " Supply:");
for (var j = 0; j < storage.Length; j++)
{
var list = storage[j];
if (list == null) continue;
var count = list.Count;
if (count <= 0) continue;
var itemId = IndexToItemId(j);
LogisticHub.Logger.LogDebug($" {itemId}: {string.Join(", ", list)}");
}
}
}
}
private static void UpdateStationInfo(PlanetStations stations, StationComponent station, int storageIdx = -1)
{
var storage = station.storage;
var stationId = station.id;
if (storageIdx >= 0)
{
if (storageIdx >= storage.Length) return;
var itemId = ItemIdToIndex(storage[storageIdx].itemId);
if (itemId <= 0) return;
var logic = storage[storageIdx].localLogic;
switch (logic)
{
case ELogisticStorage.Demand:
stations.AddStationStorage(true, itemId, stationId, storageIdx);
break;
case ELogisticStorage.Supply:
stations.AddStationStorage(false, itemId, stationId, storageIdx);
break;
case ELogisticStorage.None:
default:
break;
}
return;
}
for (var i = storage.Length - 1; i >= 0; i--)
{
var itemId = ItemIdToIndex(storage[i].itemId);
if (itemId <= 0) continue;
var logic = storage[i].localLogic;
switch (logic)
{
case ELogisticStorage.Demand:
stations.AddStationStorage(true, itemId, stationId, i);
break;
case ELogisticStorage.Supply:
stations.AddStationStorage(false, itemId, stationId, i);
break;
case ELogisticStorage.None:
default:
break;
}
}
}
private static void RemoveStationInfo(PlanetStations stations, StationComponent station, int storageIdx = -1)
{
var storage = station.storage;
var stationId = station.id;
if (storageIdx >= 0)
{
var itemId = ItemIdToIndex(storage[storageIdx].itemId);
if (itemId <= 0) return;
var logic = storage[storageIdx].localLogic;
switch (logic)
{
case ELogisticStorage.Demand:
stations.RemoveStationStorage(true, itemId, stationId, storageIdx);
break;
case ELogisticStorage.Supply:
stations.RemoveStationStorage(false, itemId, stationId, storageIdx);
break;
case ELogisticStorage.None:
default:
break;
}
return;
}
for (var i = storage.Length - 1; i >= 0; i--)
{
var itemId = ItemIdToIndex(storage[i].itemId);
if (itemId <= 0) continue;
var logic = storage[i].localLogic;
switch (logic)
{
case ELogisticStorage.Demand:
stations.RemoveStationStorage(true, itemId, stationId, i);
break;
case ELogisticStorage.Supply:
stations.RemoveStationStorage(false, itemId, stationId, i);
break;
case ELogisticStorage.None:
default:
break;
}
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.Init))]
private static void PlanetTransport_Init_Postfix(PlanetTransport __instance)
{
var factory = __instance.factory;
var planetIndex = factory.index;
if (_stations == null || _stations.Length <= planetIndex)
Array.Resize(ref _stations, AuxData.AlignUpToPowerOf2(planetIndex + 1));
var stations = new PlanetStations();
_stations[planetIndex] = stations;
var pool = __instance.stationPool;
for (var i = __instance.stationCursor - 1; i > 0; i--)
{
var station = pool[i];
if (station == null || station.id != i || station.isCollector || station.isVeinCollector) continue;
UpdateStationInfo(stations, station);
}
// DebugLog();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(BuildingParameters), nameof(BuildingParameters.ApplyPrebuildParametersToEntity))]
private static void BuildingParameters_ApplyPrebuildParametersToEntity_Postfix(int entityId, PlanetFactory factory)
{
if (entityId <= 0) return;
ref var entity = ref factory.entityPool[entityId];
var stationId = entity.stationId;
if (stationId <= 0) return;
var station = factory.transport.stationPool[stationId];
if (station == null || station.id != stationId || station.isCollector || station.isVeinCollector) return;
UpdateStationInfo(StationsByPlanet(factory.index), station);
// DebugLog();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.RemoveStationComponent))]
private static void PlanetTransport_RemoveStationComponent_Prefix(PlanetTransport __instance, int id)
{
if (id <= 0) return;
var station = __instance.stationPool[id];
if (station == null || station.id != id || station.isCollector || station.isVeinCollector) return;
RemoveStationInfo(StationsByPlanet(__instance.factory.index), station);
// DebugLog();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.SetStationStorage))]
private static void PlanetTransport_SetStationStorage_Prefix(PlanetTransport __instance, int stationId, int storageIdx, int itemId, ELogisticStorage localLogic, out bool __state)
{
var station = __instance.stationPool[stationId];
if (station == null || station.id != stationId || station.isCollector || station.isVeinCollector || storageIdx < 0 || storageIdx >= station.storage.Length)
{
__state = false;
return;
}
ref var storage = ref station.storage[storageIdx];
var oldItemId = storage.itemId;
var oldLocalLogic = storage.localLogic;
if (localLogic == oldLocalLogic && itemId == oldItemId)
{
__state = false;
return;
}
if (oldItemId > 0 && oldLocalLogic != ELogisticStorage.None)
RemoveStationInfo(StationsByPlanet(__instance.factory.index), station, storageIdx);
__state = localLogic != ELogisticStorage.None;
// if (!__state) DebugLog();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetTransport), nameof(PlanetTransport.SetStationStorage))]
private static void PlanetTransport_SetStationStorage_Postfix(PlanetTransport __instance, int stationId, int storageIdx, bool __state)
{
if (!__state) return;
var station = __instance.stationPool[stationId];
UpdateStationInfo(StationsByPlanet(__instance.factory.index), station, storageIdx);
// DebugLog();
}
}

View File

@@ -0,0 +1,123 @@
using System;
using System.Collections.Generic;
using HarmonyLib;
using UXAssist.Common;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace LogisticHub.Module;
public class ProductVeinData
{
public readonly List<int> VeinIndices = [];
public readonly HashSet<int> GroupIndices = [];
public int GroupCount = 0;
}
public class VeinManager : PatchImpl<VeinManager>
{
private static ProductVeinData[][] _veins;
public static void Init()
{
Enable(true);
GameLogicProc.OnGameBegin += OnGameBegin;
}
public static void Uninit()
{
GameLogicProc.OnGameBegin -= OnGameBegin;
Enable(false);
}
private static void OnGameBegin()
{
_veins = null;
var data = GameMain.data;
for (var index = data.factoryCount - 1; index >= 0; index--)
{
var factory = data.factories[index];
if (factory == null || factory.index != index) continue;
RecalcVeins(factory);
}
}
public static ProductVeinData[] GetVeins(int planetIndex)
{
if (_veins == null || _veins.Length <= planetIndex)
return null;
return _veins[planetIndex];
}
private static ProductVeinData[] GetOrCreateVeins(int planetIndex)
{
if (_veins == null || _veins.Length <= planetIndex)
Array.Resize(ref _veins, AuxData.AlignUpToPowerOf2(planetIndex + 1));
var veins = _veins[planetIndex];
if (veins != null) return veins;
veins = new ProductVeinData[20];
_veins[planetIndex] = veins;
return veins;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetFactory), nameof(PlanetFactory.Init))]
[HarmonyPatch(typeof(PlanetFactory), nameof(PlanetFactory.RecalculateVeinGroup))]
[HarmonyPatch(typeof(PlanetFactory), nameof(PlanetFactory.RecalculateAllVeinGroups))]
private static void PlanetFactory_RecalculateAllVeinGroups_Postfix(PlanetFactory __instance)
{
RecalcVeins(__instance);
}
private static void DebugLog()
{
foreach (var veins in _veins)
{
if (veins == null) continue;
for (var i = 0; i < veins.Length; i++)
{
var pvd = veins[i];
if (pvd == null) continue;
LogisticHub.Logger.LogInfo($"Product {i} VeinTypeCount={pvd.VeinIndices.Count} GroupCount={pvd.GroupCount}");
}
}
}
private static void RecalcVeins(PlanetFactory factory)
{
var planetIndex = factory.index;
var veins = GetOrCreateVeins(planetIndex);
var veinPool = factory.veinPool;
foreach (var pvd in veins)
{
if (pvd == null) continue;
pvd.VeinIndices.Clear();
pvd.GroupIndices.Clear();
pvd.GroupCount = 0;
}
for (var i = factory.veinCursor - 1; i > 0; i--)
{
if (veinPool[i].id != i || veinPool[i].amount <= 0 || veinPool[i].type == EVeinType.None) continue;
var productId = veinPool[i].productId - 1000;
if (productId is < 0 or >= 20) continue;
var pvd = veins[productId];
if (pvd == null)
{
pvd = new ProductVeinData();
veins[productId] = pvd;
}
pvd.VeinIndices.Add(i);
pvd.GroupIndices.Add(veinPool[i].groupIndex);
}
foreach (var pvd in veins)
{
if (pvd == null) continue;
pvd.GroupCount = pvd.GroupIndices.Count;
}
// DebugLog();
}
}

47
LogisticHub/README.md Normal file
View File

@@ -0,0 +1,47 @@
# LogisticHub
#### Cheat functions for Logistic Storages, make them mine resources on the planet and exchange items from certain buildings
#### 物流塔作弊功能,使其可以在星球上采矿并与特定建筑物交换物品
## Usage
* Miner(and fuel burning) functions
+ Inspired by [PlanetMiner](https://dsp.thunderstore.io/package/blacksnipebiu/PlanetMiner)([github](https://github.com/blacksnipebiu/PlanetMiner))
But it is heavily optimized to resolve performance, accuracy and other issues in PlanetMiner.
+ (Optimization to PlanetMiner) Only recalculate count of veins when vein chunks are changed (added/removed by foundations/Sandbox-Mode, or exhausted), so this removes Dictionary allocation on each planet for every frame.
+ (Optimization to PlanetMiner) More accurate frame counting by use float number.
+ (Optimization to PlanetMiner) Does not increase power consumptions on `Veins Utilization` upgrades.
+ (Optimization to PlanetMiner) Separate power consumptions for veins, oil seeps and water.
+ (Optimization to PlanetMiner) Power consumptions are counted by groups of veins and count of oil seeps, which is more sensible.
+ Can burn fuels in certain slot when energy below half of max.
- (Optimization to PlanetMiner) Sprayed fuels generates extra energy as normal.
+ (Optimization to PlanetMiner) All used parameters are configurable:
- LogisticHub has the same speed as normal Mining Machine for normal ores by default.
But you can set mining scale in configuration, which makes LogisticHub working like Advance Mining Machines:
power consumption increases by the square of the scale, and gradually decrease mining speed over half of the maximum count.
This applies to all of veins, oils and water.
Mining scale can be set to 0(by default), which means it is automatically set by tech unlocks, set to 300 when you reaches Advanced Mining Machine, otherwise 100.
- 100/s for water by default.
- Energy costs: 1MW/vein-group & 10MW/water-slot & 1.8MW/oil-seep(configurable)
- Fuels burning slot. Default: 4th for ILS and PLS. Set to 0 to disable it.
## 使用说明
* 采矿(和燃料燃烧)功能
+ 创意来自 [PlanetMiner](https://dsp.thunderstore.io/package/blacksnipebiu/PlanetMiner)([github](https://github.com/blacksnipebiu/PlanetMiner))
对性能重度优化并解决了PlanetMiner的精度等问题。
+ (对PlanetMiner的优化) 仅当矿堆发生变化(填埋/恢复/采完)时重新计算矿堆数据,解决每行星每计算帧要重建字典的性能问题。
+ (对PlanetMiner的优化) 用浮点数保证更精确的帧计算。
+ (对PlanetMiner的优化) 升级`矿物利用`不会提升能耗。
+ (对PlanetMiner的优化) 分开矿物,油井和水的采集能耗。
+ (对PlanetMiner的优化) 采集能耗以矿物组,油井为单位,相对更加合理。
+ 剩余电量少于一半时可以燃烧指定格子的燃料补充。
- (对PlanetMiner的优化) 喷涂了增产剂的燃料按照正常的计算方式提供更多的能量(除了原本就不增加能量输出的反物质燃料棒)。
+ (对PlanetMiner的优化) 所有参数都可以在设置文件内配置:
- 物流塔枢纽和普通矿机采矿速度一样(等同于同时采集所有对应矿物)。
你可以设置采矿倍率改变物流塔枢纽采矿速度,和高级采矿机相同地,能耗和倍率的平方成正比,并且在存储矿物量多于一半时逐渐降低采矿倍率。
此倍率对各种矿物,油井和水的采集都生效。
倍率可以设置为0(默认)此时倍率会随科技解锁而变化默认是100%解锁高级采矿机后变为300%。
- 水的采集速度默认为100/s。
- 能耗:每矿物组 1MW单格水 10MW每油井 1.8MW。
- 燃料格位置。默认星际物流塔和行星内物流塔第4格。设为0则关闭燃料补充能量功能。

View File

@@ -0,0 +1,10 @@
{
"name": "LogisticHub",
"version_number": "0.1.0",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/LogisticHub",
"description": "Cheat functions to Logistic Storages which make them miner and items hub / 物流塔作弊功能,使其成为矿机和物品枢纽",
"dependencies": [
"xiaoye97-BepInEx-5.4.17",
"soarqin-UXAssist-1.2.0"
]
}

View File

@@ -1,485 +0,0 @@
using System;
using System.Collections.Generic;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Random = UnityEngine.Random;
namespace LogisticMiner;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class LogisticMiner : BaseUnityPlugin
{
private new static readonly BepInEx.Logging.ManualLogSource Logger =
BepInEx.Logging.Logger.CreateLogSource(PluginInfo.PLUGIN_NAME);
private static long _oreEnergyConsume = 2000000;
private static long _oilEnergyConsume = 3600000;
private static long _waterEnergyConsume = 20000000;
private static int _waterSpeed = 100;
private static int _miningScale;
private static int _fuelIlsSlot = 3;
private static int _fuelPlsSlot = 2;
private static float _frame;
private static float _miningCostRateByTech;
private static float _miningSpeedScaleByTech;
private static float _miningFrames;
private static long _miningSpeedScaleLong;
private static bool _advancedMiningMachineUnlocked;
private static uint _miningCostBarrier;
private static uint _miningCostBarrierOil;
private static uint _seed = (uint)Random.Range(int.MinValue, int.MaxValue);
private static readonly Dictionary<int, VeinCacheData> PlanetVeinCacheData = new();
private static readonly Dictionary<int, (long, bool)> Fuels = new();
private bool _cfgEnabled = true;
private void Awake()
{
_cfgEnabled = Config.Bind("General", "Enabled", _cfgEnabled, "enable/disable this plugin").Value;
_oreEnergyConsume = Config.Bind("General", "EnergyConsumptionForOre", _oreEnergyConsume / 2000,
"Energy consumption for each ore vein group(in kW)").Value * 2000;
_oilEnergyConsume = Config.Bind("General", "EnergyConsumptionForOil", _oilEnergyConsume / 2000,
"Energy consumption for each oil seep(in kW)").Value * 2000;
_waterEnergyConsume = Config.Bind("General", "EnergyConsumptionForWater", _waterEnergyConsume / 2000,
"Energy consumption for water slot(in kW)").Value * 2000;
_waterSpeed = Config.Bind("General", "WaterMiningSpeed", _waterSpeed,
"Water mining speed (count per second)").Value;
_miningScale = Config.Bind("General", "MiningScale", _miningScale,
"0 for Auto(which means having researched makes mining scale 300, otherwise 100). Mining scale(in percents) for slots below half of slot limits, and the scale reduces to 100% smoothly till reach full. Please note that the power consumption increases by the square of the scale which is the same as Advanced Mining Machine")
.Value;
_fuelIlsSlot = Config.Bind("General", "ILSFuelSlot", _fuelIlsSlot + 1,
new ConfigDescription("Fuel slot for ILS, set to 0 to disable",
new AcceptableValueRange<int>(0, 5), Array.Empty<object>()))
.Value - 1;
_fuelPlsSlot = Config.Bind("General", "PLSFuelSlot", _fuelPlsSlot + 1,
new ConfigDescription("Fuel slot for PLS, set to 0 to disable",
new AcceptableValueRange<int>(0, 4), Array.Empty<object>()))
.Value - 1;
if (!_cfgEnabled) return;
Harmony.CreateAndPatchAll(typeof(LogisticMiner));
}
private static int SplitIncLevel(ref int n, ref int m, int p)
{
var level = m / n;
var left = m - level * n;
n -= p;
left -= n;
m -= left > 0 ? level * p + left : level * p;
return level;
}
private static void CheckRecipes()
{
_advancedMiningMachineUnlocked = GameMain.history.recipeUnlocked.Contains(119);
}
private static void UpdateMiningCostRate()
{
_miningCostRateByTech = GameMain.history.miningCostRate;
_miningCostBarrier = (uint)(int)Math.Ceiling(2147483646.0 * _miningCostRateByTech);
_miningCostBarrierOil =
(uint)(int)Math.Ceiling(2147483646.0 * _miningCostRateByTech * 0.401116669f /
DSPGame.GameDesc.resourceMultiplier);
}
private static void UpdateSpeedScale()
{
_miningSpeedScaleByTech = GameMain.history.miningSpeedScale;
_miningSpeedScaleLong = (long)(_miningSpeedScaleByTech * 100);
lock (PlanetVeinCacheData)
{
_miningFrames = 120f / _miningSpeedScaleByTech;
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(DSPGame), "StartGame", typeof(GameDesc))]
[HarmonyPatch(typeof(DSPGame), "StartGame", typeof(string))]
private static void OnGameStart()
{
Logger.LogInfo("Game Start");
PlanetVeinCacheData.Clear();
Fuels.Clear();
foreach (var data in LDB.items.dataArray)
{
if (data.HeatValue > 0)
{
Fuels.Add(data.ID, (data.HeatValue, data.Productive));
}
}
/* Thinking: storage max may affect mining scale?
_localStationMax = LDB.items.Select(2103).prefabDesc.stationMaxItemCount;
_remoteStationMax = LDB.items.Select(2104).prefabDesc.stationMaxItemCount;
*/
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameMain), "Start")]
private static void OnGameLoaded()
{
_frame = 0f;
UpdateMiningCostRate();
UpdateSpeedScale();
CheckRecipes();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), "UnlockTechFunction")]
private static void OnUnlockTech(int func)
{
switch (func)
{
case 20:
UpdateMiningCostRate();
break;
case 21:
UpdateSpeedScale();
break;
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameData), "GameTick")]
private static void FrameTick()
{
var main = GameMain.instance;
if (main.isMenuDemo)
{
return;
}
_frame++;
if (_frame <= 1000000f) return;
/* keep precision of floats by limiting them <= 1000000f */
_frame -= 1000000f;
foreach (var pair in PlanetVeinCacheData)
{
pair.Value.FrameNext -= 1000000f;
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(GameHistoryData), "UnlockRecipe")]
private static void OnUnlockRecipe(int recipeId)
{
if (recipeId == 119)
{
CheckRecipes();
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetFactory), "Init")]
[HarmonyPatch(typeof(PlanetFactory), "RecalculateVeinGroup")]
[HarmonyPatch(typeof(PlanetFactory), "RecalculateAllVeinGroups")]
private static void NeedRecalcVeins(PlanetFactory __instance)
{
RecalcVeins(__instance);
}
private static void RecalcVeins(PlanetFactory factory)
{
var planetId = factory.planetId;
lock (PlanetVeinCacheData)
{
/* remove planet veins from dict */
if (PlanetVeinCacheData.TryGetValue(planetId, out var vcd))
{
vcd.GenVeins(factory);
}
else
{
vcd = new VeinCacheData();
vcd.GenVeins(factory);
vcd.FrameNext = _frame + _miningFrames;
PlanetVeinCacheData.Add(planetId, vcd);
}
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(FactorySystem), "CheckBeforeGameTick")]
private static void FactorySystemLogisticMiner(FactorySystem __instance)
{
if (_miningSpeedScaleLong <= 0)
return;
var factory = __instance.factory;
var planetId = factory.planetId;
lock (PlanetVeinCacheData)
{
if (PlanetVeinCacheData.TryGetValue(planetId, out var vcd))
{
if (vcd.FrameNext > _frame)
return;
}
else
{
PlanetVeinCacheData[planetId] = new VeinCacheData
{
FrameNext = _frame + _miningFrames
};
return;
}
var planetTransport = __instance.planet.factory.transport;
var factoryProductionStat =
GameMain.statistics.production.factoryStatPool[__instance.factory.index];
var productRegister = factoryProductionStat?.productRegister;
PerformanceMonitor.BeginSample(ECpuWorkEntry.Miner);
do
{
for (var j = 1; j < planetTransport.stationCursor; j++)
{
var stationComponent = planetTransport.stationPool[j];
if (stationComponent == null) continue;
/* skip Orbital Collectors and Advanced Mining Machines */
if (stationComponent.isCollector || stationComponent.isVeinCollector) continue;
var storage = stationComponent.storage;
if (storage == null) continue;
var isCollecting = false;
for (var k = 0; k < stationComponent.storage.Length; k++)
{
ref var stationStore = ref storage[k];
if (stationStore.localLogic != ELogisticStorage.Demand ||
stationStore.max <= stationStore.count)
continue;
var isVein = vcd.HasVein(stationStore.itemId);
var isVeinOrWater = isVein || stationStore.itemId == __instance.planet.waterItemId;
if (!isVeinOrWater) continue;
int amount;
long energyConsume;
isCollecting = true;
var miningScale = _miningScale;
if (miningScale == 0)
{
miningScale = _advancedMiningMachineUnlocked ? 300 : 100;
}
if (miningScale > 100 && stationStore.count * 2 > stationStore.max)
{
miningScale = 100 +
((miningScale - 100) * (stationStore.max - stationStore.count) * 2 +
stationStore.max - 1) / stationStore.max;
}
if (isVein)
{
(amount, energyConsume) = vcd.Mine(factory, stationStore.itemId, miningScale,
_miningSpeedScaleLong,
stationComponent.energy);
if (amount < 0)
{
k = int.MaxValue - 1;
continue;
}
}
else
{
energyConsume = (_waterEnergyConsume * miningScale * miningScale + 9999L) / 100L /
_miningSpeedScaleLong;
if (stationComponent.energy < energyConsume)
{
k = int.MaxValue - 1;
continue;
}
amount = _waterSpeed * miningScale / 100;
}
if (amount <= 0) continue;
stationStore.count += amount;
if (factoryProductionStat != null)
productRegister[stationStore.itemId] += amount;
stationComponent.energy -= energyConsume;
}
if (!isCollecting || stationComponent.energy * 2 >= stationComponent.energyMax) continue;
var index = stationComponent.isStellar ? _fuelIlsSlot : _fuelPlsSlot;
if (index < 0 || index >= storage.Length)
continue;
var fuelCount = storage[index].count;
if (fuelCount == 0) continue;
if (!Fuels.TryGetValue(storage[index].itemId, out var val) || val.Item1 <= 0)
continue;
/* Sprayed fuels */
int pretendIncLevel;
if (val.Item2 && (pretendIncLevel = storage[index].inc / storage[index].count) > 0)
{
var count = (int)((stationComponent.energyMax - stationComponent.energy) * 1000L /
Cargo.incTable[pretendIncLevel] / 7L);
if (count > fuelCount)
count = fuelCount;
var incLevel = SplitIncLevel(ref storage[index].count, ref storage[index].inc, count);
if (incLevel > 10)
incLevel = 10;
stationComponent.energy += val.Item1 * count * (1000L + Cargo.incTable[incLevel]) / 1000L;
}
else
{
var count = (int)((stationComponent.energyMax - stationComponent.energy) / val.Item1);
if (count > fuelCount)
count = fuelCount;
SplitIncLevel(ref storage[index].count, ref storage[index].inc, count);
stationComponent.energy += val.Item1 * count;
}
}
vcd.FrameNext += _miningFrames;
} while (vcd.FrameNext <= _frame);
PerformanceMonitor.EndSample(ECpuWorkEntry.Miner);
}
}
private class VeinCacheData
{
public float FrameNext;
/* stores list of indices to veinData, with an extra INT which indicates cout of veinGroups at last */
private Dictionary<int, List<int>> _veins = new();
private int _mineIndex = -1;
public bool HasVein(int productId)
{
return _veins.ContainsKey(productId);
}
public void GenVeins(PlanetFactory factory)
{
_veins = new Dictionary<int, List<int>>();
var veinPool = factory.veinPool;
var vg = new Dictionary<int, HashSet<int>>();
for (var i = 0; i < veinPool.Length; i++)
{
if (veinPool[i].amount <= 0 || veinPool[i].type == EVeinType.None) continue;
var productId = veinPool[i].productId;
if (_veins.TryGetValue(productId, out var l))
{
l.Add(i);
}
else
{
_veins.Add(productId, [i]);
}
if (vg.TryGetValue(productId, out var hs))
{
hs.Add(veinPool[i].groupIndex);
}
else
{
vg.Add(productId, [veinPool[i].groupIndex]);
}
}
foreach (var pair in vg)
{
_veins[pair.Key].Add(pair.Value.Count);
}
}
public (int, long) Mine(PlanetFactory factory, int productId, int percent, long miningSpeedScale,
long energyMax)
{
if (!_veins.TryGetValue(productId, out var veins))
{
return (-1, -1L);
}
uint barrier;
int limit;
int count;
long energy;
var length = veins.Count - 1;
/* if is Oil */
if (productId == 1007)
{
energy = (_oilEnergyConsume * length * percent * percent + 9999L) / 100L / miningSpeedScale;
if (energy > energyMax)
return (-1, -1L);
float countf = 0f;
var veinsPool = factory.veinPool;
for (var i = 0; i < length; i++)
{
ref var vd = ref veinsPool[veins[i]];
countf += vd.amount * 4 * VeinData.oilSpeedMultiplier;
}
count = ((int)countf * percent + 99) / 100;
if (count == 0)
return (-1, -1L);
barrier = _miningCostBarrierOil;
limit = 2500;
}
else
{
count = (length * percent + 99) / 100;
if (count == 0)
return (-1, -1L);
energy = (_oreEnergyConsume * veins[length] * percent * percent + 9999L) / 100L / miningSpeedScale;
if (energy > energyMax)
return (-1, -1L);
barrier = _miningCostBarrier;
limit = 0;
}
var veinsData = factory.veinPool;
var total = 0;
for (; count > 0; count--)
{
_mineIndex = (_mineIndex + 1) % length;
var index = veins[_mineIndex];
ref var vd = ref veinsData[index];
int groupIndex;
if (vd.amount > 0)
{
total++;
if (vd.amount > limit)
{
var consume = true;
if (barrier < 2147483646u)
{
_seed = (uint)((int)((ulong)((_seed % 2147483646u + 1) * 48271L) % 2147483647uL) - 1);
consume = _seed < barrier;
}
if (consume)
{
vd.amount--;
groupIndex = vd.groupIndex;
factory.veinGroups[groupIndex].amount--;
if (vd.amount <= 0)
{
factory.veinGroups[groupIndex].count--;
factory.RemoveVeinWithComponents(index);
factory.RecalculateVeinGroup(groupIndex);
if (!_veins.TryGetValue(productId, out veins))
break;
length = veins.Count - 1;
}
}
}
continue;
}
groupIndex = vd.groupIndex;
factory.veinGroups[groupIndex].count--;
factory.RemoveVeinWithComponents(index);
factory.RecalculateVeinGroup(groupIndex);
if (!_veins.TryGetValue(productId, out veins))
break;
length = veins.Count - 1;
}
return (total, energy);
}
}
}

View File

@@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<AssemblyName>LogisticMiner</AssemblyName>
<BepInExPluginGuid>org.soardev.logisticminer</BepInExPluginGuid>
<Description>DSP MOD - LogisticMiner</Description>
<Version>0.1.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources>https://nuget.bepinex.dev/v3/index.json</RestoreAdditionalProjectSources>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" />
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
</Project>

View File

@@ -1,50 +0,0 @@
# LogisticMiner
#### Logistic Storages can mine all ores/water on current planet
#### 物流塔可以采集当前星球的全部矿产(以及水)
## Usage
* Inspired
by [PlanetMiner](https://dsp.thunderstore.io/package/blacksnipebiu/PlanetMiner)([github](https://github.com/blacksnipebiu/PlanetMiner))
But it is heavily optimized to resolve performance, accuracy and other issues in PlanetMiner.
* (Optimization to PlanetMiner) Only recalculate count of veins when vein chunks are changed (added/removed by foundations/Sandbox-Mode, or
exhausted), so this removes Dictionary allocation on each planet for every frame.
* (Optimization to PlanetMiner) More accurate frame counting by use float number.
* (Optimization to PlanetMiner) Does not increase power consumptions on `Veins Utilization` upgrades.
* (Optimization to PlanetMiner) Separate power consumptions for veins, oil seeps and water.
* (Optimization to PlanetMiner) Power consumptions are counted by groups of veins and count of oil seeps, which is more sensible.
* Can burn fuels in certain slot when energy below half of max.
* (Optimization to PlanetMiner) Sprayed fuels generates extra energy as normal.
* (Optimization to PlanetMiner) All used parameters are configurable:
* Logistic Miner has the same speed as normal Mining Machine for normal ores by default.
But you can set mining scale in configuration, which makes Logistic Miner working like Advance Mining Machines:
power
consumption increases by the square of the scale, and gradually decrease mining speed over half of the maximum
count.
This applies to all of veins, oils and water.
Mining scale can be set to 0(by default), which means it is automatically set by tech unlocks, set to 300 when you
reaches Advanced Mining Machine, otherwise 100.
* 100/s for water by default.
* Energy costs: 1MW/vein-group & 10MW/water-slot & 1.8MW/oil-seep(configurable)
* Fuels burning slot. Default: 4th for ILS, 3rd for PLS. Set to 0 to disable it.
## 使用说明
* 创意来自 [PlanetMiner](https://dsp.thunderstore.io/package/blacksnipebiu/PlanetMiner)([github](https://github.com/blacksnipebiu/PlanetMiner))
对性能重度优化并解决了PlanetMiner的精度等问题。
* (对PlanetMiner的优化) 仅当矿堆发生变化(填埋/恢复/采完)时重新计算矿堆数据,解决每行星每计算帧要重建字典的性能问题。
* (对PlanetMiner的优化) 用浮点数保证更精确的帧计算。
* (对PlanetMiner的优化) 升级`矿物利用`不会提升能耗。
* (对PlanetMiner的优化) 分开矿物,油井和水的采集能耗。
* (对PlanetMiner的优化) 采集能耗以矿物组,油井为单位,相对更加合理。
* 剩余电量少于一半时可以燃烧指定格子的燃料补充。
* (对PlanetMiner的优化) 喷涂了增产剂的燃料按照正常的计算方式提供更多的能量(除了原本就不增加能量输出的反物质燃料棒)。
* (对PlanetMiner的优化) 所有参数都可以在设置文件内配置:
* 物流塔矿机和普通矿机采矿速度一样(等同于同时采集所有对应矿物)。
你可以设置采矿倍率改变物流塔矿机采矿速度,和高级采矿机相同地,能耗和倍率的平方成正比,并且在存储矿物量多于一半时逐渐降低采矿倍率。
此倍率对各种矿物,油井和水的采集都生效。
倍率可以设置为0(默认)此时倍率会随科技解锁而变化默认是100%解锁高级采矿机后变为300%。
* 水的采集速度默认为100/s。
* 能耗:每矿物组 1MW单格水 10MW每油井 1.8MW。
* 燃料格位置。默认星际物流塔第4格行星内物流塔第3格。设为0则关闭燃料补充能量功能。

View File

@@ -1,9 +0,0 @@
{
"name": "LogisticMiner",
"version_number": "0.1.0",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/LogisticMiner",
"description": "Logistic Storages can mine all ores/water on current planet / 物流塔可以采集当前星球的全部矿产(以及水)",
"dependencies": [
"xiaoye97-BepInEx-5.4.17"
]
}

View File

@@ -0,0 +1,45 @@
<details>
<summary>Read me in English</summary>
## Changelog
* 1.1.4
* Fixed support for game version 0.10.29
* 1.1.3
* Support for game version 0.10.28.20759+
* Fixed a minor bug that `RemoveSpeedLimitForStage1` not working while `UseFixedSpeed` set to false and `SpeedMultiplier` set to 1
* 1.1.2
* `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` are moved to [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
* 1.1.1
* Fixed crash in `LargeAreaForTerraform` functions.
* 1.1.0
* Added `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` options (Check Usage for details).
</details>
<details>
<summary>中文读我</summary>
## 更新日志
* 1.1.4
* 修复了对游戏版本0.10.29的支持
* 1.1.3
* 支持游戏版本0.10.28.20759+
* 修复了当`UseFixedSpeed`设置为false且`SpeedMultiplier`设置为1时`RemoveSpeedLimitForStage1`无效的问题
* 1.1.2
* `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle``LargerAreaForTerraform` 移动到了 MOD [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 中
* 1.1.1
* 修复了 `LargeAreaForTerraform` 功能可能导致崩溃的问题。
* 1.1.0
* 添加了 `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle``LargerAreaForTerraform` 选项 (详情见使用说明)。
</details>

View File

@@ -1,26 +1,30 @@
# MechaDronesTweaks
#### Some tweaks for mecha drones(Successor to FastDrones MOD)
#### 机甲建设机调整(FastDrones MOD的后继者)
<details>
<summary>Read me in English</summary>
***Some tweaks for mecha drones(Successor to FastDrones MOD)***
## Updates
* 1.1.4
+ Fixed support for game version 0.10.29
* Fixed support for game version 0.10.29
* 1.1.3
+ Support for game version 0.10.28.20759+
+ Fixed a minor bug that `RemoveSpeedLimitForStage1` not working while `UseFixedSpeed` set to false and `SpeedMultiplier` set to 1
* Support for game version 0.10.28.20759+
* Fixed a minor bug that `RemoveSpeedLimitForStage1` not working while `UseFixedSpeed` set to false and `SpeedMultiplier` set to 1
* 1.1.2
+ `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` are moved to [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
* `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` are moved to [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist)
* 1.1.1
+ Fixed crash in `LargeAreaForTerraform` functions.
* Fixed crash in `LargeAreaForTerraform` functions.
* 1.1.0
+ Added `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` options (Check Usage for details).
* Added `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle` and `LargerAreaForTerraform` options (Check Usage for details).
## Usage
* Inspired by [FastDrones](https://dsp.thunderstore.io/package/dkoppstein/FastDrones/), but patching IL codes, consuming less CPU to reduce lags on massive builds especially blueprints' put.
* Does not affect current game-saves, which means:
* All values are patched in memory but written to game-saves so that you can play with normal mecha drone parameters while disabling this MOD.
@@ -37,24 +41,15 @@
* `EnergyMultiplier` [Default Value: 0.1]: Energy consumption multiplier for mecha drones.
* Note: This MOD will disable `FastDrones` if the MOD is installed, to avoid conflict in functions.
## 更新日志
* 1.1.4
+ 修复了对游戏版本0.10.29的支持
</details>
* 1.1.3
+ 支持游戏版本0.10.28.20759+
+ 修复了当`UseFixedSpeed`设置为false且`SpeedMultiplier`设置为1时`RemoveSpeedLimitForStage1`无效的问题
<details>
<summary>中文读我</summary>
* 1.1.2
+ `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle``LargerAreaForTerraform` 移动到了 MOD [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist) 中
* 1.1.1
+ 修复了 `LargeAreaForTerraform` 功能可能导致崩溃的问题。
* 1.1.0
+ 添加了 `RemoveBuildRangeLimit`, `LargerAreaForUpgradeAndDismantle``LargerAreaForTerraform` 选项 (详情见使用说明)。
***机甲建设机调整(FastDrones MOD的后继者)***
## 使用说明
* 功能参考 [FastDrones](https://dsp.thunderstore.io/package/dkoppstein/FastDrones/)但主要对IL代码进行Patch因此消耗更少的CPU尤其在大规模建造比如放置蓝图的时候可以大大减少卡顿。
* 不影响当前游戏存档:
* 所有修改参数都在内存中Patch不会写入存档禁用此MOD后可恢复正常建设机参数。
@@ -70,3 +65,5 @@
* `SpeedMultiplier` [默认值: 4]: 速度倍数。
* `EnergyMultiplier` [默认值: 0.1]: 能量消耗倍数。
* 说明: 如果安装了`FastDrones`本MOD会将其禁用避免功能冲突。
</details>

View File

@@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<AssemblyName>OCBatchBuild</AssemblyName>
<BepInExPluginGuid>org.soardev.ocbatchbuild</BepInExPluginGuid>
<Description>DSP MOD - OCBatchBuild</Description>
<Version>1.2.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources>https://nuget.bepinex.dev/v3/index.json</RestoreAdditionalProjectSources>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" />
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
</ItemGroup>
<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent" Condition="'$(Configuration)' == 'Release'">
<Exec Command="del /F /Q package\$(ProjectName)-$(Version).zip&#xA;powershell Compress-Archive -Force -DestinationPath 'package/$(ProjectName)-$(Version).zip' -Path '$(TargetPath)', package/icon.png, package/manifest.json, README.md" />
</Target>
</Project>

View File

@@ -1,129 +0,0 @@
using System;
using System.Collections.Generic;
using BepInEx;
using HarmonyLib;
namespace OCBatchBuild;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class OrbitalCollectorBatchBuild : BaseUnityPlugin
{
private new static readonly BepInEx.Logging.ManualLogSource Logger =
BepInEx.Logging.Logger.CreateLogSource(PluginInfo.PLUGIN_NAME);
private bool _cfgEnabled = true;
private static int _maxBuildCount;
private static bool _instantBuild;
private void Awake()
{
_cfgEnabled = Config.Bind("General", "Enabled", _cfgEnabled, "enable/disable this plugin").Value;
_maxBuildCount = Config.Bind("General", "MaxBuildCount", _maxBuildCount, "Maximum Orbital Collectors to build once, set to 0 to build as many as possible").Value;
_instantBuild = Config.Bind("General", "InstantBuild", _instantBuild, "Enable to make Orbital Collectors built instantly. This is thought to be game logic breaking.").Value;
Harmony.CreateAndPatchAll(typeof(OrbitalCollectorBatchBuild));
}
[HarmonyPostfix]
[HarmonyPatch(typeof(BuildTool_Click), "CreatePrebuilds")]
private static void CreatePrebuilds(BuildTool_Click __instance)
{
/* Check Gas Planet */
if (__instance.planet.type != EPlanetType.Gas) return;
if (__instance.buildPreviews.Count == 0) return;
var buildPreview = __instance.buildPreviews[0];
/* Check if is collector station */
if (!buildPreview.desc.isCollectStation) return;
var factory = __instance.factory;
var stationPool = factory.transport.stationPool;
var entityPool = factory.entityPool;
var stationCursor = factory.transport.stationCursor;
var pos = buildPreview.lpos;
var pos2 = buildPreview.lpos2;
var itemId = buildPreview.item.ID;
var countToBuild = _maxBuildCount - 1;
if (countToBuild == 0) return;
var prebuilds = new List<int> {-buildPreview.objId};
var player = __instance.player;
var firstPos = pos;
var cellCount = PlanetGrid.DetermineLongitudeSegmentCount(0, factory.planet.aux.mainGrid.segment) * 5;
var cellRad = Math.PI / cellCount;
var distRadCount = 0;
for (var i = 1; i <= cellCount; i++)
{
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos);
if ((firstPos - pos).sqrMagnitude < 14297f) continue;
distRadCount = i;
break;
}
if (distRadCount == 0) return;
pos = firstPos;
/* rotate for a minimal distance for next OC on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos2);
for (var i = distRadCount; i < cellCount && countToBuild != 0;)
{
/* Check for collision */
var collide = false;
for (var j = 1; j < stationCursor; j++)
{
if (stationPool[j] == null || stationPool[j].id != j) continue;
if ((entityPool[stationPool[j].entityId].pos - pos).sqrMagnitude >= 14297f) continue;
collide = true;
break;
}
if (collide)
{
/* rotate for a small cell on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos2);
i++;
continue;
}
if (player.inhandItemId == itemId && player.inhandItemCount > 0)
{
player.UseHandItems(1, out var _);
}
else
{
var count = 1;
player.package.TakeTailItems(ref itemId, ref count, out var _);
if (count == 0) break;
}
var rot = Maths.SphericalRotation(pos, 0f);
var rot2 = Maths.SphericalRotation(pos2, 0f);
var prebuild = default(PrebuildData);
prebuild.protoId = (short)buildPreview.item.ID;
prebuild.modelIndex = (short)buildPreview.desc.modelIndex;
prebuild.pos = pos;
prebuild.pos2 = pos2;
prebuild.rot = rot;
prebuild.rot2 = rot2;
prebuild.pickOffset = (short)buildPreview.inputOffset;
prebuild.insertOffset = (short)buildPreview.outputOffset;
prebuild.recipeId = buildPreview.recipeId;
prebuild.filterId = buildPreview.filterId;
prebuild.InitParametersArray(buildPreview.paramCount);
for (var j = 0; j < buildPreview.paramCount; j++)
{
prebuild.parameters[j] = buildPreview.parameters[j];
}
prebuilds.Add(factory.AddPrebuildDataWithComponents(prebuild));
countToBuild--;
/* rotate for minimal distance for next OC on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos2);
i += distRadCount;
}
if (!_instantBuild) return;
foreach (var id in prebuilds)
{
factory.BuildFinally(player, id);
}
}
}

View File

@@ -1,24 +0,0 @@
# OrbitalCollectorBatchBuild
#### Batch build Orbital Collectors
#### 轨道采集器快速批量建造
## Updates
### 1.2.0
* Support for mods that change default radius of Gas Planets, e.g. `GalacticScale`.
* Remove maximum build count limit in config.
### 1.1.0
* Add `InstantBuild` to config
## Usage
* Build any orbital collector on a Gas Giant to trigger building all placable orbital collectors.
* Can set maximum orbital collectors to build once in config.
* Note: Collectors are placed as prebuilt status, you still need to fly around the Gas Giant to complete building. This is designed not to break much game logic.
You can set `InstantBuild` to `true` in config to make them built instantly.
## 使用说明
* 在气态星球上建造任何一个轨道采集器触发所有可建造采集器的放置。
* 可以在设置文件中配置一次批量建造的最大轨道采集器数量。
* 提示:轨道采集器会处于待建造状态,你仍然需要绕行气态行星一圈以完成建造。这个机制是为了尽可能减少对原有游戏逻辑的破坏。
在配置文件里设置`InstantBuild``true`可以使采集器的建造立即完成。

Binary file not shown.

Before

Width:  |  Height:  |  Size: 53 KiB

View File

@@ -1,9 +0,0 @@
{
"name": "OrbitalCollectorBatchBuild",
"version_number": "1.2.0",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/OCBatchBuild",
"description": "Batch build Orbital Collectors / 轨道采集器快速批量建造",
"dependencies": [
"xiaoye97-BepInEx-5.4.17"
]
}

View File

@@ -1,12 +1,9 @@
# OverclockEverything
#### Boost nearly all structures
#### 加速几乎所有建筑功能
## Usage
***Boost nearly all structures***
* Boost power generation, assembling speed, belt and sorter speed.
## 使用说明
***加速几乎所有建筑功能***
* 加快发电,制造,传送带和分拣器速度。

View File

@@ -1,67 +1,62 @@
## DSP Mods by Soar Qin
# DSP Mods by Soar Qin
# [CheatEnabler](CheatEnabler)
## [CheatEnabler](CheatEnabler)
Add various cheat functions while disabling abnormal determinants
Add various cheat functions while disabling abnormal determinants
添加一些作弊功能,同时屏蔽异常检测
# [CompressSave](CompressSave)
## [CompressSave](CompressSave)
Moved [here](https://github.com/soarqin/DSP_Mods_TO/tree/master/CompressSave)
Moved [to another repo](https://github.com/soarqin/DSP_Mods_TO/tree/master/CompressSave)
# [LogisticMiner](LogisticMiner)
## [LogisticHub](LogisticHub)
Logistic Storages can mine all ores/water on current planet
物流塔可以采集当前星球的全部矿产(以及水)
Cheat functions for Logistic Storages, make them mine resources on the planet and exchange items from certain buildings
物流塔作弊功能,使其可以在星球上采矿并与特定建筑物交换物品
# [HideTips](HideTips)
## [HideTips](HideTips)
Hide/Disable various tutorial tips/messages
Hide/Disable various tutorial tips/messages
隐藏/屏蔽各种引导提示/消息
# [Dustbin](Dustbin)
## [Dustbin](Dustbin)
Can turn Storages and Tanks into Dustbin(Destroy incoming items)
Can turn Storages and Tanks into Dustbin(Destroy incoming items)
储物仓和储液罐可以转变为垃圾桶(销毁送进的物品)
# [OverclockEverything](OverclockEverything)
## [OverclockEverything](OverclockEverything)
Boost nearly all structures
加速几乎所有建筑功能
# [OrbitalCollectorBatchBuild](OCBatchBuild)
## [UniverseGenTweaks](UniverseGenTweaks)
Batch build Orbital Collectors
轨道采集器快速批量建造
# [UniverseGenTweaks](UniverseGenTweaks)
Universe Generator Tweak
Universe Generator Tweak
宇宙生成参数调节
# [MechaDronesTweaks](MechaDronesTweaks)
## [MechaDronesTweaks](MechaDronesTweaks)
Some tweaks for mecha drones and build functions(Successor to FastDrones MOD)
Some tweaks for mecha drones and build functions(Successor to FastDrones MOD)
机甲建设机和建设功能调整(FastDrones MOD的后继者)
# [LabOpt](LabOpt)
## [LabOpt](LabOpt)
Performance optimizations for Matrix Labs
Performance optimizations for Matrix Labs
Marked as obsoleted temporarily, needs more investigation about LabComponent's mechanism
优化研究站性能
暂时标识为过期需要更多关于LabComponent机制的研究
# [PoolOpt](PoolOpt)
## [PoolOpt](PoolOpt)
Optimize memory pools on loading gamesaves
Optimize memory pools on loading gamesaves
加载游戏存档时优化内存池的使用
# [UserCloak](UserCloak)
## [UserCloak](UserCloak)
Cloak(Fake) user account info
Cloak(Fake) user account info
隐匿(伪装)用户账号信息
# [UXAssist](UXAssist)
## [UXAssist](UXAssist)
Some functions and patches for better user experience
一些提升用户体验的功能和补丁
Some functions and patches for better user experience
一些提升用户体验的功能和补丁

File diff suppressed because it is too large Load Diff

View File

@@ -3,7 +3,7 @@ using HarmonyLib;
namespace UXAssist.Common;
public class GameLogic: PatchImpl<GameLogic>
public class GameLogic : PatchImpl<GameLogic>
{
public static Action OnDataLoaded;
public static Action OnGameBegin;

View File

@@ -122,14 +122,14 @@ public static class I18N
_initialized = true;
Apply();
}
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadLanguage))]
private static void Localization_LoadLanguage_Postfix(int index)
{
if (!_initialized) return;
ApplyLanguage(index);
}
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.NotifyLanguageChange))]
private static void Localization_NotifyLanguageChange_Postfix()
{

View File

@@ -36,13 +36,13 @@ public static class Util
tex.LoadImage(fileData);
return tex;
}
public static Sprite LoadSprite(string path)
{
var tex = LoadTexture(path);
return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
}
public static Texture2D LoadEmbeddedTexture(string path, Assembly assembly = null)
{
var fileData = LoadEmbeddedResource(path, assembly);
@@ -50,12 +50,12 @@ public static class Util
tex.LoadImage(fileData);
return tex;
}
public static Sprite LoadEmbeddedSprite(string path, Assembly assembly = null)
{
var tex = LoadEmbeddedTexture(path, assembly);
return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
}
public static string PluginFolder(Assembly assembly = null) => Path.GetDirectoryName((assembly == null ? Assembly.GetCallingAssembly() : assembly).Location);
}

View File

@@ -127,13 +127,10 @@ public static class WinApi
[DllImport("user32", ExactSpelling = true)]
public static extern bool MoveWindow(IntPtr hWnd, int x, int y, int nWidth, int nHeight, bool bRepaint);
[DllImport("user32", ExactSpelling = true)]
public static extern IntPtr MonitorFromRect([In] ref Rect lpRect, uint dwFlags);
[DllImport("kernel32", ExactSpelling = true, SetLastError = true)]
public static extern bool GetProcessAffinityMask(IntPtr hProcess, out ulong lpProcessAffinityMask, out ulong lpSystemAffinityMask);
[DllImport("kernel32", ExactSpelling = true, SetLastError = true)]
public static extern IntPtr GetCurrentProcess();
@@ -143,9 +140,6 @@ public static class WinApi
[DllImport("kernel32", ExactSpelling = true)]
public static extern IntPtr GetConsoleWindow();
[DllImport("kernel32", ExactSpelling = true, SetLastError = true)]
public static extern bool SetProcessAffinityMask(IntPtr hProcess, ulong dwProcessAffinityMask);
// GetPriorityClass and SetPriorityClass
[DllImport("kernel32", ExactSpelling = true, SetLastError = true)]
public static extern int GetPriorityClass(IntPtr hProcess);
@@ -160,126 +154,4 @@ public static class WinApi
public static extern IntPtr CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint uMsg, IntPtr wParam, IntPtr lParam);
#endregion
#region GetLogicalProcessorInformationEx
[Flags]
private enum LOGICAL_PROCESSOR_RELATIONSHIP
{
RelationProcessorCore,
RelationNumaNode,
RelationCache,
RelationProcessorPackage,
RelationGroup,
RelationAll = 0xffff
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
private struct GROUP_AFFINITY
{
public nuint Mask;
public ushort Group;
public ushort Reserved0;
public ushort Reserved1;
public ushort Reserved3;
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
private struct PROCESSOR_RELATIONSHIP
{
public byte Flags;
public byte EfficiencyClass;
public ushort Reserved0;
public uint Reserved1;
public uint Reserved2;
public uint Reserved3;
public uint Reserved4;
public ushort Reserved5;
public ushort GroupCount;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 1)]
public GROUP_AFFINITY[] GroupMask;
}
[StructLayout(LayoutKind.Sequential)]
private struct SYSTEM_LOGICAL_PROCESSOR_INFORMATION_EX
{
public LOGICAL_PROCESSOR_RELATIONSHIP Relationship;
public uint Size;
public PROCESSOR_RELATIONSHIP Processor;
}
[DllImport("kernel32", SetLastError = true)]
private static extern bool GetLogicalProcessorInformationEx(
LOGICAL_PROCESSOR_RELATIONSHIP relationshipType,
IntPtr buffer,
ref uint returnLength
);
public struct LogicalProcessorDetails
{
public int CoreCount;
public int ThreadCount;
public int PerformanceCoreCount;
public int EfficiencyCoreCount;
public ulong PerformanceCoreMask;
public ulong EfficiencyCoreMask;
public bool HybridArchitecture => PerformanceCoreCount > 0 && EfficiencyCoreCount > 0;
}
public static LogicalProcessorDetails GetLogicalProcessorDetails()
{
uint returnLength = 0;
GetLogicalProcessorInformationEx(LOGICAL_PROCESSOR_RELATIONSHIP.RelationProcessorCore, IntPtr.Zero, ref returnLength);
var result = new LogicalProcessorDetails();
if (Marshal.GetLastWin32Error() != ERROR_INSUFFICIENT_BUFFER) return result;
var ptr = Marshal.AllocHGlobal((int)returnLength);
try
{
if (!GetLogicalProcessorInformationEx(LOGICAL_PROCESSOR_RELATIONSHIP.RelationProcessorCore, ptr, ref returnLength))
return result;
uint offset = 0;
var item = ptr;
while (offset < returnLength)
{
var buffer = (SYSTEM_LOGICAL_PROCESSOR_INFORMATION_EX)Marshal.PtrToStructure(item, typeof(SYSTEM_LOGICAL_PROCESSOR_INFORMATION_EX));
offset += buffer.Size;
item += (int)buffer.Size;
if (buffer.Relationship != LOGICAL_PROCESSOR_RELATIONSHIP.RelationProcessorCore) continue;
result.CoreCount++;
var mask = buffer.Processor.GroupMask[0].Mask;
var tcount = CountBitsSet(mask);
result.ThreadCount += tcount;
if (buffer.Processor.EfficiencyClass > 0)
{
result.PerformanceCoreCount++;
result.PerformanceCoreMask |= mask;
}
else
{
result.EfficiencyCoreCount++;
result.EfficiencyCoreMask |= mask;
}
}
}
finally
{
Marshal.FreeHGlobal(ptr);
}
return result;
int CountBitsSet(ulong mask)
{
var count = 0;
while (mask != 0)
{
mask &= mask - 1;
count++;
}
return count;
}
}
#endregion
}

View File

@@ -13,7 +13,8 @@ public static class FactoryFunctions
// Clear entity connection
var factory = cargoTraffic.factory;
factory.ReadObjectConn(belt.entityId, 0, out var isOutput, out var otherObjId, out var otherSlot);
if (isOutput && factory.entityPool[otherObjId].beltId == belt.outputId) {
if (isOutput && factory.entityPool[otherObjId].beltId == belt.outputId)
{
factory.ClearObjectConnDirect(belt.entityId, 0);
factory.ClearObjectConnDirect(otherObjId, otherSlot);
}
@@ -194,7 +195,7 @@ public static class FactoryFunctions
bpBuildings.Add(new BPBuildingData { building = building, itemType = itemType, offset = offset });
}
}
var beltsWithInput = bpBelts.Select(pair => pair.Value.building.outputObj).ToHashSet();
HashSet<BlueprintBuilding> beltsWithInput = [.. bpBelts.Select(pair => pair.Value.building.outputObj)];
var beltHeads = bpBelts.Where(pair => !beltsWithInput.Contains(pair.Value.building)).ToDictionary(pair => pair.Key, pair => pair.Value);
// Sort belt buildings
List<BlueprintBuilding> sortedBpBelts = [];

View File

@@ -124,7 +124,7 @@ public static class PlanetFunctions
var combatStatId = enemyData.combatStatId;
planet.factory.skillSystem.OnRemovingSkillTarget(combatStatId, planet.factory.skillSystem.combatStats.buffer[combatStatId].originAstroId, ETargetType.CombatStat);
planet.factory.skillSystem.combatStats.Remove(combatStatId);
planet.factory.KillEnemyFinally(player, i, ref CombatStat.empty);
planet.factory.KillEnemyFinally(i, ref CombatStat.empty);
}
planet.factory.enemySystem.Free();
UIRoot.instance.uiGame.dfAssaultTip.ClearAllSpots();
@@ -173,7 +173,8 @@ public static class PlanetFunctions
{
ref var warning = ref warningPool[i];
if (warning.id != i) continue;
switch (warning.factoryId) {
switch (warning.factoryId)
{
case -4:
if (warning.astroId == planetId)
warningSystem.RemoveWarningData(i);

View File

@@ -288,7 +288,7 @@ public static class TechFunctions
{
UnlockTechImmediately(techProto, toLevel, withPrerequisites);
}
history.VarifyTechQueue();
history.VerifyTechQueue();
if (history.currentTech != history.techQueue[0])
{
history.currentTech = history.techQueue[0];

View File

@@ -6,7 +6,7 @@ using System.Linq;
using System.Collections.Generic;
using UXAssist.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Functions;
@@ -322,7 +322,7 @@ public static class UIFunctions
}
I18N.OnInitialized += UpdateI18N;
GameLogic.OnDataLoaded += () =>
GameLogicProc.OnDataLoaded += () =>
{
VeinProto veinProto;
ItemProto itemProto;
@@ -348,7 +348,7 @@ public static class UIFunctions
UpdateI18N();
};
GameLogic.OnGameBegin += () =>
GameLogicProc.OnGameBegin += () =>
{
if (DSPGame.IsMenuDemo) return;
@@ -429,7 +429,7 @@ public static class UIFunctions
OnPlanetScanEnded();
}
};
GameLogic.OnGameEnd += () =>
GameLogicProc.OnGameEnd += () =>
{
_starOrderNames = null;
ShowStarName = null;
@@ -679,18 +679,18 @@ public static class UIFunctions
switch (_cornerComboBoxIndex)
{
case 1:
starUI.nameText.text = String.Format("{0}-{1:0.00}", _starOrderNames[star.index], GetStarDist(star));
starUI.nameText.text = String.Format("{0:00}-{1}-{2:0.00}", star.index + 1, _starOrderNames[star.index], GetStarDist(star));
break;
case 2:
{
var (nongas, total) = GetStarPlanetCount(star);
starUI.nameText.text = String.Format("{0}-{1}-{2}", _starOrderNames[star.index], nongas, total);
starUI.nameText.text = String.Format("{0:00}-{1}-{2}-{3}", star.index + 1, _starOrderNames[star.index], nongas, total);
break;
}
case 3:
{
var (nongas, total) = GetStarPlanetCount(star);
starUI.nameText.text = String.Format("{0}-{1:0.00}-{2}-{3}", _starOrderNames[star.index], GetStarDist(star), nongas, total);
starUI.nameText.text = String.Format("{0:00}-{1}-{2:0.00}-{3}-{4}", star.index + 1, _starOrderNames[star.index], GetStarDist(star), nongas, total);
break;
}
default:

View File

@@ -16,10 +16,7 @@ public static class WindowFunctions
private static IntPtr _oldWndProc = IntPtr.Zero;
private static IntPtr _gameWindowHandle = IntPtr.Zero;
public static WinApi.LogicalProcessorDetails ProcessorDetails { get; private set; }
public static ConfigEntry<int> ProcessPriority;
public static ConfigEntry<int> ProcessAffinity;
private static readonly int[] ProrityFlags =
[
@@ -34,12 +31,6 @@ public static class WindowFunctions
{
if (_initialized) return;
_initialized = true;
I18N.Add("Cores: {0}\nThreads: {1}", "Cores: {0}\nThreads: {1}", "核心数: {0}\n线程数: {1}");
I18N.Add("\nP-Cores: {0}\nE-Cores: {1}", "\nP-Cores: {0}\nE-Cores: {1}", "\n性能核心: {0}\n能效核心: {1}");
I18N.Add("\nPriority: {0}", "\nProcess priority: {0}", "\n进程优先级: {0}");
I18N.Add("\nEnabled CPUs: ", "\nEnabled CPUs: ", "\n使用的CPU: ");
I18N.Add("Unknown", "Unknown", "未知");
ProcessorDetails = WinApi.GetLogicalProcessorDetails();
SetWindowTitle();
}
@@ -54,37 +45,6 @@ public static class WindowFunctions
ProcessPriority.SettingChanged += (_, _) => WinApi.SetPriorityClass(WinApi.GetCurrentProcess(), ProrityFlags[ProcessPriority.Value]);
WinApi.SetPriorityClass(WinApi.GetCurrentProcess(), ProrityFlags[ProcessPriority.Value]);
ProcessAffinity.SettingChanged += (_, _) => UpdateAffinity();
UpdateAffinity();
return;
static void UpdateAffinity()
{
var process = WinApi.GetCurrentProcess();
if (!WinApi.GetProcessAffinityMask(process, out _, out var systemMask))
{
systemMask = ulong.MaxValue;
}
switch (ProcessAffinity.Value)
{
case 0:
WinApi.SetProcessAffinityMask(process, systemMask);
break;
case 1:
WinApi.SetProcessAffinityMask(process, systemMask & ((1UL << (ProcessorDetails.ThreadCount / 2)) - 1UL));
break;
case 2:
WinApi.SetProcessAffinityMask(process, systemMask & (ProcessorDetails.ThreadCount > 16 ? 0xFFUL : 1UL));
break;
case 3:
WinApi.SetProcessAffinityMask(process, systemMask & ProcessorDetails.PerformanceCoreMask);
break;
case 4:
WinApi.SetProcessAffinityMask(process, systemMask & ProcessorDetails.EfficiencyCoreMask);
break;
}
}
}
private static IntPtr GameWndProc(IntPtr hWnd, uint uMsg, IntPtr wParam, IntPtr lParam)
@@ -118,50 +78,6 @@ public static class WindowFunctions
};
}
public static void ShowCPUInfo()
{
var details = ProcessorDetails;
var msg = string.Format("Cores: {0}\nThreads: {1}".Translate(), details.CoreCount, details.ThreadCount);
var hybrid = details.HybridArchitecture;
if (hybrid)
{
msg += string.Format("\nP-Cores: {0}\nE-Cores: {1}".Translate(), details.PerformanceCoreCount, details.EfficiencyCoreCount);
}
var handle = WinApi.GetCurrentProcess();
var prio = GetPriorityName(WinApi.GetPriorityClass(handle));
msg += string.Format("\nPriority: {0}".Translate(), prio);
var aff = 0UL;
if (WinApi.GetProcessAffinityMask(handle, out var processMask, out var systemMask))
aff = processMask & systemMask;
msg += "\nEnabled CPUs: ".Translate();
var first = true;
for (var i = 0; aff != 0UL; i++)
{
if ((aff & 1UL) != 0)
{
if (first)
first = false;
else
msg += ",";
msg += i;
if (hybrid)
{
if ((details.PerformanceCoreMask & (1UL << i)) != 0)
msg += "(P)";
else if ((details.EfficiencyCoreMask & (1UL << i)) != 0)
msg += "(E)";
}
}
aff >>= 1;
}
UIMessageBox.Show("CPU Info".Translate(), msg, "确定".Translate(), -1);
}
public static void SetWindowTitle()
{
// Get profile name from command line arguments, and set window title accordingly

View File

@@ -0,0 +1,23 @@
using HarmonyLib;
namespace UXAssist.ModsCompat;
class PlanetVeinUtilization
{
public const string PlanetVeinUtilizationGuid = "testpostpleaseignore.dsp.planet_vein_utilization";
public static bool Run(Harmony harmony)
{
if (!BepInEx.Bootstrap.Chainloader.PluginInfos.TryGetValue(PlanetVeinUtilizationGuid, out var pluginInfo)) return false;
var assembly = pluginInfo.Instance.GetType().Assembly;
var classType = assembly.GetType("PlanetVeinUtilization.PlanetVeinUtilization");
harmony.Patch(AccessTools.Method(classType, "Awake"),
new HarmonyMethod(typeof(PlanetVeinUtilization).GetMethod("PatchPlanetVeinUtilizationAwake")));
return true;
}
public static bool PatchPlanetVeinUtilizationAwake()
{
return false;
}
}

View File

@@ -5,11 +5,11 @@ using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches;
public class DysonSpherePatch: PatchImpl<DysonSpherePatch>
public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
{
public static ConfigEntry<bool> StopEjectOnNodeCompleteEnabled;
public static ConfigEntry<bool> OnlyConstructNodesEnabled;
@@ -261,7 +261,7 @@ public class DysonSpherePatch: PatchImpl<DysonSpherePatch>
return matcher.InstructionEnumeration();
}
private class StopEjectOnNodeComplete: PatchImpl<StopEjectOnNodeComplete>
private class StopEjectOnNodeComplete : PatchImpl<StopEjectOnNodeComplete>
{
private static HashSet<int>[] _nodeForAbsorb;
private static bool _initialized;
@@ -269,14 +269,14 @@ public class DysonSpherePatch: PatchImpl<DysonSpherePatch>
protected override void OnEnable()
{
InitNodeForAbsorb();
GameLogic.OnGameBegin += GameMain_Begin_Postfix;
GameLogic.OnGameEnd += GameMain_End_Postfix;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix;
GameLogicProc.OnGameEnd += GameMain_End_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnGameEnd -= GameMain_End_Postfix;
GameLogic.OnGameBegin -= GameMain_Begin_Postfix;
GameLogicProc.OnGameEnd -= GameMain_End_Postfix;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix;
_initialized = false;
_nodeForAbsorb = null;
}
@@ -492,7 +492,7 @@ public class DysonSpherePatch: PatchImpl<DysonSpherePatch>
}
[PatchSetCallbackFlag(PatchCallbackFlag.CallOnDisableAfterUnpatch)]
private class OnlyConstructNodes: PatchImpl<OnlyConstructNodes>
private class OnlyConstructNodes : PatchImpl<OnlyConstructNodes>
{
protected override void OnEnable()
{

View File

@@ -10,7 +10,7 @@ using HarmonyLib;
using UnityEngine;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches;
@@ -276,12 +276,12 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
protected override void OnEnable()
{
GameLogic.OnGameEnd += GameMain_End_Postfix;
GameLogicProc.OnGameEnd += GameMain_End_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnGameEnd -= GameMain_End_Postfix;
GameLogicProc.OnGameEnd -= GameMain_End_Postfix;
if (_sunlight)
{
_sunlight.transform.localEulerAngles = new Vector3(0f, 180f);
@@ -359,7 +359,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(StarSimulator), "LateUpdate")]
[HarmonyPatch(typeof(StarSimulator), nameof(StarSimulator.LateUpdate))]
private static IEnumerable<CodeInstruction> StarSimulator_LateUpdate_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
@@ -385,7 +385,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlanetSimulator), "LateUpdate")]
[HarmonyPatch(typeof(PlanetSimulator), nameof(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));
@@ -431,12 +431,12 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
{
var matcher = new CodeMatcher(instructions, generator);
/* search for:
* ldloc.s V_8 (8)
* ldfld class PrefabDesc BuildPreview::desc
* ldfld bool PrefabDesc::isInserter
* brtrue 2358 (1C12) ldloc.s V_8 (8)
* ldloca.s V_10 (10)
* call instance float32 [UnityEngine.CoreModule]UnityEngine.Vector3::get_magnitude()
* ldloc.s V_8 (8)
* ldfld class PrefabDesc BuildPreview::desc
* ldfld bool PrefabDesc::isInserter
* brtrue 2358 (1C12) ldloc.s V_8 (8)
* ldloca.s V_10 (10)
* call instance float32 [UnityEngine.CoreModule]UnityEngine.Vector3::get_magnitude()
*/
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldloc_S),
@@ -446,20 +446,16 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
new CodeMatch(OpCodes.Ldloca_S),
new CodeMatch(OpCodes.Call, AccessTools.PropertyGetter(typeof(Vector3), nameof(Vector3.magnitude)))
);
var ldlocOpr = matcher.InstructionAt(0).operand;
var jumpPos = matcher.InstructionAt(3).operand;
/* Insert after btrue:
* Ldloc.s V_8 (8)
/* Change to:
* Ldloc.s V_8 (8)
* ldfld class PrefabDesc BuildPreview::desc
* ldfld bool PrefabDesc::isPowerGen
* brtrue 2358 (1C12) ldloc.s V_8 (8)
* ldfld bool PrefabDesc::isEjector
* brfalse 2358 (1C12) ldloc.s V_8 (8)
*/
matcher.Advance(4).InsertAndAdvance(
new CodeInstruction(OpCodes.Ldloc_S, ldlocOpr),
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(BuildPreview), nameof(BuildPreview.desc))),
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(PrefabDesc), nameof(PrefabDesc.isPowerGen))),
new CodeInstruction(OpCodes.Brtrue_S, jumpPos)
);
matcher.Advance(2);
matcher.Operand = AccessTools.Field(typeof(PrefabDesc), nameof(PrefabDesc.isEjector));
matcher.Advance(1);
matcher.Opcode = OpCodes.Brfalse;
return matcher.InstructionEnumeration();
}
@@ -1154,7 +1150,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
var pos = veinPool[veinId].pos;
factory.RemoveVeinWithComponents(veinId);
factory.RecalculateVeinGroup(groupIndex);
factory.NotifyVeinExhausted(venType, pos);
factory.NotifyVeinExhausted(venType, groupIndex, pos);
veinCount = __instance.veinCount;
}
else
@@ -1255,7 +1251,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
factory.veinAnimPool[veinId].time = amount >= 25000 ? 0f : 1f - amount * VeinData.oilSpeedMultiplier;
if (amount <= 2500)
{
factory.NotifyVeinExhausted((int)veinPool[veinId].type, veinPool[veinId].pos);
factory.NotifyVeinExhausted((int)veinPool[veinId].type, groupIndex, veinPool[veinId].pos);
}
}
}
@@ -1405,20 +1401,20 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
{
private static readonly List<bool> OldDragBuild = [];
private static readonly List<Vector2> OldDragBuildDist = [];
private static readonly int[] PowerPoleIds = [2201, 2202, 2212];
private static readonly int[] PowerPoleIds = [2202, 2212];
protected override void OnEnable()
{
GameLogic.OnGameBegin += GameMain_Begin_Postfix;
GameLogic.OnGameEnd += GameMain_End_Postfix;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix;
GameLogicProc.OnGameEnd += GameMain_End_Postfix;
FixProto();
}
protected override void OnDisable()
{
UnfixProto();
GameLogic.OnGameEnd -= GameMain_End_Postfix;
GameLogic.OnGameBegin -= GameMain_Begin_Postfix;
GameLogicProc.OnGameEnd -= GameMain_End_Postfix;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix;
}
public static void AlternatelyChanged()
@@ -1439,13 +1435,13 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
OldDragBuildDist.Clear();
foreach (var id in PowerPoleIds)
{
var powerPole = LDB.items.Select(id);
if (powerPole?.prefabDesc == null) return;
OldDragBuild.Add(powerPole.prefabDesc.dragBuild);
OldDragBuildDist.Add(powerPole.prefabDesc.dragBuildDist);
powerPole.prefabDesc.dragBuild = true;
var distance = (id == 2201 && DragBuildPowerPolesAlternatelyEnabled.Value ? LDB.items.Select(2202) : powerPole).prefabDesc.powerConnectDistance - 0.72f;
powerPole.prefabDesc.dragBuildDist = new Vector2(distance, distance);
var prefabDesc = LDB.items.Select(id)?.prefabDesc;
if (prefabDesc == null) return;
OldDragBuild.Add(prefabDesc.dragBuild);
OldDragBuildDist.Add(prefabDesc.dragBuildDist);
prefabDesc.dragBuild = true;
var distance = prefabDesc.powerConnectDistance - 0.72f;
prefabDesc.dragBuildDist = new Vector2(distance, distance);
}
}
@@ -1513,13 +1509,13 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
return finalCount;
}
private static int PlanetAuxDataSnapDotsNonAllocNotAligned(PlanetAuxData aux, Vector3 begin, Vector3 end, Vector2 interval, float yaw, float gap, Vector3[] snaps)
private static int PlanetAuxDataSnapDotsNonAllocNotAligned(PlanetAuxData aux, Vector3 begin, Vector3 end, Vector2 interval, float height, float yaw, float gap, Vector3[] snaps)
{
var num = 0;
var magnitude = begin.magnitude;
if (aux.activeGrid != null)
{
num = PlanetGridSnapDotsNonAllocNotAligned(aux.activeGrid, begin, end, interval, yaw, aux.planet.realRadius, gap, snaps);
num = PlanetGridSnapDotsNonAllocNotAligned(aux.activeGrid, begin, end, interval, yaw, aux.planet.realRadius + height, gap, snaps);
for (var i = 0; i < num; i++)
{
snaps[i] *= magnitude;
@@ -1564,17 +1560,28 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
new CodeMatch(OpCodes.Ldarg_0),
new CodeMatch(OpCodes.Ldfld, AccessTools.Field(typeof(BuildTool_Click), nameof(BuildTool_Click.handPrefabDesc))),
new CodeMatch(OpCodes.Stfld, AccessTools.Field(typeof(BuildPreview), nameof(BuildPreview.desc)))
).Advance(2).InsertAndAdvance(new CodeInstruction(OpCodes.Ldloc_S, 6)).SetInstructionAndAdvance(Transpilers.EmitDelegate((BuildTool_Click click, int i) =>
);
var pos = matcher.Pos;
matcher.MatchBack(false,
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(OpCodes.Mul),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(OpCodes.Add)
);
var operand = matcher.Operand;
matcher.Start().Advance(pos);
matcher.Advance(2).InsertAndAdvance(new CodeInstruction(OpCodes.Ldloc_S, operand)).SetInstructionAndAdvance(Transpilers.EmitDelegate((BuildTool_Click click, int i) =>
{
if (!DragBuildPowerPolesAlternatelyEnabled.Value || (i & 1) == 0) return click.handItem;
var id = click.handItem.ID;
if (id != 2201 && id != 2202) return click.handItem;
if (id != 2202) return click.handItem;
return LDB.items.Select(id ^ 3);
})).Advance(3).InsertAndAdvance(new CodeInstruction(OpCodes.Ldloc_S, 6)).SetInstructionAndAdvance(Transpilers.EmitDelegate((BuildTool_Click click, int i) =>
})).Advance(3).InsertAndAdvance(new CodeInstruction(OpCodes.Ldloc_S, operand)).SetInstructionAndAdvance(Transpilers.EmitDelegate((BuildTool_Click click, int i) =>
{
if (!DragBuildPowerPolesAlternatelyEnabled.Value || (i & 1) == 0) return click.handPrefabDesc;
var id = click.handItem.ID;
if (id != 2201 && id != 2202) return click.handPrefabDesc;
if (id != 2202) return click.handPrefabDesc;
return LDB.items.Select(id ^ 3).prefabDesc;
}));
return matcher.InstructionEnumeration();
@@ -1774,14 +1781,14 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
protected override void OnEnable()
{
AddBeltSignalProtos();
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogic.OnGameBegin += GameMain_Begin_Postfix;
GameLogicProc.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnGameBegin += GameMain_Begin_Postfix;
}
protected override void OnDisable()
{
GameLogic.OnGameBegin -= GameMain_Begin_Postfix;
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnGameBegin -= GameMain_Begin_Postfix;
GameLogicProc.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix()
@@ -1837,91 +1844,82 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
}
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(GameData), "GameTick")]
public static IEnumerable<CodeInstruction> GameData_GameTick_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
[HarmonyPostfix]
[HarmonyPatch(typeof(GameLogic), nameof(GameLogic.OnFactoryFrameBegin))]
public static void GameLogic_OnFactoryFrameBegin_Postfix()
{
var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), nameof(PerformanceMonitor.EndSample)))
).Advance(1).Insert(
Transpilers.EmitDelegate(() =>
var factories = GameMain.data?.factories;
if (factories == null) return;
var factoriesCount = factories.Length;
var propertySystem = DSPGame.propertySystem;
List<int> factoriesToRemove = null;
foreach (var factoryIndex in SignalBeltFactoryIndices)
{
if (factoryIndex >= factoriesCount)
{
var factories = GameMain.data?.factories;
if (factories == null) return;
var factoriesCount = factories.Length;
var propertySystem = DSPGame.propertySystem;
List<int> factoriesToRemove = null;
foreach (var factoryIndex in SignalBeltFactoryIndices)
if (factoriesToRemove == null)
factoriesToRemove = [factoryIndex];
else
factoriesToRemove.Add(factoryIndex);
continue;
}
var signalBelts = GetSignalBelts(factoryIndex);
if (signalBelts == null) continue;
var factory = factories[factoryIndex];
if (factory == null) continue;
var cargoTraffic = factory.cargoTraffic;
var beltCount = cargoTraffic.beltCursor;
List<int> beltsToRemove = null;
foreach (var kvp in signalBelts)
{
if (kvp.Key >= beltCount)
{
if (factoryIndex >= factoriesCount)
{
if (factoriesToRemove == null)
factoriesToRemove = [factoryIndex];
else
factoriesToRemove.Add(factoryIndex);
continue;
}
var signalBelts = GetSignalBelts(factoryIndex);
if (signalBelts == null) continue;
var factory = factories[factoryIndex];
if (factory == null) continue;
var cargoTraffic = factory.cargoTraffic;
var beltCount = cargoTraffic.beltCursor;
List<int> beltsToRemove = null;
foreach (var kvp in signalBelts)
{
if (kvp.Key >= beltCount)
{
if (beltsToRemove == null)
beltsToRemove = [kvp.Key];
else
beltsToRemove.Add(kvp.Key);
continue;
}
ref var belt = ref cargoTraffic.beltPool[kvp.Key];
var cargoPath = cargoTraffic.GetCargoPath(belt.segPathId);
var itemIdx = kvp.Value;
if (cargoPath == null) continue;
var itemId = DarkFogItemIds[itemIdx];
var consume = (byte)Math.Min(DarkFogItemsInVoid[itemIdx], 4);
if (consume < 4)
{
var metaverse = propertySystem.GetItemAvaliableProperty(_clusterSeedKey, 6006);
if (metaverse > 0)
{
if (metaverse > 10)
metaverse = 10;
propertySystem.AddItemConsumption(_clusterSeedKey, 6006, metaverse);
var mainPlayer = GameMain.mainPlayer;
GameMain.history.AddPropertyItemConsumption(6006, metaverse, true);
var count = DarkFogItemExchangeRate[itemIdx] * metaverse;
DarkFogItemsInVoid[itemIdx] += count;
consume = (byte)Math.Min(DarkFogItemsInVoid[itemIdx], 4);
mainPlayer.mecha.AddProductionStat(itemId, count, mainPlayer.nearestFactory);
}
}
if (consume > 0 && cargoPath.TryInsertItem(belt.segIndex + belt.segPivotOffset, itemId, consume, 0))
DarkFogItemsInVoid[itemIdx] -= consume;
}
if (beltsToRemove == null) continue;
foreach (var beltId in beltsToRemove)
signalBelts.Remove(beltId);
if (signalBelts.Count > 0) continue;
if (factoriesToRemove == null)
factoriesToRemove = [factoryIndex];
if (beltsToRemove == null)
beltsToRemove = [kvp.Key];
else
factoriesToRemove.Add(factoryIndex);
beltsToRemove.Add(kvp.Key);
continue;
}
if (factoriesToRemove == null) return;
foreach (var factoryIndex in factoriesToRemove)
ref var belt = ref cargoTraffic.beltPool[kvp.Key];
var cargoPath = cargoTraffic.GetCargoPath(belt.segPathId);
var itemIdx = kvp.Value;
if (cargoPath == null) continue;
var itemId = DarkFogItemIds[itemIdx];
var consume = (byte)Math.Min(DarkFogItemsInVoid[itemIdx], 4);
if (consume < 4)
{
RemovePlanetSignalBelts(factoryIndex);
var metaverse = propertySystem.GetItemAvaliableProperty(_clusterSeedKey, 6006);
if (metaverse > 0)
{
if (metaverse > 10)
metaverse = 10;
propertySystem.AddItemConsumption(_clusterSeedKey, 6006, metaverse);
var mainPlayer = GameMain.mainPlayer;
GameMain.history.AddPropertyItemConsumption(6006, metaverse, true);
var count = DarkFogItemExchangeRate[itemIdx] * metaverse;
DarkFogItemsInVoid[itemIdx] += count;
consume = (byte)Math.Min(DarkFogItemsInVoid[itemIdx], 4);
mainPlayer.mecha.AddProductionStat(itemId, count, mainPlayer.nearestFactory);
}
}
})
);
return matcher.InstructionEnumeration();
if (consume > 0 && cargoPath.TryInsertItem(belt.segIndex + belt.segPivotOffset, itemId, consume, 0))
DarkFogItemsInVoid[itemIdx] -= consume;
}
if (beltsToRemove == null) continue;
foreach (var beltId in beltsToRemove)
signalBelts.Remove(beltId);
if (signalBelts.Count > 0) continue;
if (factoriesToRemove == null)
factoriesToRemove = [factoryIndex];
else
factoriesToRemove.Add(factoryIndex);
}
if (factoriesToRemove == null) return;
foreach (var factoryIndex in factoriesToRemove)
{
RemovePlanetSignalBelts(factoryIndex);
}
}
}

View File

@@ -19,8 +19,6 @@ public class GamePatch : PatchImpl<GamePatch>
public static ConfigEntry<bool> EnableWindowResizeEnabled;
public static ConfigEntry<bool> LoadLastWindowRectEnabled;
public static ConfigEntry<int> MouseCursorScaleUpMultiplier;
// public static ConfigEntry<bool> AutoSaveOptEnabled;
public static ConfigEntry<bool> ConvertSavesFromPeaceEnabled;
public static ConfigEntry<Vector4> LastWindowRect;
@@ -80,17 +78,13 @@ public class GamePatch : PatchImpl<GamePatch>
I18N.Add("Logical frame rate: {0}x", "[UXA] Logical frame rate: {0}x", "[UXA] 逻辑帧速率: {0}x");
EnableWindowResizeEnabled.SettingChanged += (_, _) => EnableWindowResize.Enable(EnableWindowResizeEnabled.Value);
LoadLastWindowRectEnabled.SettingChanged += (_, _) => {
LoadLastWindowRectEnabled.SettingChanged += (_, _) =>
{
if (LoadLastWindowRectEnabled.Value)
{
FixLastWindowRect();
}
};
MouseCursorScaleUpMultiplier.SettingChanged += (_, _) =>
{
MouseCursorScaleUp.NeedReloadCursors = true;
MouseCursorScaleUp.Enable(MouseCursorScaleUpMultiplier.Value > 1);
};
// AutoSaveOptEnabled.SettingChanged += (_, _) => AutoSaveOpt.Enable(AutoSaveOptEnabled.Value);
ConvertSavesFromPeaceEnabled.SettingChanged += (_, _) => ConvertSavesFromPeace.Enable(ConvertSavesFromPeaceEnabled.Value);
ProfileBasedSaveFolderEnabled.SettingChanged += (_, _) => RefreshSavePath();
@@ -122,8 +116,6 @@ public class GamePatch : PatchImpl<GamePatch>
}
}
EnableWindowResize.Enable(EnableWindowResizeEnabled.Value);
MouseCursorScaleUp.NeedReloadCursors = false;
MouseCursorScaleUp.Enable(MouseCursorScaleUpMultiplier.Value > 1);
// AutoSaveOpt.Enable(AutoSaveOptEnabled.Value);
ConvertSavesFromPeace.Enable(ConvertSavesFromPeaceEnabled.Value);
Enable(true);
@@ -135,8 +127,6 @@ public class GamePatch : PatchImpl<GamePatch>
{
Enable(false);
EnableWindowResize.Enable(false);
MouseCursorScaleUp.NeedReloadCursors = false;
MouseCursorScaleUp.Enable(false);
// AutoSaveOpt.Enable(false);
ConvertSavesFromPeace.Enable(false);
}
@@ -159,7 +149,7 @@ public class GamePatch : PatchImpl<GamePatch>
[HarmonyPostfix]
[HarmonyPriority(Priority.First)]
[HarmonyPatch(typeof(GameConfig), "gameSaveFolder", MethodType.Getter)]
[HarmonyPatch(typeof(GameConfig), nameof(GameConfig.gameSaveFolder), MethodType.Getter)]
public static void GameConfig_gameSaveFolder_Postfix(ref string __result)
{
if (!ProfileBasedSaveFolderEnabled.Value || string.IsNullOrEmpty(WindowFunctions.ProfileName)) return;
@@ -230,7 +220,7 @@ public class GamePatch : PatchImpl<GamePatch>
}
[HarmonyPrefix]
[HarmonyPatch(typeof(Screen), nameof(Screen.SetResolution), typeof(int), typeof(int), typeof(FullScreenMode), typeof(int))]
[HarmonyPatch(typeof(Screen), nameof(Screen.SetResolution), typeof(int), typeof(int), typeof(FullScreenMode), typeof(RefreshRate))]
private static void Screen_SetResolution_Prefix(ref int width, ref int height, FullScreenMode fullscreenMode, ref Vector2Int __state)
{
if (fullscreenMode is FullScreenMode.ExclusiveFullScreen or FullScreenMode.FullScreenWindow or FullScreenMode.MaximizedWindow) return;
@@ -257,7 +247,7 @@ public class GamePatch : PatchImpl<GamePatch>
}
[HarmonyPostfix]
[HarmonyPatch(typeof(Screen), nameof(Screen.SetResolution), typeof(int), typeof(int), typeof(FullScreenMode), typeof(int))]
[HarmonyPatch(typeof(Screen), nameof(Screen.SetResolution), typeof(int), typeof(int), typeof(FullScreenMode), typeof(RefreshRate))]
private static void Screen_SetResolution_Postfix(FullScreenMode fullscreenMode, Vector2Int __state)
{
if (fullscreenMode is FullScreenMode.ExclusiveFullScreen or FullScreenMode.FullScreenWindow or FullScreenMode.MaximizedWindow) return;
@@ -281,36 +271,6 @@ public class GamePatch : PatchImpl<GamePatch>
ThreadingHelper.Instance.StartCoroutine(SetWindowPositionCoroutine(wnd, x, y));
}
private static GameOption _gameOption;
[HarmonyPostfix]
[HarmonyPatch(typeof(UIOptionWindow), nameof(UIOptionWindow._OnOpen))]
private static void UIOptionWindow__OnOpen_Postfix()
{
_gameOption = DSPGame.globalOption;
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(GameOption), nameof(GameOption.Apply))]
private static IEnumerable<CodeInstruction> UIOptionWindow_ApplyOptions_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
var label1 = generator.DefineLabel();
matcher.MatchForward(false,
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(Screen), nameof(Screen.SetResolution), [typeof(int), typeof(int), typeof(bool), typeof(int)]))
).Advance(1).Labels.Add(label1);
matcher.Start().Insert(
Transpilers.EmitDelegate(() =>
_gameOption.fullscreen == DSPGame.globalOption.fullscreen &&
_gameOption.resolution.width == DSPGame.globalOption.resolution.width &&
_gameOption.resolution.height == DSPGame.globalOption.resolution.height &&
_gameOption.resolution.refreshRate == DSPGame.globalOption.resolution.refreshRate
),
new CodeInstruction(OpCodes.Brtrue, label1)
);
return matcher.InstructionEnumeration();
}
private class EnableWindowResize : PatchImpl<EnableWindowResize>
{
private static bool _enabled;
@@ -600,131 +560,4 @@ public class GamePatch : PatchImpl<GamePatch>
return false;
}
}
[PatchSetCallbackFlag(PatchCallbackFlag.CallOnDisableAfterUnpatch)]
private class MouseCursorScaleUp : PatchImpl<MouseCursorScaleUp>
{
public static bool NeedReloadCursors;
protected override void OnEnable()
{
if (!NeedReloadCursors) return;
if (!UICursor.loaded) return;
UICursor.loaded = false;
UICursor.LoadCursors();
}
protected override void OnDisable()
{
if (!NeedReloadCursors) return;
if (!UICursor.loaded) return;
UICursor.loaded = false;
UICursor.LoadCursors();
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(UICursor), nameof(UICursor.LoadCursors))]
private static IEnumerable<CodeInstruction> UICursor_LoadCursors_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
/*
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldc_I4_S),
new CodeMatch(OpCodes.Newarr)
);
var startPos = matcher.Pos;
matcher.Advance(2).MatchForward(false,
new CodeMatch(OpCodes.Stsfld, AccessTools.Field(typeof(UICursor), nameof(UICursor.cursorTexs)))
);
var endPos = matcher.Pos + 1;
matcher.Start().Advance(startPos).RemoveInstructions(endPos - startPos);
matcher.InsertAndAdvance(
Transpilers.EmitDelegate(() =>
{
var pluginfolder = Util.PluginFolder;
UICursor.cursorTexs =
[
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-transfer.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-target-in.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-target-out.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-target-a.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-target-b.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-ban.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-delete.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-reform.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-dyson-node-create.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-painter.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-eyedropper.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-eraser.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-upgrade.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-downgrade.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-blank.png"),
Util.LoadTexture($"{pluginfolder}/assets/cursor/cursor-remove.png")
];
})
);
*/
matcher.MatchForward(false,
new CodeMatch(OpCodes.Stsfld, AccessTools.Field(typeof(UICursor), nameof(UICursor.cursorHots))),
new CodeMatch(OpCodes.Ldc_I4_1),
new CodeMatch(OpCodes.Stsfld, AccessTools.Field(typeof(UICursor), nameof(UICursor.loaded)))
).Advance(1).InsertAndAdvance(
Transpilers.EmitDelegate(() =>
{
var multiplier = MouseCursorScaleUpMultiplier.Value;
for (var i = 0; i < UICursor.cursorTexs.Length; i++)
{
var cursor = UICursor.cursorTexs[i];
if (cursor == null) continue;
var newWidth = 32 * multiplier;
var newHeight = 32 * multiplier;
if (cursor.width == newWidth && cursor.height == newHeight) continue;
UICursor.cursorTexs[i] = ResizeTexture2D(cursor, newWidth, newHeight);
}
if (multiplier <= 1) return;
for (var i = UICursor.cursorHots.Length - 1; i >= 0; i--)
{
UICursor.cursorHots[i] = new Vector2(UICursor.cursorHots[i].x * multiplier, UICursor.cursorHots[i].y * multiplier);
}
})
).MatchForward(false,
new CodeMatch(OpCodes.Ldc_I4_0),
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(Cursor), nameof(Cursor.SetCursor), [typeof(Texture2D), typeof(Vector2), typeof(CursorMode)]))
).SetInstruction(new CodeInstruction(OpCodes.Ldc_I4_1));
return matcher.InstructionEnumeration();
Texture2D ResizeTexture2D(Texture2D texture2D, int targetWidth, int targetHeight)
{
var oldActive = RenderTexture.active;
var rt = new RenderTexture(targetWidth, targetHeight, 32)
{
antiAliasing = 8
};
RenderTexture.active = rt;
Graphics.Blit(texture2D, rt);
rt.ResolveAntiAliasedSurface();
var result = new Texture2D(targetWidth, targetHeight, texture2D.format, false);
result.ReadPixels(new Rect(0, 0, targetWidth, targetHeight), 0, 0);
result.filterMode = FilterMode.Trilinear;
result.Apply();
RenderTexture.active = oldActive;
rt.Release();
return result;
}
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(UICursor), nameof(UICursor.cursorIndexApply), MethodType.Setter)]
private static IEnumerable<CodeInstruction> UICursor_set_cursorIndexApply_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
matcher.Start().MatchForward(false,
new CodeMatch(OpCodes.Ldc_I4_0),
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(Cursor), nameof(Cursor.SetCursor), [typeof(Texture2D), typeof(Vector2), typeof(CursorMode)]))
).SetInstruction(new CodeInstruction(OpCodes.Ldc_I4_1));
return matcher.InstructionEnumeration();
}
}
}

View File

@@ -9,8 +9,8 @@ using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using Object = UnityEngine.Object;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches;
@@ -74,14 +74,14 @@ public static class LogisticsPatch
RealtimeLogisticsInfoPanel.Enable(RealtimeLogisticsInfoPanelEnabled.Value);
RealtimeLogisticsInfoPanel.EnableBars(RealtimeLogisticsInfoPanelBarsEnabled.Value);
GameLogic.OnGameBegin += RealtimeLogisticsInfoPanel.OnGameBegin;
GameLogic.OnDataLoaded += RealtimeLogisticsInfoPanel.OnDataLoaded;
GameLogicProc.OnGameBegin += RealtimeLogisticsInfoPanel.OnGameBegin;
GameLogicProc.OnDataLoaded += RealtimeLogisticsInfoPanel.OnDataLoaded;
}
public static void Uninit()
{
GameLogic.OnDataLoaded -= RealtimeLogisticsInfoPanel.OnDataLoaded;
GameLogic.OnGameBegin -= RealtimeLogisticsInfoPanel.OnGameBegin;
GameLogicProc.OnDataLoaded -= RealtimeLogisticsInfoPanel.OnDataLoaded;
GameLogicProc.OnGameBegin -= RealtimeLogisticsInfoPanel.OnGameBegin;
AutoConfigLogistics.Enable(false);
AutoConfigLogisticsSetDefaultRemoteLogicToStorage.Enable(false);
@@ -298,7 +298,8 @@ public static class LogisticsPatch
new CodeMatch(OpCodes.Ldc_I4_1),
new CodeMatch(OpCodes.Call, AccessTools.PropertyGetter(typeof(GameMain), nameof(GameMain.mainPlayer)))
);
if (matcher.IsValid) {
if (matcher.IsValid)
{
matcher.RemoveInstructions(7).InsertAndAdvance(
new CodeInstruction(OpCodes.Ldc_I4_0)
);
@@ -718,6 +719,7 @@ public static class LogisticsPatch
{
private static StationTip[] _stationTips = new StationTip[16];
private static readonly StationTip[] StationTipsRecycle = new StationTip[128];
private static readonly Sprite[] StateSprite = [null, null, null];
private static int _stationTipsRecycleCount;
private static GameObject _stationTipsRoot;
private static GameObject _tipPrefab;
@@ -726,7 +728,7 @@ public static class LogisticsPatch
private static readonly Color OrderInColor = new(108f / 255, 187f / 255, 214f / 255);
private static readonly Color OrderOutColor = new(255f / 255, 161f / 255, 109.5f / 255);
private static PlanetData _lastPlanet;
private static int _lastPlanetId;
private static int _localStorageMax = 5000;
private static int _remoteStorageMax = 10000;
@@ -768,12 +770,19 @@ public static class LogisticsPatch
if (_stationTipsRoot == null) return;
if (!on)
{
RecycleStationTips();
_lastPlanetId = 0;
_stationTipsRoot.SetActive(false);
return;
}
if (DSPGame.IsMenuDemo || !GameMain.isRunning) return;
_lastPlanet = GameMain.localPlanet;
_stationTipsRoot.SetActive(on && _lastPlanet != null);
if (DSPGame.IsMenuDemo || !GameMain.isRunning)
{
_lastPlanetId = 0;
_stationTipsRoot.SetActive(false);
return;
}
_lastPlanetId = GameMain.data?.localPlanet?.id ?? 0;
_stationTipsRoot.SetActive(_lastPlanetId != 0);
}
public static void EnableBars(bool on)
@@ -787,7 +796,9 @@ public static class LogisticsPatch
public static void OnGameBegin()
{
_lastPlanet = null;
RecycleStationTips();
_lastPlanetId = 0;
_stationTipsRoot?.SetActive(false);
}
public static void OnDataLoaded()
@@ -841,7 +852,7 @@ public static class LogisticsPatch
var sliderBgPrefab = GameObject.Find("UI Root/Overlay Canvas/In Game/Windows/Station Window/storage-box-0/slider-bg");
_tipPrefab = Object.Instantiate(GameObject.Find("UI Root/Overlay Canvas/In Game/Scene UIs/Vein Marks/vein-tip-prefab"), _stationTipsRoot.transform);
_tipPrefab = Object.Instantiate(GameObject.Find("UI Root/Overlay Canvas/In Game/Scene UIs/Vein Marks/vein-tips/vein-tip-prefab"), _stationTipsRoot.transform);
_tipPrefab.name = "tipPrefab";
Object.Destroy(_tipPrefab.GetComponent<UIVeinDetailNode>());
var image = _tipPrefab.GetComponent<Image>();
@@ -992,6 +1003,11 @@ public static class LogisticsPatch
tipIconPrefab.gameObject.SetActive(false);
_tipPrefab.SetActive(false);
_stationTipsRoot.SetActive(false);
StateSprite[0] = Util.LoadEmbeddedSprite("assets/icon/keep.png");
StateSprite[1] = Util.LoadEmbeddedSprite("assets/icon/out.png");
StateSprite[2] = Util.LoadEmbeddedSprite("assets/icon/in.png");
}
private static void RecycleStationTips()
@@ -1011,9 +1027,27 @@ public static class LogisticsPatch
}
}
Array.Resize(ref _stationTips, 16);
Array.Clear(_stationTips, 0, _stationTips.Length);
}
private static void RecycleStationTip(int index)
{
var stationTip = _stationTips[index];
if (!stationTip) return;
if (_stationTipsRecycleCount < 128)
{
stationTip.ResetStationTip();
stationTip.gameObject.SetActive(false);
StationTipsRecycle[_stationTipsRecycleCount++] = stationTip;
}
else
{
Object.Destroy(stationTip);
}
_stationTips[index] = null;
}
private static StationTip AllocateStationTip()
{
if (_stationTipsRecycleCount > 0)
@@ -1032,21 +1066,31 @@ public static class LogisticsPatch
public static void StationInfoPanelsUpdate()
{
if (DSPGame.IsMenuDemo || !GameMain.isRunning) return;
var localPlanet = GameMain.localPlanet;
if (localPlanet == null)
var localPlanet = GameMain.data?.localPlanet;
if (localPlanet == null || !localPlanet.factoryLoaded)
{
_stationTipsRoot.SetActive(false);
if (_lastPlanetId == 0) return;
RecycleStationTips();
_lastPlanetId = 0;
return;
}
if (_lastPlanetId != localPlanet.id)
{
RecycleStationTips();
_lastPlanetId = localPlanet.id;
}
var factory = localPlanet.factory;
var transport = factory?.transport;
if (transport is not { stationCursor: > 1 } || (UIGame.viewMode != EViewMode.Normal && UIGame.viewMode != EViewMode.Globe))
{
if (_lastPlanet == null) return;
_lastPlanet = null;
_stationTipsRoot.SetActive(false);
return;
}
if (_lastPlanet != localPlanet)
{
RecycleStationTips();
_lastPlanet = localPlanet;
}
_stationTipsRoot.SetActive(true);
if (UpdateStorageMax())
{
foreach (var tip in _stationTips)
@@ -1055,26 +1099,14 @@ public static class LogisticsPatch
}
}
var factory = localPlanet.factory;
var transport = factory?.transport;
if (transport is not { stationCursor: > 1 } || (UIGame.viewMode != EViewMode.Normal && UIGame.viewMode != EViewMode.Globe))
{
if (_stationTipsRoot.activeSelf)
{
_stationTipsRoot.SetActive(false);
}
return;
}
_stationTipsRoot.SetActive(true);
var localPosition = GameCamera.main.transform.localPosition;
var forward = GameCamera.main.transform.forward;
var realRadius = localPlanet.realRadius;
var stationCount = transport.stationCursor;
if (stationCount >= _stationTips.Length)
if (stationCount > _stationTips.Length)
{
var newSize = stationCount;
var newSize = stationCount - 1;
newSize |= newSize >> 1;
newSize |= newSize >> 2;
newSize |= newSize >> 4;
@@ -1087,21 +1119,24 @@ public static class LogisticsPatch
for (var i = stationCount - 1; i > 0; i--)
{
var stationComponent = transport.stationPool[i];
var storageArray = stationComponent?.storage;
if (stationComponent == null || i != stationComponent.id)
{
RecycleStationTip(i);
continue;
}
var storageArray = stationComponent.storage;
if (storageArray == null)
{
_stationTips[i]?.gameObject.SetActive(false);
RecycleStationTip(i);
continue;
}
#if DEBUG
if (i != stationComponent.id)
var stationTip = _stationTips[i];
if (!stationTip)
{
UXAssist.Logger.LogWarning($"Station index mismatch: {i} != {stationComponent.id}");
_stationTips[i]?.gameObject.SetActive(false);
continue;
stationTip = AllocateStationTip();
_stationTips[i] = stationTip;
}
#endif
var position = factory.entityPool[stationComponent.entityId].pos.normalized;
var radius = realRadius;
@@ -1134,17 +1169,10 @@ public static class LogisticsPatch
|| Phys.RayCastSphere(localPosition, vec / magnitude, magnitude, Vector3.zero, realRadius, out _)
|| storageArray.Select(x => x.itemId).All(x => x == 0))
{
_stationTips[i]?.gameObject.SetActive(false);
stationTip.gameObject.SetActive(false);
continue;
}
var stationTip = _stationTips[i];
if (!stationTip)
{
stationTip = AllocateStationTip();
_stationTips[i] = stationTip;
}
stationTip.gameObject.SetActive(true);
var localScaleMultiple = magnitude switch
@@ -1164,7 +1192,6 @@ public static class LogisticsPatch
}
}
public class StationTip : MonoBehaviour
{
[FormerlySerializedAs("RectTransform")]
@@ -1208,13 +1235,6 @@ public static class LogisticsPatch
public ELogisticStorage RemoteState;
}
private static readonly Sprite[] StateSprite =
[
Util.LoadEmbeddedSprite("assets/icon/keep.png"),
Util.LoadEmbeddedSprite("assets/icon/out.png"),
Util.LoadEmbeddedSprite("assets/icon/in.png")
];
private enum EStationTipLayout
{
None,
@@ -1391,6 +1411,7 @@ public static class LogisticsPatch
var itemCount = storage.count;
var itemLimit = _layout == EStationTipLayout.InterstellarLogistics ? _remoteStorageMaxTotal : _localStorageMaxTotal;
var barPositionChanged = false;
if (storageState.ItemCount != itemCount)
{
storageState.ItemCount = itemCount;
@@ -1410,8 +1431,13 @@ public static class LogisticsPatch
);
_sliderCurrent[i].gameObject.SetActive(true);
}
barPositionChanged = true;
}
}
else
{
if (itemCount > itemLimit) itemCount = itemLimit;
}
if (barEnabled)
{
@@ -1419,6 +1445,10 @@ public static class LogisticsPatch
if (storageState.ItemOrdered != itemOrdered)
{
storageState.ItemOrdered = itemOrdered;
barPositionChanged = true;
}
if (barPositionChanged)
{
switch (itemOrdered)
{
case > 0:
@@ -1433,7 +1463,6 @@ public static class LogisticsPatch
_pixelPerItem * itemOrdered + 0.49f,
StorageSliderHeight
);
_sliderOrdered[i].gameObject.SetActive(true);
break;
case < 0:
if (itemOrdered + itemCount < 0) itemOrdered = -itemCount;
@@ -1458,6 +1487,7 @@ public static class LogisticsPatch
{
storageState.ItemMax = itemMax;
_sliderBg[i].gameObject.SetActive(itemMax > 0);
if (itemMax > itemLimit) itemMax = itemLimit;
((RectTransform)_sliderMax[i].transform).sizeDelta = new Vector2(
_pixelPerItem * itemMax,
StorageSliderHeight

View File

@@ -1,7 +1,4 @@
using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Linq;
using System.Collections.Generic;
using System.Reflection.Emit;
using HarmonyLib;
using UnityEngine;
@@ -41,29 +38,6 @@ public class PersistPatch : PatchImpl<PersistPatch>
return matcher.InstructionEnumeration();
}
// Patch to fix the issue that warning popup on VeinUtil upgraded to level 8000+
[HarmonyTranspiler]
[HarmonyPatch(typeof(ABN_VeinsUtil), nameof(ABN_VeinsUtil.CheckValue))]
private static IEnumerable<CodeInstruction> ABN_VeinsUtil_CheckValue_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldelem_R8),
new CodeMatch(OpCodes.Conv_R4),
new CodeMatch(OpCodes.Add),
new CodeMatch(OpCodes.Stloc_1)
);
// loc1 = Mathf.Round(n * 1000f) / 1000f;
matcher.Advance(3).Insert(
new CodeInstruction(OpCodes.Ldc_R4, 1000f),
new CodeInstruction(OpCodes.Mul),
new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(Mathf), nameof(Mathf.Round))),
new CodeInstruction(OpCodes.Ldc_R4, 1000f),
new CodeInstruction(OpCodes.Div)
);
return matcher.InstructionEnumeration();
}
// Bring popup tip window to top layer
[HarmonyTranspiler]
[HarmonyPatch(typeof(UIButton), nameof(UIButton.LateUpdate))]

View File

@@ -24,7 +24,7 @@ public static class PlanetPatch
PlayerActionsInGlobeView.Enable(false);
}
public class PlayerActionsInGlobeView: PatchImpl<PlayerActionsInGlobeView>
public class PlayerActionsInGlobeView : PatchImpl<PlayerActionsInGlobeView>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(VFInput), nameof(VFInput.UpdateGameStates))]
@@ -48,7 +48,7 @@ public static class PlanetPatch
});
return matcher.InstructionEnumeration();
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(PlayerController), nameof(PlayerController.GetInput))]
private static IEnumerable<CodeInstruction> PlayerController_GetInput_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)

View File

@@ -5,7 +5,7 @@ using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches;
@@ -46,11 +46,11 @@ public static class TechPatch
if (enable)
{
TryPatchProto(true);
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
else
{
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
TryPatchProto(false);
}
}
@@ -189,11 +189,11 @@ public static class TechPatch
{
if (DSPGame.GameDesc != null)
TryPatchProto(DSPGame.GameDesc.isPeaceMode);
GameLogic.OnGameBegin += OnGameBegin;
GameLogicProc.OnGameBegin += OnGameBegin;
}
else
{
GameLogic.OnGameBegin -= OnGameBegin;
GameLogicProc.OnGameBegin -= OnGameBegin;
TryPatchProto(false);
}
}
@@ -287,7 +287,7 @@ public static class TechPatch
}
}
private class BatchBuyoutTech: PatchImpl<BatchBuyoutTech>
private class BatchBuyoutTech : PatchImpl<BatchBuyoutTech>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.UpdateInfoDynamic))]

View File

@@ -1,15 +1,331 @@
namespace UXAssist.Patches;
using Common;
using System.Linq;
using HarmonyLib;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BepInEx.Configuration;
using Common;
using GameLogicProc = Common.GameLogic;
[PatchGuid(PluginInfo.PLUGIN_GUID)]
public class UIPatch: PatchImpl<UIPatch>
public class UIPatch : PatchImpl<UIPatch>
{
public static ConfigEntry<bool> PlanetVeinUtilizationEnabled;
public static void Init()
{
PlanetVeinUtilizationEnabled.SettingChanged += (_, _) => PlanetVeinUtilization.Enable(PlanetVeinUtilizationEnabled.Value);
}
public static void Start()
{
GameLogicProc.OnGameBegin += PlanetVeinUtilization.OnGameBegin;
Enable(true);
Functions.UIFunctions.InitMenuButtons();
PlanetVeinUtilization.Enable(PlanetVeinUtilizationEnabled.Value);
}
public static void Uninit()
{
PlanetVeinUtilization.Enable(false);
Enable(false);
GameLogicProc.OnGameBegin -= PlanetVeinUtilization.OnGameBegin;
}
private class PlanetVeinUtilization : PatchImpl<PlanetVeinUtilization>
{
private static VeinTypeInfo[] planetVeinCount = null;
private static VeinTypeInfo[] starVeinCount = null;
private static readonly Dictionary<int, bool> tmpGroups = [];
public static void OnGameBegin()
{
if (planetVeinCount != null)
{
foreach (VeinTypeInfo vti in planetVeinCount)
{
if (vti.textCtrl != null)
{
Object.Destroy(vti.textCtrl.gameObject);
}
}
planetVeinCount = null;
}
if (starVeinCount != null)
{
foreach (VeinTypeInfo vti in starVeinCount)
{
if (vti.textCtrl != null)
{
Object.Destroy(vti.textCtrl.gameObject);
}
}
starVeinCount = null;
}
var maxVeinId = LDB.veins.dataArray.Max(vein => vein.ID);
planetVeinCount = new VeinTypeInfo[maxVeinId + 1];
starVeinCount = new VeinTypeInfo[maxVeinId + 1];
InitializeVeinCountArray(planetVeinCount);
InitializeVeinCountArray(starVeinCount);
}
protected override void OnEnable()
{
if (planetVeinCount != null)
{
foreach (VeinTypeInfo vti in planetVeinCount)
{
vti.Reset();
vti.textCtrl?.gameObject.SetActive(true);
}
UIPlanetDetail_RefreshDynamicProperties_Postfix(UIRoot.instance.uiGame.planetDetail);
}
if (starVeinCount != null)
{
foreach (VeinTypeInfo vti in starVeinCount)
{
vti.Reset();
vti.textCtrl?.gameObject.SetActive(true);
}
UIStarDetail_RefreshDynamicProperties_Postfix(UIRoot.instance.uiGame.starDetail);
}
}
private static Vector2 GetAdjustedSizeDelta(Vector2 origSizeDelta)
{
return new Vector2(origSizeDelta.x + 40f, origSizeDelta.y);
}
protected override void OnDisable()
{
if (planetVeinCount != null)
{
foreach (VeinTypeInfo vti in planetVeinCount)
{
vti.Reset();
vti.textCtrl?.gameObject.SetActive(false);
}
}
if (starVeinCount != null)
{
foreach (VeinTypeInfo vti in starVeinCount)
{
vti.Reset();
vti.textCtrl?.gameObject.SetActive(false);
}
}
}
#region Helper functions
private static void ProcessVeinData(VeinTypeInfo[] veinCount, VeinData[] veinPool)
{
lock (veinPool)
{
foreach (VeinData veinData in veinPool)
{
if (veinData.groupIndex == 0 || veinData.amount == 0) continue;
if (tmpGroups.TryGetValue(veinData.groupIndex, out bool hasMiner))
{
if (hasMiner) continue;
hasMiner = veinData.minerCount > 0;
if (!hasMiner) continue;
tmpGroups[veinData.groupIndex] = true;
VeinTypeInfo vti = veinCount[(int)veinData.type];
vti.numVeinGroupsWithCollector++;
}
else
{
hasMiner = veinData.minerCount > 0;
tmpGroups.Add(veinData.groupIndex, hasMiner);
VeinTypeInfo vti = veinCount[(int)veinData.type];
vti.numVeinGroups++;
if (hasMiner)
{
vti.numVeinGroupsWithCollector++;
}
}
}
}
tmpGroups.Clear();
}
private static void FormatResource(int refId, UIResAmountEntry uiresAmountEntry, VeinTypeInfo vt)
{
if (vt.textCtrl == null)
{
var parent = uiresAmountEntry.labelText.transform.parent;
vt.textCtrl = Object.Instantiate(uiresAmountEntry.valueText, parent);
vt.textCtrl.font = uiresAmountEntry.labelText.font;
RectTransform trans = vt.textCtrl.rectTransform;
var pos = uiresAmountEntry.rectTrans.localPosition;
pos.x = pos.x + uiresAmountEntry.iconImage.rectTransform.localPosition.x - 25f;
trans.localPosition = pos;
Vector2 size = trans.sizeDelta;
size.x = 40f;
trans.sizeDelta = size;
}
else
{
RectTransform trans = vt.textCtrl.rectTransform;
Vector3 pos = trans.localPosition;
pos.y = uiresAmountEntry.rectTrans.localPosition.y;
trans.localPosition = pos;
}
vt.textCtrl.text = $"{vt.numVeinGroupsWithCollector}/{vt.numVeinGroups}";
}
private static void InitializeVeinCountArray(VeinTypeInfo[] veinCountArray)
{
for (int i = 0; i < veinCountArray.Length; i++)
{
veinCountArray[i] = new VeinTypeInfo();
}
}
#endregion
#region UIPlanetDetail patches
[HarmonyPrefix, HarmonyPatch(typeof(UIPlanetDetail), nameof(UIPlanetDetail.OnPlanetDataSet))]
public static void UIPlanetDetail_OnPlanetDataSet_Prefix(UIPlanetDetail __instance)
{
foreach (VeinTypeInfo vti in planetVeinCount)
{
vti.Reset();
}
}
[HarmonyPostfix, HarmonyPatch(typeof(UIPlanetDetail), nameof(UIPlanetDetail.RefreshDynamicProperties))]
public static void UIPlanetDetail_RefreshDynamicProperties_Postfix(UIPlanetDetail __instance)
{
PlanetData planet = __instance.planet;
if (planet == null || planet.runtimeVeinGroups == null || __instance.tabIndex != 0) { return; }
int observeLevelCheck = __instance.planet == GameMain.localPlanet ? 1 : 2;
if (GameMain.history.universeObserveLevel < observeLevelCheck) { return; }
foreach (VeinTypeInfo vti in planetVeinCount)
{
vti.numVeinGroups = 0;
vti.numVeinGroupsWithCollector = 0;
}
// count up the total number of vein groups per resource type, as well as the total number of groups that have a miner attached
PlanetFactory factory = planet.factory;
if (factory != null)
{
ProcessVeinData(planetVeinCount, factory.veinPool);
}
else
{
VeinGroup[] veinGroups = planet.runtimeVeinGroups;
lock (planet.veinGroupsLock)
{
for (int i = 1; i < veinGroups.Length; i++)
{
planetVeinCount[(int)veinGroups[i].type].numVeinGroups++;
}
}
}
// update each resource to show the following vein group info:
// Iron: <number of vein groups with miners> / <total number of vein groups>
foreach (UIResAmountEntry uiresAmountEntry in __instance.entries)
{
int refId = uiresAmountEntry.refId;
if (refId > 0 && refId < (int)EVeinType.Max)
{
var vt = planetVeinCount[refId];
if (vt.numVeinGroups > 0)
{
FormatResource(refId, uiresAmountEntry, vt);
}
else if (vt.textCtrl != null)
{
vt.textCtrl.text = "";
}
}
}
}
#endregion
#region UIStarDetail patches
[HarmonyPrefix, HarmonyPatch(typeof(UIStarDetail), nameof(UIStarDetail.OnStarDataSet))]
public static void UIStaretail_OnStarDataSet_Prefix(UIStarDetail __instance)
{
foreach (VeinTypeInfo vti in starVeinCount)
{
vti.Reset();
}
}
[HarmonyPostfix, HarmonyPatch(typeof(UIStarDetail), nameof(UIStarDetail.RefreshDynamicProperties))]
public static void UIStarDetail_RefreshDynamicProperties_Postfix(UIStarDetail __instance)
{
if (__instance.star == null || __instance.tabIndex != 0) { return; }
if (GameMain.history.universeObserveLevel < 2) { return; }
foreach (VeinTypeInfo vti in starVeinCount)
{
vti.numVeinGroups = 0;
vti.numVeinGroupsWithCollector = 0;
}
foreach (PlanetData planet in __instance.star.planets)
{
if (planet.runtimeVeinGroups == null) { continue; }
PlanetFactory factory = planet.factory;
if (factory != null)
{
ProcessVeinData(starVeinCount, factory.veinPool);
}
else
{
VeinGroup[] veinGroups = planet.runtimeVeinGroups;
lock (planet.veinGroupsLock)
{
for (int i = 1; i < veinGroups.Length; i++)
{
starVeinCount[(int)veinGroups[i].type].numVeinGroups++;
}
}
}
}
// update each resource to show the following vein group info:
// Iron: <number of vein groups with miners> / <total number of vein groups>
foreach (UIResAmountEntry uiresAmountEntry in __instance.entries)
{
int refId = uiresAmountEntry.refId;
if (refId > 0 && refId < (int)EVeinType.Max)
{
var vt = starVeinCount[refId];
if (vt.numVeinGroups > 0)
{
FormatResource(refId, uiresAmountEntry, vt);
}
else if (vt.textCtrl != null)
{
vt.textCtrl.text = "";
}
}
}
}
#endregion
}
public class VeinTypeInfo
{
public int numVeinGroups;
public int numVeinGroupsWithCollector;
public Text textCtrl;
public void Reset()
{
numVeinGroups = 0;
numVeinGroupsWithCollector = 0;
if (textCtrl != null)
{
textCtrl.text = "";
}
}
}
// Add config button to main menu

View File

@@ -3,145 +3,144 @@
<details>
<summary>Read me in English</summary>
#### Some functions and patches for better user experience
***Some functions and patches for better user experience***
## Usage
* Press `` Alt+`(BackQuote) `` to call up the config panel. You can change the shortcut on the panel.
* There are also buttons on title screen and planet minimap area to call up the config panel.
* Patches:
+ Strict hotkey dectection for build menu, thus building hotkeys(0~9, F1~F10, X, U) are not triggered while holding Ctrl/Alt/Shift.
+ Fix a bug that warning popup on `Veins Utilization` upgraded to level 8000+
+ Sort blueprint structures before saving, to reduce generated blueprint data size a little
+ Increase maximum count of Metadata Instantiations to 20000 (from 2000)
+ Increase capacity of player order queue to 128 (from 16)
+ Enable `Hide UI` function(`F11` by default) while on Star Map view
+ Append mod profile name to game window title, if using mod managers (`Thunderstore Mod Manager` or `r2modman`).
* Strict hotkey dectection for build menu, thus building hotkeys(0~9, F1~F10, X, U) are not triggered while holding Ctrl/Alt/Shift.
* Fix a bug that warning popup on `Veins Utilization` upgraded to level 8000+
* Sort blueprint structures before saving, to reduce generated blueprint data size a little
* Increase maximum count of Metadata Instantiations to 20000 (from 2000)
* Increase capacity of player order queue to 128 (from 16)
* Enable `Hide UI` function(`F11` by default) while on Star Map view
* Append mod profile name to game window title, if using mod managers (`Thunderstore Mod Manager` or `r2modman`).
* Features:
+ General
- Enable game window resize
- Remember window position and size on last exit
- Convert Peace-Mode saves to Combat-Mode on loading
- Scale up mouse cursor
- Note: This will enable software cursor mode, which may cause mouse movement lag on heavy load.
- Mod manager profile based save folder
- Save files are stored in `Save\<ProfileName>` folder.
- Will use original save location if matching default profile name.
- Mod manager profile based option
- Option file is stored as `Options\<ProfileName>.xml`.
- Logical Frame Rate
- This will change game running speed, down to 0.1x slower and up to 10x faster.
- A pair of shortcut keys (`-` and `+`) to change the logical frame rate by -0.5x and +0.5x.
- Note:
- High logical frame rate is not guaranteed to be stable, especially when factories are under heavy load.
- This will not affect some game animations.
- When set game speed in mod `Auxilaryfunction`, this feature will be disabled.
- When mod `BulletTime` is installed, this feature will be hidden, but patch `BulletTime`'s speed control, to make its maximum speed 10x.
- Set process priority
- Set enabled CPU threads
- Increase maximum count of Metadata Instantiations to 20000 (from 2000)
- Increase capacity of player order queue to 128 (from 16)
- Starmap view:
- Add a star name filter, you can filter displayed star names by ores or planet types now.
- Add a dropdown box to show all stars' distance and/or planet count.
+ Factory
- Sunlight at night
- Remove some build conditions
- Remove build count and range limit
- Larger area for upgrade and dismantle(30x30 at max)
- Larger area for terraform(30x30 at max)
- Off-grid building and stepped rotation
- Cut conveyor belt
- Press shortcut key to cut conveyor belt under cursor.
- The default shortcut key is Alt+X, you can set it in system options panel.
- Treat stack items as single in monitor components
- Quick build and dismantle stacking labs/storages/tanks
- Fast fill in to and take out from tanks
- You can set multiplier for tanks' operation speed
- This affects manually fill in to and/or take out from tanks, as well as transfer from upper to lower level.
- Protect veins from exhaustion
- By default, the vein amount is protected at 100, and oil speed is protected at 1.0/s, you can set them yourself in config file.
- When reach the protection value, veins/oils steeps will not be mined/extracted any longer.
- Close this function to resume mining and pumping, usually when you have enough level on `Veins Utilization`
- Do not render factory entities (except belts and sorters)
- This also makes players click though factory entities but belts and sorters
- Drag building power poles in maximum connection range
- Dismantle blueprint selected buildings
- Press shortcut key in blueprint copy mode to dismantle selected buildings.
- The default shortcut key is Ctrl+X, you can set it in system options panel.
- Re-intialize planet (without reseting veins)
- Quick dismantle all buildings (without drops)
- Quick build Orbital Collectors
- Belt signals for buy out dark fog items automatically
- 6 belt signals are added to the signal panel, which can be used to buy out dark fog items automatically.
- Generated items are stacked in 4 items.
- Exchange ratio is following the original game design, aka:
- 1 Metaverse = 20 Dark Fog Matrices
- 1 Metaverse = 60 Engery Shards
- 1 Metaverse = 30 Silicon-based Neurons
- 1 Metaverse = 30 Negentropy Singularities
- 1 Metaverse = 30 Matter Recombinators
- 1 Metaverse = 10 Core Elements
- Tweak building buffer
- Factory recipe buffer formula: take the larger value between `Assembler buffer time multiplier(in seconds) * items needed per second` and `Assembler buffer minimum multiplier * items needed per recipe`
- `Assembler buffer time multiplier(in seconds)`: Range 2-10, default is 4 (same as game)
- `Assembler buffer minimum multiplier`: Range 2-10, default is 2 (same as game)
- Matrix Lab assembly mode formula: Default buffer is `Buffer count for assembling in labs`, when using Self-evolution Lab, if recipe's original production time is not greater than 9 seconds, add `Extra buffer count for Self-evolution Labs` * (`Lab speed` - 1)
- `Buffer count for assembling in labs`: Range 2-20, default is 6 (same as game)
- `Extra buffer count for Self-evolution Labs`: Range 1-10, default is 3 (same as game)
- `Buffer count for researching in labs`: Range 2-20, default is 10 (same as game)
- `Ray Receiver Graviton Lens buffer count`: Range 1-20, default is 1 (game default is 20)
- `Ejector Solar Sails buffer count`: Range 5-400 (step by 5), default is 20 (same as game)
- `Silo Rockets buffer count`: Range 1-20, default is 20 (same as game)
+ Logistics
- Enhanced control for logistic storage capacities
- Logistic storage capacities are not scaled on upgrading `Logistics Carrier Capacity`, if they are not set to maximum capacity or already greater than maximum capacity.
- You can use arrow keys to adjust logistic storage capacities gracefully.
- Logistics Control Panel Improvement
- Auto apply filter with item under mouse cursor while opening the panel
- Quick-set item filter while right-clicking item icons in storage list on the panel
- Allow overflow for Logistic Stations and Advanced Mining Machines
- Allow overflow when trying to insert in-hand items
- Allow `Enhanced control for logistic storage capacities` to exceed tech capacity limits
- Remove logistic strorage capacity limit check on loading game
- Real-time logistic stations info panel
- Auto-config logistic stations
- Auto-config buildings include: Logistics Distributor, PLS, ILS, Advanced Mining Machine
+ Player/Mecha
- Unlimited interactive range
- Enable player actions in globe view
- Hide tips for soil piles changes
- Enhanced count control for hand-make
- Shortcut keys for showing stars' name
- Add a shortcut key to always show all star names in starmap when holding, default is `Alt`
- Add a shortcut key to toggle between three star name display states in starmap: `Original state`, `Show all names`, `Hide all names`, default is `Tab`, will restore to original state when closing starmap
- Auto navigation on sailings
- It keeps Icarus on course to the target planet
- It will try to bypass any obstacles(planets, stars or dark-fog hives) on the way
- Furthermore, you can set a shortcut key in the system options window, which is used to toggle `Auto-cruise` that enables flying to targeted planets fully automatically.
- Auto-cruise will start when you select a planet as target
- It will use warper to fly to the target planet if the planet is too far away, the range can be configured.
- 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 structure points but frames
- Re-initialize Dyson Spheres
- Quick dismantle Dyson Shells
- Dyson Sphere "Auto Fast Build" speed multiplier
- Note: this only applies to `Dyson Sphere "Auto Fast Build"` in sandbox mode
+ Tech
- Restore upgrades of `Sorter Cargo Stacking` on panel
- Set `Sorter Cargo Stacking` to unresearched state
- Buy out techs with their prerequisites
- This enables batch buying out techs with their prerequisites. Buy-out button is shown for all locked techs/upgrads.
+ Combat
- Open Dark Fog Communicator anywhere
* General
* Enable game window resize
* Remember window position and size on last exit
* Convert Peace-Mode saves to Combat-Mode on loading
* Mod manager profile based save folder
* Save files are stored in `Save\<ProfileName>` folder.
* Will use original save location if matching default profile name.
* Mod manager profile based option
* Option file is stored as `Options\<ProfileName>.xml`.
* Logical Frame Rate
* This will change game running speed, down to 0.1x slower and up to 10x faster.
* A pair of shortcut keys (`-` and `+`) to change the logical frame rate by -0.5x and +0.5x.
* Note:
* High logical frame rate is not guaranteed to be stable, especially when factories are under heavy load.
* This will not affect some game animations.
* When set game speed in mod `Auxilaryfunction`, this feature will be disabled.
* When mod `BulletTime` is installed, this feature will be hidden, but patch `BulletTime`'s speed control, to make its maximum speed 10x.
* Set process priority
* Increase maximum count of Metadata Instantiations to 20000 (from 2000)
* Increase capacity of player order queue to 128 (from 16)
* Factory
* Sunlight at night
* Remove some build conditions
* Remove build count and range limit
* Larger area for upgrade and dismantle(30x30 at max)
* Larger area for terraform(30x30 at max)
* Off-grid building and stepped rotation
* Cut conveyor belt
* Press shortcut key to cut conveyor belt under cursor.
* The default shortcut key is Alt+X, you can set it in system options panel.
* Treat stack items as single in monitor components
* Quick build and dismantle stacking labs/storages/tanks
* Fast fill in to and take out from tanks
* You can set multiplier for tanks' operation speed
* This affects manually fill in to and/or take out from tanks, as well as transfer from upper to lower level.
* Protect veins from exhaustion
* By default, the vein amount is protected at 100, and oil speed is protected at 1.0/s, you can set them yourself in config file.
* When reach the protection value, veins/oils steeps will not be mined/extracted any longer.
* Close this function to resume mining and pumping, usually when you have enough level on `Veins Utilization`
* Do not render factory entities (except belts and sorters)
* This also makes players click though factory entities but belts and sorters
* Drag building power poles in maximum connection range
* Dismantle blueprint selected buildings
* Press shortcut key in blueprint copy mode to dismantle selected buildings.
* The default shortcut key is Ctrl+X, you can set it in system options panel.
* Re-intialize planet (without reseting veins)
* Quick dismantle all buildings (without drops)
* Quick build Orbital Collectors
* Belt signals for buy out dark fog items automatically
* 6 belt signals are added to the signal panel, which can be used to buy out dark fog items automatically.
* Generated items are stacked in 4 items.
* Exchange ratio is following the original game design, aka:
* 1 Metaverse = 20 Dark Fog Matrices
* 1 Metaverse = 60 Engery Shards
* 1 Metaverse = 30 Silicon-based Neurons
* 1 Metaverse = 30 Negentropy Singularities
* 1 Metaverse = 30 Matter Recombinators
* 1 Metaverse = 10 Core Elements
* Tweak building buffer
* Factory recipe buffer formula: take the larger value between `Assembler buffer time multiplier(in seconds) * items needed per second` and `Assembler buffer minimum multiplier * items needed per recipe`
* `Assembler buffer time multiplier(in seconds)`: Range 2-10, default is 4 (same as game)
* `Assembler buffer minimum multiplier`: Range 2-10, default is 2 (same as game)
* Matrix Lab assembly mode formula: Default buffer is `Buffer count for assembling in labs`, when using Self-evolution Lab, if recipe's original production time is not greater than 9 seconds, add `Extra buffer count for Self-evolution Labs` * (`Lab speed` - 1)
* `Buffer count for assembling in labs`: Range 2-20, default is 6 (same as game)
* `Extra buffer count for Self-evolution Labs`: Range 1-10, default is 3 (same as game)
* `Buffer count for researching in labs`: Range 2-20, default is 10 (same as game)
* `Ray Receiver Graviton Lens buffer count`: Range 1-20, default is 1 (game default is 20)
* `Ejector Solar Sails buffer count`: Range 5-400 (step by 5), default is 20 (same as game)
* `Silo Rockets buffer count`: Range 1-20, default is 20 (same as game)
* Logistics
* Enhanced control for logistic storage capacities
* Logistic storage capacities are not scaled on upgrading `Logistics Carrier Capacity`, if they are not set to maximum capacity or already greater than maximum capacity.
* You can use arrow keys to adjust logistic storage capacities gracefully.
* Logistics Control Panel Improvement
* Auto apply filter with item under mouse cursor while opening the panel
* Quick-set item filter while right-clicking item icons in storage list on the panel
* Allow overflow for Logistic Stations and Advanced Mining Machines
* Allow overflow when trying to insert in-hand items
* Allow `Enhanced control for logistic storage capacities` to exceed tech capacity limits
* Remove logistic strorage capacity limit check on loading game
* Real-time logistic stations info panel
* Auto-config logistic stations
* Auto-config buildings include: Logistics Distributor, PLS, ILS, Advanced Mining Machine
* Player/Mecha
* Unlimited interactive range
* Enable player actions in globe view
* Hide tips for soil piles changes
* Enhanced count control for hand-make
* Auto navigation on sailings
* It keeps Icarus on course to the target planet
* It will try to bypass any obstacles(planets, stars or dark-fog hives) on the way
* Furthermore, you can set a shortcut key in the system options window, which is used to toggle `Auto-cruise` that enables flying to targeted planets fully automatically.
* Auto-cruise will start when you select a planet as target
* It will use warper to fly to the target planet if the planet is too far away, the range can be configured.
* 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 structure points but frames
* Re-initialize Dyson Spheres
* Quick dismantle Dyson Shells
* Dyson Sphere "Auto Fast Build" speed multiplier
* Note: this only applies to `Dyson Sphere "Auto Fast Build"` in sandbox mode
* Tech
* Restore upgrades of `Sorter Cargo Stacking` on panel
* Set `Sorter Cargo Stacking` to unresearched state
* Buy out techs with their prerequisites
* This enables batch buying out techs with their prerequisites. Buy-out button is shown for all locked techs/upgrads.
* Combat
* Open Dark Fog Communicator anywhere
* UI
* Embedded [Planet Vein Untilization](https://thunderstore.io/c/dyson-sphere-program/p/testpushpleaseignore/Planet_Vein_Utilization/) due to its lack of maintainance, with minor bug fixes.
* Shortcut keys for showing stars' name
* Add a shortcut key to always show all star names in starmap when holding, default is `Alt`
* Add a shortcut key to toggle between three star name display states in starmap: `Original state`, `Show all names`, `Hide all names`, default is `Tab`, will restore to original state when closing starmap
* Starmap view:
* Add a star name filter, you can filter displayed star names by ores or planet types now.
* Add a dropdown box to show all stars' distance and/or planet count.
## Notes
* Please upgrade `BepInEx` 5.4.21 or later if using with [BlueprintTweaks](https://dsp.thunderstore.io/package/kremnev8/BlueprintTweaks/) to avoid possible conflicts.
+ You can download `BepInEx` [here](https://github.com/bepinex/bepinex/releases/latest)(choose x64 edition).
+ If using with r2modman, you can upgrade `BepInEx` by clicking `Settings` -> `Browse profile folder`, then extract downloaded zip to the folder and overwrite existing files.
* You can download [BepInEx here](https://github.com/bepinex/bepinex/releases/latest)(choose x64 edition).
* If using with r2modman, you can upgrade `BepInEx` by clicking `Settings` -> `Browse profile folder`, then extract downloaded zip to the folder and overwrite existing files.
## CREDITS
@@ -150,15 +149,17 @@
* [LSTM](https://github.com/hetima/DSP_LSTM) & [PlanetFinder](https://github.com/hetima/DSP_PlanetFinder): UI implementations
* [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): Off-grid building & stepped rotation implementations
* [CruiseAssist](https://dsp.thunderstore.io/package/tanu/CruiseAssist/) and its extension [AutoPilot](https://dsp.thunderstore.io/package/tanu/AutoPilot/): `Auto navigation on sailings` and `Auto-cruise` implementations
* [Planet Vein Untilization](https://thunderstore.io/c/dyson-sphere-program/p/testpushpleaseignore/Planet_Vein_Utilization/)
</details>
<details>
<summary>中文读我</summary>
#### 一些提升用户体验的功能和补丁
***一些提升用户体验的功能和补丁***
## Bug反馈
* QQ群372754090
## 使用说明
@@ -166,139 +167,138 @@
* 按 `` Alt+`(反引号) `` 键呼出主面板,可以在面板上修改快捷键。
* 标题界面和行星小地图旁也有按钮呼出主面板。
* 补丁:
+ 更严格的建造菜单热键检测因此在按住Ctrl/Alt/Shift时不再会触发建造热键(0~9, F1~F10, X, U)
+ 修复了`矿物利用`升级到8000级以上时弹出警告的bug
+ 保存蓝图前对建筑进行排序,以减少生成的蓝图数据大小
+ 将元数据提取的最大数量增加到20000(原来为2000)
+ 将玩家指令队列的容量增加到128(原来为16)
+ 在星图视图中启用`隐藏UI`功能(默认按键为`F11`)
+ 如果使用mod管理器(`Thunderstore Mod Manager``r2modman`)启动游戏在游戏窗口标题中追加mod配置档案名
* 更严格的建造菜单热键检测因此在按住Ctrl/Alt/Shift时不再会触发建造热键(0~9, F1~F10, X, U)
* 修复了`矿物利用`升级到8000级以上时弹出警告的bug
* 保存蓝图前对建筑进行排序,以减少生成的蓝图数据大小
* 将元数据提取的最大数量增加到20000(原来为2000)
* 将玩家指令队列的容量增加到128(原来为16)
* 在星图视图中启用`隐藏UI`功能(默认按键为`F11`)
* 如果使用mod管理器(`Thunderstore Mod Manager``r2modman`)启动游戏在游戏窗口标题中追加mod配置档案名
* 功能:
+ 通用
- 可调整游戏窗口大小(可最大化和拖动边框)
- 记住上次退出时的窗口位置和大小
- 在加载和平模式存档时将其转换为战斗模式
- 放大鼠标指针
- 注意这将启用软件指针模式可能会在CPU负载较重时导致鼠标移动延迟
- 基于mod管理器配置档案名的存档文件夹
- 存档文件会存储在`Save\<ProfileName>`文件夹中
- 如果匹配默认配置档案名则使用原始存档位置
- 基于mod管理器配置档案名的选项文件
- 选项文件存储为`Options\<ProfileName>.xml`
- 逻辑帧倍率
- 这将改变游戏运行速度最慢0.1倍最快10倍
- 设置了一对快捷键(`-``+`),可以-/+0.5倍改变逻辑帧倍率
- 注意:
- 高逻辑帧倍率不能保证稳定性,特别是在工厂负载较重时
- 这不会影响一些游戏动画
- 当在`Auxilaryfunction`mod中设置游戏速度时此功能将被禁用
- 当安装了`BulletTime`mod时此功能将被隐藏但会对`BulletTime`的速度控制打补丁使其最大速度变为10倍
- 设置进程优先级
- 设置使用的CPU线程
- 将元数据提取的最大数量增加到20000(原来为2000)
- 将玩家指令队列的容量增加到128(原来为16)
- 星图:
- 添加星系名过滤器,现在可以按矿物或行星类型过滤显示的星系名
- 添加了一个下拉框用以切换显示所有星系的距离和/或行星数量
+ 工厂
- 夜间日光灯
- 移除部分不影响游戏逻辑的建造条件
- 范围升级和拆除的最大区域扩大(最大30x30)
- 范围铺设地基的最大区域扩大(最大30x30)
- 脱离网格建造以及小角度旋转
- 切割传送带
- 按快捷键切割光标位置的传送带
- 默认快捷键是Alt+X可以在系统选项面板中设置
- 在流速计中将堆叠物品视为单个物品
- 快速建造和拆除堆叠研究站/储物仓/储液罐
- 储液罐快速注入和抽取液体
- 你可以设置储液罐操作速度的倍率
- 影响手动注入和抽取,以及从储液罐上层传输到下层的速度
- 保护矿脉不会耗尽
- 默认矿脉数量保护在100采油速保护在1.0/s你可以在配置文件中自行设置。
- 当达到保护值时,矿脉和油井将不再被开采。
- 关闭此功能以恢复开采,一般是当你在`矿物利用`上有足够的等级时。
- 不渲染工厂建筑实体(除了传送带和分拣器)
- 这也使玩家可以点穿工厂实体直接点到传送带和分拣器
- 拖动建造电线杆时自动使用最大连接距离间隔
- 拆除蓝图选中的建筑
-蓝图复制模式下按快捷键拆除选中的建筑
- 默认快捷键是Ctrl+X可以在系统选项面板中设置
- 初始化本行星(不重置矿脉)
- 快速拆除所有建筑(不掉落)
- 快速建造轨道采集器
- 用于自动购买黑雾物品的传送带信号
- 在信号面板上添加了6个传送带信号可以用于自动购买黑雾道具。
- 生成的物品堆叠数为4。
- 兑换比率遵循原始游戏设计,即:
- 1个元宇宙 = 20个黑雾矩阵
- 1个元宇宙 = 60个能量碎片
- 1个元宇宙 = 30个硅基神经元
- 1个元宇宙 = 30个负熵奇点
- 1个元宇宙 = 30个物质重组器
- 1个元宇宙 = 10个核心素
- 调整建筑输入缓冲
- 工厂配方计算公式,在`工厂配方缓冲时间倍率秒数x每秒需要的原料数量``工厂配方缓冲最小倍率x每生产一次配方需要的原料数量`中取更大的那个值
- `工厂配方缓冲时间倍率(秒)`:范围2-10默认为4(同游戏)
- `工厂配方缓冲最小倍率`范围2-10默认为2(同游戏)
- 研究站矩阵合成模式计算公式,默认缓存`研究站矩阵合成模式缓存数量`当使用自演化研究站时如果配方的原始生产时间不大于9秒则增加`自演化研究站矩阵额外缓冲数量`*(`研究站速度倍率`-1)
- `研究站矩阵合成模式缓存数量`范围2-20默认为6(同游戏)
- `自演化研究站矩阵额外缓冲数量`范围1-10默认为3(同游戏)
- `研究站科研模式缓存数量`范围2-20默认为10(同游戏)
- `射线接收器透镜缓冲数量`范围1-20默认为1(游戏默认为20)
- `弹射太阳帆缓冲区数量`范围5-400步进值为5默认值为20与游戏相同
- `发射井火箭缓冲区数量`范围1-20默认值为20与游戏相同
+ 物流
- 物流塔存储数量限制控制改进
-升级`运输机舱扩容`时,不会对各种物流塔的存储限制按比例提升,除非设置为最大允许容量或者已经超过升级后的最大容量。
- 你可以使用方向键微调物流塔存储限制
- 物流控制面板改进
- 打开面板时自动将鼠标指向物品设为筛选条件
- 在控制面板物流塔列表中右键点击物品图标快速设置为筛选条件
- 允许物流塔和大型采矿机物品溢出
- 当尝试塞入手中物品时允许溢出
- 允许`物流塔存储数量限制控制改进`超过科技容量限制
- 在加载游戏时移除物流塔容量限制检查
- 物流运输站实时信息面板
- 注意:如果你启用了`Auxilaryfunction`中的`展示物流站信息`,此功能将被隐藏
- 自动配置物流站
- 自动配置的建筑包括:物流配送器、行星物流站、星际物流站、高级采矿机
+ 玩家/机甲
- 无限交互距离
- 移除建造数量和范围限制
- 在行星视图中允许玩家操作
- 隐藏沙土数量变动的提示
- 手动制造物品的数量控制改进
- 启用显示所有星系名称的快捷键
- 新增一个快捷键,按住后始终在星图显示所有星系名称,默认为`Alt`
- 新增一个快捷键,在星图视图切换三种星系名称显示状态:`原始显示状态``显示所有名称``隐藏所有名称`,默认为`Tab`,关闭星图时会恢复到原始状态
- 航行时自动导航
- 它会保持伊卡洛斯飞向目标星
- 它会尝试绕过途中的任何障碍物(行星、恒星或黑雾巢穴)
- 此外,可以在系统选项窗口中设置快捷键,用于切换`自动巡航`,实现完全自动化的飞行至目标星球。
- 当你选择目标星球后,自动巡航就会开始
- 如果目标星球距离过远会自动使用曲速(超过5AU),你可以在面板上更改这个值。
- 它会在接近目标星球时减速,以避免发生越过目标的情况
+ 戴森球
- 可用节点全部造完时停止弹射
- 只建造节点不建造框架
- 初始化戴森球
- 快速拆除戴森壳
- 戴森球自动快速建造速度倍率
- 注意:这仅适用于沙盒模式下的`戴森球自动快速建造`功能
+ 科研
- 在升级面板上恢复`分拣器货物堆叠`的升级
- `分拣器货物堆叠`设为未研究状态
- 买断科技也同时买断所有前置科技
- 这使得可以批量买断科技及其所有前置科技。所有未解锁的科技/升级都会显示买断按钮。
+ 战斗
- 在任意位置打开黑雾通讯器
* 通用
* 可调整游戏窗口大小(可最大化和拖动边框)
* 记住上次退出时的窗口位置和大小
* 在加载和平模式存档时将其转换为战斗模式
* 基于mod管理器配置档案名的存档文件夹
* 存档文件会存储在`Save\<ProfileName>`文件夹中
* 如果匹配默认配置档案名则使用原始存档位置
* 基于mod管理器配置档案名的选项文件
* 选项文件存储为`Options\<ProfileName>.xml`
* 逻辑帧倍率
* 这将改变游戏运行速度最慢0.1倍最快10倍
* 设置了一对快捷键(`-``+`),可以-/+0.5倍改变逻辑帧倍率
* 注意:
* 高逻辑帧倍率不能保证稳定性,特别是在工厂负载较重时
* 这不会影响一些游戏动画
* 当在`Auxilaryfunction`mod中设置游戏速度时此功能将被禁用
* 当安装了`BulletTime`mod时此功能将被隐藏但会对`BulletTime`的速度控制打补丁使其最大速度变为10倍
* 设置进程优先级
* 将元数据提取的最大数量增加到20000(原来为2000)
* 将玩家指令队列的容量增加到128(原来为16)
* 工厂
* 夜间日光灯
* 移除部分不影响游戏逻辑的建造条件
* 范围升级和拆除的最大区域扩大(最大30x30)
* 范围铺设地基的最大区域扩大(最大30x30)
* 脱离网格建造以及小角度旋转
* 切割传送带
* 按快捷键切割光标位置的传送带
* 默认快捷键是Alt+X可以在系统选项面板中设置
* 在流速计中将堆叠物品视为单个物品
* 快速建造和拆除堆叠研究站/储物仓/储液罐
* 储液罐快速注入和抽取液体
* 你可以设置储液罐操作速度的倍率
* 影响手动注入和抽取,以及从储液罐上层传输到下层的速度
* 保护矿脉不会耗尽
* 默认矿脉数量保护在100采油速保护在1.0/s你可以在配置文件中自行设置。
* 当达到保护值时,矿脉和油井将不再被开采。
* 关闭此功能以恢复开采,一般是当你在`矿物利用`上有足够的等级时。
* 不渲染工厂建筑实体(除了传送带和分拣器)
* 这也使玩家可以点穿工厂实体直接点到传送带和分拣器
* 拖动建造电线杆时自动使用最大连接距离间隔
* 拆除蓝图选中的建筑
* 在蓝图复制模式下按快捷键拆除选中的建筑
* 默认快捷键是Ctrl+X可以在系统选项面板中设置
* 初始化本行星(不重置矿脉)
* 快速拆除所有建筑(不掉落)
* 快速建造轨道采集器
* 用于自动购买黑雾物品的传送带信号
*信号面板上添加了6个传送带信号可以用于自动购买黑雾道具。
* 生成的物品堆叠数为4。
* 兑换比率遵循原始游戏设计,即:
* 1个元宇宙 = 20个黑雾矩阵
* 1个元宇宙 = 60个能量碎片
* 1个元宇宙 = 30个硅基神经元
* 1个元宇宙 = 30个负熵奇点
* 1个元宇宙 = 30个物质重组器
* 1个元宇宙 = 10个核心素
* 调整建筑输入缓冲
* 工厂配方计算公式,在`工厂配方缓冲时间倍率秒数x每秒需要的原料数量``工厂配方缓冲最小倍率x每生产一次配方需要的原料数量`中取更大的那个值
* `工厂配方缓冲时间倍率(秒)`范围2-10默认为4(同游戏)
* `工厂配方缓冲最小倍率`范围2-10默认为2(同游戏)
* 研究站矩阵合成模式计算公式,默认缓存`研究站矩阵合成模式缓存数量`当使用自演化研究站时如果配方的原始生产时间不大于9秒则增加`自演化研究站矩阵额外缓冲数量`*(`研究站速度倍率`-1)
* `研究站矩阵合成模式缓存数量`范围2-20默认为6(同游戏)
* `自演化研究站矩阵额外缓冲数量`范围1-10默认为3(同游戏)
* `研究站科研模式缓存数量`范围2-20默认为10(同游戏)
* `射线接收器透镜缓冲数量`:范围1-20默认为1(游戏默认为20)
* `弹射太阳帆缓冲区数量`范围5-400步进值为5,默认为20与游戏相同
* `发射井火箭缓冲数量`范围1-20默认值为20与游戏相同
* 物流
* 物流塔存储数量限制控制改进
* 当升级`运输机舱扩容`时,不会对各种物流塔的存储限制按比例提升,除非设置为最大允许容量或者已经超过升级后的最大容量。
* 你可以使用方向键微调物流塔存储限制
* 物流控制面板改进
* 打开面板时自动将鼠标指向物品设为筛选条件
* 在控制面板物流塔列表中右键点击物品图标快速设置为筛选条件
* 允许物流塔和大型采矿机物品溢出
*尝试塞入手中物品时允许溢出
* 允许`物流塔存储数量限制控制改进`超过科技容量限制
* 在加载游戏时移除物流塔容量限制检查
* 物流运输站实时信息面板
* 注意:如果你启用了`Auxilaryfunction`中的`展示物流站信息`,此功能将被隐藏
* 自动配置物流站
* 自动配置的建筑包括:物流配送器、行星物流站、星际物流站、高级采矿机
* 玩家/机甲
* 无限交互距离
* 移除建造数量和范围限制
* 在行星视图中允许玩家操作
* 隐藏沙土数量变动的提示
* 手动制造物品的数量控制改进
* 航行时自动导航
* 它会保持伊卡洛斯飞向目标星球
* 它会尝试绕过途中的任何障碍物(行星、恒星或黑雾巢穴)
* 此外,可以在系统选项窗口中设置快捷键,用于切换`自动巡航`,实现完全自动化的飞行至目标星球。
* 当你选择目标星球后,自动巡航就会开始
* 如果目标星球距离过远会自动使用曲速(超过5AU),你可以在面板上更改这个值。
* 它会在接近目标星球时减速,以避免发生越过目标的情况
* 戴森球
* 可用节点全部造完时停止弹射
* 只建造节点不建造框架
* 初始化戴森
* 快速拆除戴森壳
* 戴森球自动快速建造速度倍率
* 注意:这仅适用于沙盒模式下的`戴森球自动快速建造`功能
* 科研
* 在升级面板上恢复`分拣器货物堆叠`的升级
*`分拣器货物堆叠`设为未研究状态
* 买断科技也同时买断所有前置科技
* 这使得可以批量买断科技及其所有前置科技。所有未解锁的科技/升级都会显示买断按钮。
* 战斗
* 在任意位置打开黑雾通讯器
* UI
* 启用显示所有星系名称的快捷键
* 新增一个快捷键,按住后始终在星图显示所有星系名称,默认为`Alt`
* 新增一个快捷键,在星图视图切换三种星系名称显示状态:`原始显示状态``显示所有名称``隐藏所有名称`,默认为`Tab`,关闭星图时会恢复到原始状态
* 星图:
* 添加星系名过滤器,现在可以按矿物或行星类型过滤显示的星系名
* 添加了一个下拉框用以切换显示所有星系的距离和/或行星数量
* 由于缺乏维护,整合内置了[Planet Vein Untilization](https://thunderstore.io/c/dyson-sphere-program/p/testpushpleaseignore/Planet_Vein_Utilization/),并修复了一些小错误。
## 注意事项
* 如果和[BlueprintTweaks](https://dsp.thunderstore.io/package/kremnev8/BlueprintTweaks/)一起使用,请升级`BepInEx`到5.4.21或更高版本,以避免可能的冲突。
+ 你可以在[这里](https://github.com/bepinex/bepinex/releases/latest)选择x64版本下载`BepInEx`
+ 如果使用r2modman你可以点击`Settings` -> `Browse profile folder`然后将下载的zip解压到该文件夹并覆盖现有文件。
* 你可以在[这里](https://github.com/bepinex/bepinex/releases/latest)选择x64版本下载`BepInEx`
* 如果使用r2modman你可以点击`Settings` -> `Browse profile folder`然后将下载的zip解压到该文件夹并覆盖现有文件。
## 鸣谢
@@ -307,5 +307,6 @@
* [LSTM](https://github.com/hetima/DSP_LSTM) & [PlanetFinder](https://github.com/hetima/DSP_PlanetFinder): UI实现
* [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): 脱离网格建造以及小角度旋转的实现
* [CruiseAssist](https://dsp.thunderstore.io/package/tanu/CruiseAssist/)及其扩展[AutoPilot](https://dsp.thunderstore.io/package/tanu/AutoPilot/): `航行时自动导航``自动巡航`的实现
* [Planet Vein Untilization](https://thunderstore.io/c/dyson-sphere-program/p/testpushpleaseignore/Planet_Vein_Utilization/)
</details>

View File

@@ -17,12 +17,12 @@ public class MyCheckButton : MonoBehaviour
private static GameObject _baseObject;
private static Color openMouseOverColor;
private static Color openPressColor;
private static Color openNormalColor;
private static Color closeMouseOverColor;
private static Color closePressColor;
private static Color closeNormalColor;
private static Color openMouseOverColor;
private static Color openPressColor;
private static Color openNormalColor;
private static Color closeMouseOverColor;
private static Color closePressColor;
private static Color closeNormalColor;
public static void InitBaseObject()
{

View File

@@ -18,6 +18,7 @@ public class MyFlatButton : MonoBehaviour
var panel = UIRoot.instance.uiGame.dysonEditor.controlPanel.hierarchy.layerPanel;
var go = Instantiate(panel.layerButtons[0].gameObject);
var btn = go.GetComponent<UIButton>();
go.GetComponent<Image>().sprite = panel.buttonDefaultSprite;
btn.gameObject.name = "my-flatbutton";
btn.highlighted = false;
var img = btn.GetComponent<Image>();

View File

@@ -228,7 +228,7 @@ public class MyWindow : ManualBehaviour
return comboBox;
}
#region Slider
#region Slider
public class ValueMapper<T>
{
public virtual int Min => 1;
@@ -402,7 +402,7 @@ public class MyWindow : ManualBehaviour
{
return AddSideSlider(x, y, parent, config, new ArrayMapper<T>(valueList), format, width);
}
#endregion
#endregion
public InputField AddInputField(float x, float y, RectTransform parent, string text = "", int fontSize = 16, string objName = "input", UnityAction<string> onChanged = null,
UnityAction<string> onEditEnd = null)
@@ -475,8 +475,11 @@ public class MyWindowWithTabs : MyWindow
var swarmPanel = UIRoot.instance.uiGame.dysonEditor.controlPanel.hierarchy.swarmPanel;
var src = swarmPanel.orbitButtons[0];
var btn = Instantiate(src);
var btnRect = Util.NormalizeRectWithTopLeft(btn, Margin, y, parent);
btn.gameObject.GetComponent<Image>().sprite = swarmPanel.buttonDefaultSprite;
btn.name = "tab-btn-" + index;
btn.highlighted = false;
var btnRect = Util.NormalizeRectWithTopLeft(btn, Margin, y, parent);
btnRect.sizeDelta = new Vector2(TabWidth, TabHeight);
btn.transform.Find("frame").gameObject.SetActive(false);
if (btn.transitions.Length >= 3)
@@ -590,7 +593,7 @@ public abstract class MyWindowManager
}
*/
public class Patch: PatchImpl<Patch>
public class Patch : PatchImpl<Patch>
{
protected override void OnEnable()
{
@@ -610,7 +613,7 @@ public abstract class MyWindowManager
/*
//_Create -> _Init
[HarmonyPostfix, HarmonyPatch(typeof(UIGame), "_OnCreate")]
[HarmonyPostfix, HarmonyPatch(typeof(UIGame), nameof(UIGame._OnCreate))]
public static void UIGame__OnCreate_Postfix()
{
}
@@ -635,7 +638,7 @@ public abstract class MyWindowManager
}
/*
[HarmonyPostfix, HarmonyPatch(typeof(UIGame), "_OnFree")]
[HarmonyPostfix, HarmonyPatch(typeof(UIGame), nameof(UIGame._OnFree))]
public static void UIGame__OnFree_Postfix()
{
foreach (var win in Windows)

View File

@@ -24,10 +24,9 @@ public static class UIConfigWindow
I18N.Add("Logistics", "Logistics", "物流");
I18N.Add("Player/Mecha", "Player/Mecha", "玩家/机甲");
I18N.Add("Dyson Sphere", "Dyson Sphere", "戴森球");
I18N.Add("Tech/Combat", "Tech/Combat", "科研/战斗");
I18N.Add("Tech/Combat/UI", "Tech/Combat/UI", "科研/战斗/UI");
I18N.Add("Enable game window resize", "Enable game window resize (maximum box and thick frame)", "可调整游戏窗口大小(可最大化和拖动边框)");
I18N.Add("Remeber window position and size on last exit", "Remeber window position and size on last exit", "记住上次退出时的窗口位置和大小");
I18N.Add("Scale up mouse cursor", "Scale up mouse cursor", "放大鼠标指针");
/*
I18N.Add("Better auto-save mechanism", "Better auto-save mechanism", "更好的自动存档机制");
I18N.Add("Better auto-save mechanism tips", "Auto saves are stored in 'Save\\AutoSaves' folder, filenames are combined with cluster address and date-time", "自动存档会以星区地址和日期时间组合为文件名存储在'Save\\AutoSaves'文件夹中");
@@ -48,14 +47,6 @@ public static class UIConfigWindow
I18N.Add("Normal", "Normal", "正常");
I18N.Add("Below Normal", "Below Normal", "低于正常");
I18N.Add("Idle", "Idle", "空闲");
I18N.Add("Enabled CPUs", "Enabled CPU Threads", "使用CPU线程");
I18N.Add("All CPUs", "All CPUs", "所有CPU");
I18N.Add("First {0} CPUs", "First {0} CPUs", "前{0}个CPU");
I18N.Add("First 8 CPUs", "First 8 CPUs", "前8个CPU");
I18N.Add("First CPU only", "First CPU only", "仅第一个CPU");
I18N.Add("All P-Cores", "All P-Cores", "所有性能(P)核心");
I18N.Add("All E-Cores", "All E-Cores", "所有能效(E)核心");
I18N.Add("CPU Info", "CPU Info", "CPU信息");
I18N.Add("Unlimited interactive range", "Unlimited interactive range", "无限交互距离");
I18N.Add("Night Light", "Sunlight at night", "夜间日光灯");
I18N.Add("Angle X:", "Angle X:", "入射角度X:");
@@ -153,6 +144,7 @@ public static class UIConfigWindow
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("Unlock all techs with metadata", "Unlock all techs with metadata", "使用元数据解锁所有科技");
I18N.Add("Open Dark Fog Communicator", "Open Dark Fog Communicator", "打开黑雾通讯器");
I18N.Add("Planet vein utilization", "Planet vein utilization in star map", "宇宙视图行星/星系矿脉数量显示");
I18N.Apply();
MyConfigWindow.OnUICreated += CreateUI;
MyConfigWindow.OnUpdateUI += UpdateUI;
@@ -293,6 +285,7 @@ public static class UIConfigWindow
private static void CreateUI(MyConfigWindow wnd, RectTransform trans)
{
UnityEngine.UI.Text txt;
_windowTrans = trans;
wnd.AddTabGroup(trans, "UXAssist", "tab-group-uxassist");
var tab1 = wnd.AddTab(trans, "General");
@@ -301,9 +294,6 @@ public static class UIConfigWindow
wnd.AddCheckBox(x, y, tab1, GamePatch.EnableWindowResizeEnabled, "Enable game window resize");
y += 36f;
wnd.AddCheckBox(x, y, tab1, GamePatch.LoadLastWindowRectEnabled, "Remeber window position and size on last exit");
y += 36f;
var txt = wnd.AddText2(x + 2f, y, tab1, "Scale up mouse cursor", 15, "text-scale-up-mouse-cursor");
wnd.AddSlider(x + txt.preferredWidth + 7f, y + 6f, tab1, GamePatch.MouseCursorScaleUpMultiplier, [1, 2, 3, 4], "0x", 100f);
/*
y += 30f;
wnd.AddCheckBox(x, y, tab1, GamePatch.AutoSaveOptEnabled, "Better auto-save mechanism");
@@ -341,25 +331,6 @@ public static class UIConfigWindow
}
y += 36f;
wnd.AddComboBox(x + 2f, y, tab1, "Process priority").WithItems("High", "Above Normal", "Normal", "Below Normal", "Idle").WithSize(100f, 0f).WithConfigEntry(WindowFunctions.ProcessPriority);
var details = WindowFunctions.ProcessorDetails;
string[] affinities;
if (details.HybridArchitecture)
{
affinities = new string[5];
affinities[3] = "All P-Cores";
affinities[4] = "All E-Cores";
}
else
{
affinities = new string[3];
}
affinities[0] = "All CPUs";
affinities[1] = string.Format("First {0} CPUs".Translate(), details.ThreadCount / 2);
affinities[2] = details.ThreadCount > 16 ? "First 8 CPUs" : "First CPU only";
y += 36f;
wnd.AddComboBox(x + 2f, y, tab1, "Enabled CPUs").WithItems(affinities).WithSize(200f, 0f).WithConfigEntry(WindowFunctions.ProcessAffinity);
y += 36f;
((RectTransform)wnd.AddButton(x, y, tab1, "CPU Info", 16, "button-show-cpu-info", WindowFunctions.ShowCPUInfo).transform).sizeDelta = new Vector2(100f, 25f);
var tab2 = wnd.AddTab(trans, "Factory");
x = 0f;
@@ -754,9 +725,12 @@ public static class UIConfigWindow
wnd.AddSlider(x + txt.preferredWidth + 5f, y + 6f, tab5, DysonSpherePatch.AutoConstructMultiplier, [1, 2, 5, 10, 20, 50, 100], "0", 100f);
_dysonTab = tab5;
var tab6 = wnd.AddTab(trans, "Tech/Combat");
var tab6 = wnd.AddTab(trans, "Tech/Combat/UI");
x = 10;
y = 10;
wnd.AddCheckBox(x, y, tab6, UIPatch.PlanetVeinUtilizationEnabled, "Planet vein utilization");
y += 36f;
y += 36f;
wnd.AddCheckBox(x, y, tab6, TechPatch.BatchBuyoutTechEnabled, "Buy out techs with their prerequisites");
y += 36f;
wnd.AddCheckBox(x, y, tab6, TechPatch.SorterCargoStackingEnabled, "Restore upgrades of \"Sorter Cargo Stacking\" on panel");

View File

@@ -14,7 +14,7 @@ using UXAssist.Functions;
using UXAssist.Patches;
using UXAssist.UI;
using Util = UXAssist.Common.Util;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist;
@@ -22,6 +22,7 @@ namespace UXAssist;
[BepInDependency(DSPModSavePlugin.MODGUID)]
[CommonAPISubmoduleDependency(nameof(CustomKeyBindSystem))]
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
[BepInDependency(ModsCompat.PlanetVeinUtilization.PlanetVeinUtilizationGuid, BepInDependency.DependencyFlags.SoftDependency)]
public class UXAssist : BaseUnityPlugin, IModCanSave
{
public new static readonly ManualLogSource Logger =
@@ -29,6 +30,7 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
private static ConfigFile _dummyConfig;
private Type[] _patches, _compats;
private readonly Harmony _harmony = new(PluginInfo.PLUGIN_GUID);
#region IModCanSave
private const ushort ModSaveVersion = 1;
@@ -51,6 +53,11 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
}
#endregion
UXAssist()
{
ModsCompat.PlanetVeinUtilization.Run(_harmony);
}
private void Awake()
{
_dummyConfig = new ConfigFile(Path.Combine(Paths.ConfigPath, PluginInfo.PLUGIN_GUID + "_dummy.cfg"), false)
@@ -63,8 +70,6 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
"Load last window position and size when game starts");
GamePatch.LastWindowRect = Config.Bind("Game", "LastWindowRect", new Vector4(0f, 0f, 0f, 0f),
"Last window position and size");
GamePatch.MouseCursorScaleUpMultiplier = Config.Bind("Game", "MouseCursorScaleUpMultiplier", 1,
"Mouse cursor scale up multiplier");
GamePatch.ProfileBasedSaveFolderEnabled = Config.Bind("Game", "ProfileBasedSaveFolder", false,
"Profile-based save folder");
GamePatch.ProfileBasedOptionEnabled = Config.Bind("Game", "ProfileBasedOption", false,
@@ -81,12 +86,6 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
"Game UPS factor (1.0 for normal speed)");
WindowFunctions.ProcessPriority = Config.Bind("Game", "ProcessPriority", 2,
new ConfigDescription("Game process priority\n 0: High 1: Above Normal 2: Normal 3: Below Normal 4: Idle", new AcceptableValueRange<int>(0, 4)));
WindowFunctions.ProcessAffinity = Config.Bind("Game", "CPUAffinity", -1,
new ConfigDescription("""
Game process CPU affinity
0: All 1: First-half CPUs 2. First 8 CPUs (if total CPUs are greater than 16)
3. All Performance Cores(If Intel 13th or greater) 4. All Efficiency Cores(If Intel 13th or greater)
""", new AcceptableValueRange<int>(0, 4)));
FactoryPatch.UnlimitInteractiveEnabled = Config.Bind("Factory", "UnlimitInteractive", false,
"Unlimit interactive range");
@@ -203,12 +202,14 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
DysonSpherePatch.OnlyConstructNodesEnabled = Config.Bind("DysonSphere", "OnlyConstructNodes", false,
"Construct only nodes but frames");
DysonSpherePatch.AutoConstructMultiplier = Config.Bind("DysonSphere", "AutoConstructMultiplier", 1, "Dyson Sphere auto-construct speed multiplier");
UIPatch.PlanetVeinUtilizationEnabled = Config.Bind("UI", "PlanetVeinUtilization", false,
"Planet vein utilization");
I18N.Init();
I18N.Add("UXAssist Config", "UXAssist Config", "UX助手设置");
// UI Patches
GameLogic.Enable(true);
GameLogicProc.Enable(true);
UIConfigWindow.Init();
@@ -228,7 +229,7 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
_patches?.Do(type => type.GetMethod("Start")?.Invoke(null, null));
object[] parameters = [UIPatch.GetHarmony()];
object[] parameters = [_harmony];
_compats?.Do(type => type.GetMethod("Start")?.Invoke(null, parameters));
}
@@ -236,9 +237,8 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
{
_patches?.Do(type => type.GetMethod("Uninit")?.Invoke(null, null));
UIPatch.Enable(false);
MyWindowManager.Enable(false);
GameLogic.Enable(false);
GameLogicProc.Enable(false);
}
private void Update()
@@ -254,10 +254,7 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
GamePatch.OnInputUpdate();
FactoryPatch.OnInputUpdate();
PlayerPatch.OnInputUpdate();
}
private void FixedUpdate()
{
LogisticsPatch.OnUpdate();
}
}

View File

@@ -4,7 +4,7 @@
<TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid>
<Description>DSP MOD - UXAssist</Description>
<Version>1.3.6</Version>
<Version>1.4.3</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<PackageId>UXAssist</PackageId>
@@ -15,13 +15,12 @@
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" />
<PackageReference Include="UnityEngine.Modules" Version="2022.3.53" IncludeAssets="compile" />
<!-- <PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" /> -->
<PackageReference Include="DysonSphereProgram.Modding.CommonAPI" Version="1.6.5" />
<PackageReference Include="DysonSphereProgram.Modding.DSPModSave" Version="1.*" />
</ItemGroup>
<!--
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\AssemblyFromGame\Assembly-CSharp.dll</HintPath>
@@ -30,7 +29,6 @@
<HintPath>..\AssemblyFromGame\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
-->
<ItemGroup>
<EmbeddedResource Include="assets/signal/energy-fragment.png" />
@@ -63,7 +61,7 @@
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent" Condition="'$(Configuration)' == 'Release'">
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="del /F /Q package\$(ProjectName)-$(Version).zip&#xA;powershell Compress-Archive -Force -DestinationPath 'package/$(ProjectName)-$(Version).zip' -Path &quot;$(TargetPath)&quot;, package/icon.png, package/manifest.json, README.md, CHANGELOG.md" />
</Target>
</Project>

View File

@@ -1,6 +1,6 @@
{
"name": "UXAssist",
"version_number": "1.3.6",
"version_number": "1.4.3",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist",
"description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁",
"dependencies": [

View File

@@ -1,8 +1,7 @@
using System.Collections.Generic;
using BepInEx.Configuration;
using HarmonyLib;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UniverseGenTweaks;
public static class BirthPlanetPatch
@@ -75,12 +74,12 @@ public static class BirthPlanetPatch
HighLuminosityBirthStar.SettingChanged += (_, _) => PatchBirthThemeData();
PatchBirthThemeData();
_patch ??= Harmony.CreateAndPatchAll(typeof(BirthPlanetPatch));
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
public static void Uninit()
{
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
GameLogicProc.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
_patch?.UnpatchSelf();
_patch = null;
}

View File

@@ -1,62 +1,89 @@
<details>
<summary>Read me in English</summary>
## Changelog
* 1.2.11
* Fix issues which cause universe settings not applied on staring a new game (again again).
* 1.2.10
* Fix issues which cause universe settings not applied on staring a new game or loading game (again).
* Reset star distance/flatten settings on entering galaxy creation screen.
* 1.2.9
* Fix some issues that universe settings not applied on staring a new game or loading game.
* Always show Black hole/Neutron star on preview galaxy map while creating new game.
* 1.2.8
* Fix compatiblity for game version 0.10.31.24632.
* Fix compatiblity for game version 0.10.31.24632.
* 1.2.7
* `Epic difficulty`: Fix compatibility for 0.10.30, with new resource multiplier 0.3x supported.
* 1.2.6
+ Fix possible crash or wrong stars data when loading save file with changed generation settings but with `Enable more settings on UniverseGen` disabled on config window.
+ Larger maximum value in combat settings (except `Aggressiveness` and `Max Density`).
* Fix possible crash or wrong stars data when loading save file with changed generation settings but with `Enable more settings on UniverseGen` disabled on config window.
* Larger maximum value in combat settings (except `Aggressiveness` and `Max Density`).
* 1.2.5
+ Thanks to [kremnev8](https://github.com/kremnev8)'s work on new version of [DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/), universe generation options are stored in save file now.
+ Fix text display issue on new game screen
* Thanks to [kremnev8](https://github.com/kremnev8)'s work on new version of [DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/), universe generation options are stored in save file now.
* Fix text display issue on new game screen
* 1.2.4
+ Fix a crash while setting star count greater than 256 (again)
+ Fix bug that collider check is not enabled on stars with ID greater than 255
* Fix a crash while setting star count greater than 256 (again)
* Fix bug that collider check is not enabled on stars with ID greater than 255
* 1.2.3
+ Fix a crash while setting star count greater than 256
* Fix a crash while setting star count greater than 256
* 1.2.2
+ Support game version 0.10.28.20759
* Support game version 0.10.28.20759
* 1.2.1
+ Use new tab layout of UXAssist 1.0.2
* Use new tab layout of UXAssist 1.0.2
* 1.2.0
+ Depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/) now.
+ Add `Birth star` options
+ Config tab added to UXAssist config panel.
* Depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/) now.
* Add `Birth star` options
* Config tab added to UXAssist config panel.
* 1.1.0
+ Add epic difficulty
+ `More options` and `Epic difficulty` can be enabled individually now.
+ Fix a crash while setting `Star Distance Min` to larger than `Step Distance Min`.
* Add epic difficulty
* `More options` and `Epic difficulty` can be enabled individually now.
* Fix a crash while setting `Star Distance Min` to larger than `Step Distance Min`.
* 1.0.0
+ Initial release
* Initial release
</details>
<details>
<summary>中文读我</summary>
## 更新日志
* 1.2.11
* (再次再次)修复新建游戏时宇宙设置没有应用的问题
* 1.2.10
* (再次)修复新建游戏或加载存档时宇宙设置没有应用的问题
* 进入宇宙创建界面时重置星系间距/扁平度设置
* 1.2.9
* 修复了一些在新建游戏或加载存档时宇宙设置没有应用的问题
* 在新建游戏时的星系预览图中始终显示黑洞/中子星
* 1.2.8
* 修复了对游戏版本0.10.31.24632的兼容性
* 1.2.7
* `史诗难度`: 修复了对0.10.30版本的兼容性支持新的资源倍率0.3x
* 1.2.6
+ 修复了在存档中更改了生成参数但是在配置面板中禁用了`启用更多宇宙生成设置`时可能崩溃或者星系数据错误的问题
+ 在星系生成时的战斗设置面板上提升了各选项的最大值(`黑雾攻击性``最大黑雾密度`除外`)
* 修复了在存档中更改了生成参数但是在配置面板中禁用了`启用更多宇宙生成设置`时可能崩溃或者星系数据错误的问题
* 在星系生成时的战斗设置面板上提升了各选项的最大值(`黑雾攻击性``最大黑雾密度`除外`)
* 1.2.5
+ 感谢[kremnev8](https://github.com/kremnev8)对[DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/)的更新,现在宇宙生成选项会被保存到存档中
+ 修复新建游戏界面文本显示问题
* 感谢[kremnev8](https://github.com/kremnev8)对[DSPModSave](https://dsp.thunderstore.io/package/CommonAPI/DSPModSave/)的更新,现在宇宙生成选项会被保存到存档中
* 修复新建游戏界面文本显示问题
* 1.2.4
+ 修复了设置星系数大于256时崩溃的问题(再次)
+ 修复了ID大于255的星系没有启用碰撞体检测的问题
* 修复了设置星系数大于256时崩溃的问题(再次)
* 修复了ID大于255的星系没有启用碰撞体检测的问题
* 1.2.3
+ 修复了设置星系数大于256时崩溃的问题
* 修复了设置星系数大于256时崩溃的问题
* 1.2.2
+ 支持游戏版本0.10.28.20759
* 支持游戏版本0.10.28.20759
* 1.2.1
+ 使用UXAssist 1.0.2的新页签布局
* 使用UXAssist 1.0.2的新页签布局
* 1.2.0
+ 现在依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/)
+ 增加`母星系`选项
+ 在UXAssist的配置面板中增加了一个页签
* 现在依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/)
* 增加`母星系`选项
* 在UXAssist的配置面板中增加了一个页签
* 1.1.0
+ 增加史诗难度
+ `更多选项`和`史诗难度`现在可以单独启用
+ 修复了将`恒星最小距离`设置为大于`步进最小距离`时崩溃的问题
* 增加史诗难度
* `更多选项``史诗难度`现在可以单独启用
* 修复了将`恒星最小距离`设置为大于`步进最小距离`时崩溃的问题
* 1.0.0
+ 初始版本
* 初始版本
</details>

View File

@@ -75,7 +75,7 @@ public static class EpicDifficulty
}
return 0;
}
public static int OilMultipliersCount()
{
return OilMultipliers.Length;
@@ -111,7 +111,7 @@ public static class EpicDifficulty
__instance.UpdateParametersUIDisplay();
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect.UpdateParametersUIDisplay))]
private static bool UIGalaxySelect_UpdateParametersUIDisplay_Prefix(UIGalaxySelect __instance)
@@ -153,7 +153,7 @@ public static class EpicDifficulty
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(GameDesc), "get_oilAmountMultiplier")]
[HarmonyPatch(typeof(GameDesc), nameof(GameDesc.oilAmountMultiplier), MethodType.Getter)]
private static IEnumerable<CodeInstruction> GameDesc_get_oilAmountMultiplier_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);

View File

@@ -8,16 +8,27 @@ using UnityEngine.UI;
using UXAssist.Common;
using Object = UnityEngine.Object;
namespace UniverseGenTweaks;
namespace UniverseGenTweaks;
public class MoreSettings
{
const double DEFAULT_MIN_DIST = 2;
const double DEFAULT_MIN_STEP = 2;
const double DEFAULT_MAX_STEP = 3.2;
const double DEFAULT_FLATTEN = 0.18;
public static ConfigEntry<bool> Enabled;
public static ConfigEntry<int> MaxStarCount;
private static double _minDist = 2;
private static double _minStep = 2;
private static double _maxStep = 3.2;
private static double _flatten = 0.18;
private static double _minDist = DEFAULT_MIN_DIST;
private static double _minStep = DEFAULT_MIN_STEP;
private static double _maxStep = DEFAULT_MAX_STEP;
private static double _flatten = DEFAULT_FLATTEN;
private static double _gameMinDist = DEFAULT_MIN_DIST;
private static double _gameMinStep = DEFAULT_MIN_STEP;
private static double _gameMaxStep = DEFAULT_MAX_STEP;
private static double _gameFlatten = DEFAULT_FLATTEN;
private static Text _minDistTitle;
private static Text _minStepTitle;
@@ -33,11 +44,6 @@ public class MoreSettings
private static Text _flattenText;
private static Harmony _patch, _permanentPatch;
private static double _gameMinDist = 2;
private static double _gameMinStep = 2;
private static double _gameMaxStep = 3.2;
private static double _gameFlatten = 0.18;
public static void Init()
{
I18N.Add("恒星最小距离", "Star Distance Min", "恒星最小距离");
@@ -87,6 +93,32 @@ public class MoreSettings
((RectTransform)trans).anchoredPosition3D = pos;
}
private static void UpdateSliderControls()
{
_minDistSlider.minValue = 10f;
_minDistSlider.maxValue = 50f;
_minDistSlider.value = (float)(_minDist * 10.0);
_minStepSlider.minValue = (float)(_minDist * 10.0);
_minStepSlider.maxValue = (float)(_maxStep * 10.0);
_minStepSlider.value = (float)(_minStep * 10.0);
_maxStepSlider.minValue = (float)(_minStep * 10.0);
_maxStepSlider.maxValue = 100f;
_maxStepSlider.value = (float)(_maxStep * 10.0);
_flattenSlider.minValue = 1f;
_flattenSlider.maxValue = 50f;
_flattenSlider.value = (float)(_flatten * 50.0);
_minDistText.text = _minDist.ToString();
_minStepText.text = _minStep.ToString();
_maxStepText.text = _maxStep.ToString();
_flattenText.text = _flatten.ToString();
UniverseGenTweaks.Logger.LogDebug($"Updated slider controls: {_minStepSlider.minValue}, {_minStepSlider.maxValue}, {_maxStepSlider.minValue}, {_maxStepSlider.maxValue}");
}
[HarmonyPostfix]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect._OnCreate))]
private static void UIGalaxySelect__OnCreate_Postfix(UIGalaxySelect __instance)
@@ -103,24 +135,9 @@ public class MoreSettings
flattenLocalizer.stringKey = "扁平度";
_minDistTitle.name = "min-dist";
_minDistSlider.minValue = 10f;
_minDistSlider.maxValue = 50f;
_minDistSlider.value = (float)(_minDist * 10.0);
_minStepTitle.name = "min-step";
_minStepSlider.minValue = 10f;
_minStepSlider.maxValue = (float)(_maxStep * 10.0 - 1.0);
_minStepSlider.value = (float)(_minStep * 10.0);
_maxStepTitle.name = "max-step";
_maxStepSlider.minValue = (float)(_minStep * 10.0 + 1.0);
_maxStepSlider.maxValue = 100f;
_maxStepSlider.value = (float)(_maxStep * 10.0);
_flattenTitle.name = "flatten";
_flattenSlider.minValue = 1f;
_flattenSlider.maxValue = 50f;
_flattenSlider.value = (float)(_flatten * 50.0);
TransformDeltaY(_minDistTitle.transform, -36f);
TransformDeltaY(_minStepTitle.transform, -36f * 2);
@@ -131,71 +148,82 @@ public class MoreSettings
TransformDeltaY(__instance.sandboxToggle.transform.parent, -36f * 4);
TransformDeltaY(__instance.propertyMultiplierText.transform, -36f * 4);
TransformDeltaY(__instance.addrText.transform.parent, -36f * 4);
RemoveAllListeners();
UpdateSliderControls();
AddListeners(__instance);
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect._OnOpen))]
private static void UIGalaxySelect__OnOpen_Prefix()
private static void UIGalaxySelect__OnOpen_Prefix(UIGalaxySelect __instance)
{
_minDistText.text = _minDist.ToString();
_minStepText.text = _minStep.ToString();
_maxStepText.text = _maxStep.ToString();
_flattenText.text = _flatten.ToString();
_minDist = DEFAULT_MIN_DIST;
_minStep = DEFAULT_MIN_STEP;
_maxStep = DEFAULT_MAX_STEP;
_flatten = DEFAULT_FLATTEN;
RemoveAllListeners();
UpdateSliderControls();
AddListeners(__instance);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect._OnRegEvent))]
private static void UIGalaxySelect__OnRegEvent_Postfix(UIGalaxySelect __instance)
private static void RemoveAllListeners()
{
_minDistSlider.onValueChanged.RemoveAllListeners();
_minStepSlider.onValueChanged.RemoveAllListeners();
_maxStepSlider.onValueChanged.RemoveAllListeners();
_flattenSlider.onValueChanged.RemoveAllListeners();
}
private static void AddListeners(UIGalaxySelect uiGalaxySelect)
{
_minDistSlider.onValueChanged.AddListener(val =>
{
var newVal = Mathf.Round(val) / 10.0;
if (newVal.Equals(_minDist)) return;
_minDist = _gameMinDist = newVal;
_minDist = newVal;
_minDistText.text = _minDist.ToString();
if (_minStep < _minDist)
{
_minStep = _gameMinStep = _minDist;
_minStep = _minDist;
_minStepSlider.value = (float)(_minStep * 10.0);
_minStepText.text = _minStep.ToString();
if (_maxStep < _minStep)
{
_maxStep = _gameMaxStep = _minStep;
_maxStep = _minStep;
_maxStepSlider.value = (float)(_maxStep * 10.0);
_maxStepText.text = _maxStep.ToString();
}
}
__instance.SetStarmapGalaxy();
_minStepSlider.minValue = (float)(_minDist * 10.0);
uiGalaxySelect.SetStarmapGalaxy();
});
_minStepSlider.onValueChanged.RemoveAllListeners();
_minStepSlider.onValueChanged.AddListener(val =>
{
var newVal = Mathf.Round(val) / 10.0;
if (newVal.Equals(_minStep)) return;
_minStep = _gameMinStep = newVal;
_minStep = newVal;
_maxStepSlider.minValue = (float)(newVal * 10.0);
_minStepText.text = _minStep.ToString();
__instance.SetStarmapGalaxy();
uiGalaxySelect.SetStarmapGalaxy();
});
_maxStepSlider.onValueChanged.RemoveAllListeners();
_maxStepSlider.onValueChanged.AddListener(val =>
{
var newVal = Mathf.Round(val) / 10.0;
if (newVal.Equals(_maxStep)) return;
_maxStep = _gameMaxStep = newVal;
_maxStep = newVal;
_minStepSlider.maxValue = (float)(newVal * 10.0);
_maxStepText.text = _maxStep.ToString();
__instance.SetStarmapGalaxy();
uiGalaxySelect.SetStarmapGalaxy();
});
_flattenSlider.onValueChanged.RemoveAllListeners();
_flattenSlider.onValueChanged.AddListener(val =>
{
var newVal = Mathf.Round(val) / 50.0;
if (newVal.Equals(_flatten)) return;
_flatten = _gameFlatten = newVal;
_flatten = newVal;
_flattenText.text = _flatten.ToString();
__instance.SetStarmapGalaxy();
uiGalaxySelect.SetStarmapGalaxy();
});
}
@@ -225,27 +253,26 @@ public class MoreSettings
private static class PermanentPatch
{
private static void ResetSettings()
{
_gameMinDist = 2;
_gameMinStep = 2;
_gameMaxStep = 3.2;
_gameFlatten = 0.18;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
private static void GameData_Import_Prefix(GameData __instance)
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Start))]
private static void GameMain_Start_Prefix()
{
ResetSettings();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(GameData), nameof(GameData.SetForNewGame))]
private static void GameData_SetForNewGame_Prefix(GameData __instance)
{
if (Enabled.Value) return;
ResetSettings();
if (DSPGame.GameDesc != null)
{
if (GameMain.data != null) return;
_gameMinDist = _minDist;
_gameMinStep = _minStep;
_gameMaxStep = _maxStep;
_gameFlatten = _flatten;
}
else
{
_gameMinDist = DEFAULT_MIN_DIST;
_gameMinStep = DEFAULT_MIN_STEP;
_gameMaxStep = DEFAULT_MAX_STEP;
_gameFlatten = DEFAULT_FLATTEN;
}
}
[HarmonyTranspiler]
@@ -280,14 +307,26 @@ public class MoreSettings
private static IEnumerable<CodeInstruction> UniverseGen_CreateGalaxy_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
var b0 = generator.DefineLabel();
var b1 = generator.DefineLabel();
matcher.MatchForward(false,
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(UniverseGen), nameof(UniverseGen.GenerateTempPoses)))
).Advance(-4).RemoveInstructions(4).Insert(
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_gameMinDist))),
).Advance(-4).RemoveInstructions(4).InsertAndAdvance(
new CodeInstruction(OpCodes.Call, AccessTools.PropertyGetter(typeof(UIRoot), nameof(UIRoot.instance))),
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIRoot), nameof(UIRoot.galaxySelect))),
new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(ManualBehaviour), nameof(ManualBehaviour.active))),
new CodeInstruction(OpCodes.Brfalse, b0),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_minDist))),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_minStep))),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_maxStep))),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_flatten))),
new CodeInstruction(OpCodes.Br, b1),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_gameMinDist))).WithLabels(b0),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_gameMinStep))),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_gameMaxStep))),
new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(MoreSettings), nameof(_gameFlatten)))
);
matcher.Labels.Add(b1);
return matcher.InstructionEnumeration();
}
@@ -305,16 +344,59 @@ public class MoreSettings
matcher.Repeat(m => m.Advance(1).SetInstructionAndAdvance(new CodeInstruction(OpCodes.Ldarg_3)));
return matcher.InstructionEnumeration();
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect.ApplySetting))]
private static void UIGalaxySelect_EnterGame_Prefix()
{
_gameMinDist = _minDist;
_gameMinStep = _minStep;
_gameMaxStep = _maxStep;
_gameFlatten = _flatten;
[HarmonyTranspiler]
[HarmonyPatch(typeof(UIVirtualStarmap), nameof(UIVirtualStarmap._OnLateUpdate))]
private static IEnumerable<CodeInstruction> UIVirtualStarmap__OnLateUpdate_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
var local1 = generator.DeclareLocal(typeof(UIVirtualStarmap.StarNode));
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldfld, AccessTools.Field(typeof(UIVirtualStarmap.StarNode), nameof(UIVirtualStarmap.StarNode.nameText))),
new CodeMatch(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(UnityEngine.Component), nameof(UnityEngine.Component.gameObject))),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(GameObject), nameof(GameObject.SetActive)))
).InsertAndAdvance(
new CodeInstruction(OpCodes.Dup),
new CodeInstruction(OpCodes.Stloc, local1)
).Advance(3).Insert(
new CodeInstruction(OpCodes.Ldloc, local1),
Transpilers.EmitDelegate(bool (UIVirtualStarmap.StarNode starNode) =>
{
return starNode?.starData?.type switch
{
EStarType.NeutronStar or EStarType.BlackHole => true,
_ => false,
};
}),
new CodeInstruction(OpCodes.Or)
);
return matcher.InstructionEnumeration();
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(UIGalaxySelect), nameof(UIGalaxySelect.UpdateUIDisplay))]
private static IEnumerable<CodeInstruction> UIGalaxySelect_UpdateUIDisplay_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{
var matcher = new CodeMatcher(instructions, generator);
Label? b1 = null;
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldc_I4_0),
new CodeMatch(ci => ci.IsStloc()),
new CodeMatch(ci => ci.Branches(out b1)),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(OpCodes.Ldelem_Ref),
new CodeMatch(ci => ci.IsStloc()),
new CodeMatch(ci => ci.IsLdloc())
).Advance(7);
var instr = matcher.InstructionAt(0);
matcher.Insert(
instr,
new CodeInstruction(OpCodes.Brfalse, b1!)
);
return matcher.InstructionEnumeration();
}
}
#region CombatSettings
@@ -459,10 +541,10 @@ public class MoreSettings
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.OnCombatThreatSliderChanged))]
private static bool UICombatSettingsDF_OnCombatThreatSliderChanged_Prefix(UICombatSettingsDF __instance)
{
[HarmonyPrefix]
[HarmonyPatch(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.OnCombatThreatSliderChanged))]
private static bool UICombatSettingsDF_OnCombatThreatSliderChanged_Prefix(UICombatSettingsDF __instance)
{
__instance.combatSettings.battleThreatFactor = __instance.combatThreatSlider.value switch
{
< 0.5f => 0.01f,
@@ -478,8 +560,8 @@ public class MoreSettings
_ => 20f
};
__instance.UpdateUIParametersDisplay();
return false;
}
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.OnEXPSliderChanged))]
@@ -502,12 +584,12 @@ public class MoreSettings
__instance.UpdateUIParametersDisplay();
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.UpdateUIParametersDisplay))]
private static bool UICombatSettingsDF_UpdateUIParametersDisplay_Prefix(UICombatSettingsDF __instance)
{
var text = "";
private static bool UICombatSettingsDF_UpdateUIParametersDisplay_Prefix(UICombatSettingsDF __instance)
{
var text = "";
__instance.aggresiveSlider.value = __instance.combatSettings.aggressiveness switch
{
< -0.99f => 0f,
@@ -528,7 +610,7 @@ public class MoreSettings
_ => text
};
__instance.aggresiveText.text = text;
var num = __instance.combatSettings.initialLevel;
var num = __instance.combatSettings.initialLevel;
__instance.initLevelSlider.value = num switch
{
< 0.01f => 0f,
@@ -564,7 +646,7 @@ public class MoreSettings
_ => 30f
};
__instance.initLevelText.text = num.ToString();
num = __instance.combatSettings.initialGrowth;
num = __instance.combatSettings.initialGrowth;
__instance.initGrowthSlider.value = num switch
{
< 0.01f => 0f,
@@ -581,7 +663,7 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.initGrowthText.text = text;
num = __instance.combatSettings.initialColonize;
num = __instance.combatSettings.initialColonize;
__instance.initOccupiedSlider.value = num switch
{
< 0.02f => 0f,
@@ -598,7 +680,7 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.initOccupiedText.text = text;
num = __instance.combatSettings.maxDensity;
num = __instance.combatSettings.maxDensity;
__instance.maxDensitySlider.value = num switch
{
< 1.01f => 0f,
@@ -609,7 +691,7 @@ public class MoreSettings
};
text = num + "x";
__instance.maxDensityText.text = text;
num = __instance.combatSettings.growthSpeedFactor;
num = __instance.combatSettings.growthSpeedFactor;
__instance.growthSpeedSlider.value = num switch
{
< 0.26f => 0f,
@@ -623,7 +705,7 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.growthSpeedText.text = text;
num = __instance.combatSettings.powerThreatFactor;
num = __instance.combatSettings.powerThreatFactor;
__instance.powerThreatSlider.value = num switch
{
< 0.02f => 0f,
@@ -640,7 +722,7 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.powerThreatText.text = text;
num = __instance.combatSettings.battleThreatFactor;
num = __instance.combatSettings.battleThreatFactor;
__instance.combatThreatSlider.value = num switch
{
< 0.02f => 0f,
@@ -657,7 +739,7 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.combatThreatText.text = text;
num = __instance.combatSettings.battleExpFactor;
num = __instance.combatSettings.battleExpFactor;
__instance.DFExpSlider.value = num switch
{
< 0.02f => 0f,
@@ -674,19 +756,19 @@ public class MoreSettings
};
text = num * 100f + "%";
__instance.DFExpText.text = text;
var gameDesc = new GameDesc();
var difficulty = __instance.combatSettings.difficulty;
var text2 = difficulty >= 9.9999f ? difficulty.ToString("0.00") : difficulty.ToString("0.000");
var gameDesc = new GameDesc();
var difficulty = __instance.combatSettings.difficulty;
var text2 = difficulty >= 9.9999f ? difficulty.ToString("0.00") : difficulty.ToString("0.000");
__instance.difficultyText.text = string.Format("难度系数值".Translate(), text2);
__instance.difficultTipGroupDF.SetActive((__instance.combatSettings.aggressiveLevel == EAggressiveLevel.Rampage && difficulty > 4.5f) || difficulty > 6f);
__instance.gameDesc.CopyTo(gameDesc);
gameDesc.combatSettings = __instance.combatSettings;
gameDesc.combatSettings = __instance.combatSettings;
__instance.propertyMultiplierText.text = "元数据生成倍率".Translate() + " " + gameDesc.propertyMultiplier.ToString("0%");
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(CombatSettings),nameof(CombatSettings.difficulty), MethodType.Getter)]
[HarmonyPatch(typeof(CombatSettings), nameof(CombatSettings.difficulty), MethodType.Getter)]
private static bool CombatSettings_difficulty_Getter_Prefix(CombatSettings __instance, ref float __result)
{
var aggressivenessScore = __instance.aggressiveness switch
@@ -782,10 +864,10 @@ public class MoreSettings
_ => 20f
};
var score1 = aggressivenessScore < 0f ? 0f : 0.25f + aggressivenessScore * (powerThreatFactorScore * 0.5f + battleThreatFactorScore * 0.5f);
var score2 = 0.375f + 0.625f * ((initialLevelScore + battleExpFactorScore) / 10f);
var score3 = 0.375f + 0.625f * ((initialColonizeScore * 0.6f + initialGrowthScore * 0.4f * (initialColonizeScore * 0.75f + 0.25f)) * 0.6f + growthSpeedFactorScore * 0.4f * (initialColonizeScore * 0.8f + 0.2f) + maxDensityScore * 0.29f * (initialColonizeScore * 0.5f + 0.5f));
__result = (int)(score1 * score2 * score3 * 10000f + 0.5f) / 10000f;
var score2 = 0.375f + 0.625f * ((initialLevelScore + battleExpFactorScore) / 10f);
var score3 = 0.375f + 0.625f * ((initialColonizeScore * 0.6f + initialGrowthScore * 0.4f * (initialColonizeScore * 0.75f + 0.25f)) * 0.6f + growthSpeedFactorScore * 0.4f * (initialColonizeScore * 0.8f + 0.2f) + maxDensityScore * 0.29f * (initialColonizeScore * 0.5f + 0.5f));
__result = (int)(score1 * score2 * score3 * 10000f + 0.5f) / 10000f;
return false;
}
#endregion
@@ -806,5 +888,6 @@ public class MoreSettings
_gameMaxStep = r.ReadDouble();
_gameFlatten = r.ReadDouble();
}
#endregion
}

View File

@@ -1,14 +1,16 @@
# UniverseGenTweak
#### Universe Generation Tweak
#### 宇宙生成参数调节
<details>
<summary>Read me in English</summary>
***Universe Generation Tweak***
## Features
* Config entries are placed on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/)'s config panel.
* More options on universe generation
+ Can set maximum star count(128 by default, up to 1024) in config file.
- Note: there is performance issue on galaxy view with large amount of stars.
+ Larger maximum value in combat settings (except `Aggressiveness` and `Max Density`).
* Can set maximum star count(128 by default, up to 1024) in config file.
* Note: there is performance issue on galaxy view with large amount of stars.
* Larger maximum value in combat settings (except `Aggressiveness` and `Max Density`).
* Always show Black hole/Neutron star on preview galaxy map while creating new game.
* Epic difficulty
* 0.01x resources and 0.25x oils (very hard difficulty has 0.5x oils).
* Same oil mining speed as very hard difficuly
@@ -17,13 +19,19 @@
* Solid flat on birth planet
* High luminosity for birth star
</details>
<details>
<summary>中文读我</summary>
***宇宙生成参数调节***
## 功能
* 设置选项在[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/)的配置面板上
* 生成宇宙时提供更多选项
+可以在配置文件中设置最大恒星数(默认128, 最多1024)
- 注意: 大量恒星会导致宇宙视图出现性能问题
+ 在星系生成时的战斗设置面板上提升了各选项的最大值(`黑雾攻击性``最大黑雾密度`除外`)
* 注意: 大量恒星会导致宇宙视图出现性能问题
* 在星系生成时的战斗设置面板上提升了各选项的最大值(`黑雾攻击性``最大黑雾密度`除外`)
* 在新建游戏时的星系预览图中始终显示黑洞/中子星
* 史诗难度
* 资源0.01倍油井储量0.25倍(极难是0.5倍)
* 采油速度和极难相同
@@ -31,3 +39,5 @@
* 母星有稀有资源
* 母星是纯平的
* 母星系恒星高亮
</details>

View File

@@ -19,15 +19,15 @@ public class UniverseGenTweaks : BaseUnityPlugin, IModCanSave
MoreSettings.Enabled = Config.Bind("MoreSettings", "Enabled", true, "Enable more settings on Universe Generation");
MoreSettings.MaxStarCount = Config.Bind("MoreSettings", "MaxStarCount", 128,
new ConfigDescription("(32 ~ 1024)\nMaximum star count for Universe Generation, enable MoreSettings.Enabled to take effect",
new AcceptableValueRange<int>(32, 1024), new {}));
new AcceptableValueRange<int>(32, 1024), new { }));
EpicDifficulty.Enabled = Config.Bind("EpicDifficulty", "Enabled", true, "Enable Epic difficulty");
EpicDifficulty.ResourceMultiplier = Config.Bind("EpicDifficulty", "ResourceMultiplier", 0.01f,
new ConfigDescription("Resource multiplier for Epic difficulty",
new AcceptableValueRange<float>(0.0001f, 0.05f), new {}));
new AcceptableValueRange<float>(0.0001f, 0.05f), new { }));
EpicDifficulty.OilMultiplier = Config.Bind("EpicDifficulty", "OilMultiplier", 0.5f,
new ConfigDescription("Oil multiplier for Epic difficulty relative to the Very-Hard difficulty",
new AcceptableValueRange<float>(0.1f, 1f), new {}));
new AcceptableValueRange<float>(0.1f, 1f), new { }));
BirthPlanetPatch.SitiVeinsOnBirthPlanet = Config.Bind("Birth", "SiTiVeinsOnBirthPlanet", false,
"Silicon/Titanium on birth planet");
@@ -63,7 +63,7 @@ public class UniverseGenTweaks : BaseUnityPlugin, IModCanSave
EpicDifficulty.Uninit();
MoreSettings.Uninit();
}
#region IModCanSave
private const ushort ModSaveVersion = 1;

View File

@@ -6,7 +6,7 @@
<AssemblyName>UniverseGenTweaks</AssemblyName>
<BepInExPluginGuid>org.soardev.universegentweaks</BepInExPluginGuid>
<Description>DSP MOD - UniverseGenTweaks</Description>
<Version>1.2.8</Version>
<Version>1.2.11</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources>https://nuget.bepinex.dev/v3/index.json</RestoreAdditionalProjectSources>
@@ -15,8 +15,8 @@
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" />
<PackageReference Include="UnityEngine.Modules" Version="2022.3.53" IncludeAssets="compile" />
<!-- <PackageReference Include="DysonSphereProgram.GameLibs" Version="0.10.32.*-r.*" /> -->
<PackageReference Include="DysonSphereProgram.Modding.DSPModSave" Version="1.*" />
</ItemGroup>
@@ -24,6 +24,15 @@
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\AssemblyFromGame\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\AssemblyFromGame\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\UXAssist\UXAssist.csproj" />
</ItemGroup>

View File

@@ -1,6 +1,6 @@
{
"name": "UniverseGenTweaks",
"version_number": "1.2.8",
"version_number": "1.2.11",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UniverseGenTweaks",
"description": "Universe Generation Tweaks / 宇宙生成参数调节",
"dependencies": [

View File

@@ -8,7 +8,7 @@ using Random = UnityEngine.Random;
namespace UserCloak;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class UserCloak: BaseUnityPlugin
public class UserCloak : BaseUnityPlugin
{
private static Harmony _patch;
private static ConfigEntry<int> _mode;