using System; using System.Collections.Generic; using System.Reflection.Emit; using HarmonyLib; using UnityEngine; using UXAssist.Common; namespace UXAssist.Patches; public class PersistPatch : PatchImpl { public static void Start() { Enable(true); } public static void Uninit() { Enable(false); } // Check for noModifier while pressing hotkeys on build bar [HarmonyTranspiler] [HarmonyPatch(typeof(UIBuildMenu), nameof(UIBuildMenu._OnUpdate))] private static IEnumerable UIBuildMenu__OnUpdate_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(OpCodes.Ldsfld, AccessTools.Field(typeof(VFInput), nameof(VFInput.inScreen))) ); matcher.Repeat(codeMatcher => { var jumpPos = codeMatcher.Advance(1).Operand; codeMatcher.Advance(-1).InsertAndAdvance( new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(VFInput), nameof(VFInput.noModifier))), new CodeInstruction(OpCodes.Brfalse_S, jumpPos) ).Advance(2); }); 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 ABN_VeinsUtil_CheckValue_Transpiler(IEnumerable 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))] private static IEnumerable UIButton_LateUpdate_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(ci => ci.opcode == OpCodes.Ldloc || ci.opcode == OpCodes.Ldloc_S), new CodeMatch(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(Component), nameof(Component.gameObject))), new CodeMatch(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(GameObject), nameof(GameObject.activeSelf))) ); var ldLocOpr = matcher.Operand; var labels = matcher.Labels; matcher.Labels = null; matcher.Insert( new CodeInstruction(OpCodes.Ldloc_S, ldLocOpr).WithLabels(labels), new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(Component), nameof(Component.transform))), new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(Transform), nameof(Transform.parent))), new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(Transform), nameof(Transform.parent))), new CodeInstruction(OpCodes.Callvirt, AccessTools.Method(typeof(Transform), nameof(Transform.SetAsLastSibling))) ); return matcher.InstructionEnumeration(); } // Sort blueprint structures by item id, model index, recipe id, area index, and position before saving [HarmonyPostfix] [HarmonyPatch(typeof(BlueprintUtils), nameof(BlueprintUtils.GenerateBlueprintData))] private static void BlueprintUtils_GenerateBlueprintData_Postfix(BlueprintData _blueprintData) { var buildings = _blueprintData.buildings; Array.Sort(buildings, (a, b) => { var tmpItemId = a.itemId - b.itemId; if (tmpItemId != 0) return tmpItemId; var tmpModelIndex = a.modelIndex - b.modelIndex; if (tmpModelIndex != 0) return tmpModelIndex; var tmpRecipeId = a.recipeId - b.recipeId; if (tmpRecipeId != 0) return tmpRecipeId; var tmpAreaIndex = a.areaIndex - b.areaIndex; if (tmpAreaIndex != 0) return tmpAreaIndex; var sign = Math.Sign(b.localOffset_y - a.localOffset_y); if (sign != 0) return sign; sign = Math.Sign(b.localOffset_x - a.localOffset_x); return sign != 0 ? sign : Math.Sign(b.localOffset_z - a.localOffset_z); }); for (var i = buildings.Length - 1; i >= 0; i--) { buildings[i].index = i; } } // Increase maximum value of property realizing, 2000 -> 20000 [HarmonyTranspiler] [HarmonyPatch(typeof(UIPropertyEntry), nameof(UIPropertyEntry.UpdateUIElements))] [HarmonyPatch(typeof(UIPropertyEntry), nameof(UIPropertyEntry.OnRealizeButtonClick))] [HarmonyPatch(typeof(UIPropertyEntry), nameof(UIPropertyEntry.OnInputValueEnd))] private static IEnumerable UIProductEntry_UpdateUIElements_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(OpCodes.Ldc_I4, 2000) ); matcher.Repeat(m => { m.SetAndAdvance(OpCodes.Ldc_I4, 20000); }); return matcher.InstructionEnumeration(); } [HarmonyTranspiler] [HarmonyPatch(typeof(UIPropertyEntry), nameof(UIPropertyEntry.OnInputValueEnd))] private static IEnumerable UIProductEntry_OnInputValueEnd_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(ci => ci.opcode == OpCodes.Ldc_R4 && ci.OperandIs(2000f)) ); matcher.Repeat(m => { m.SetAndAdvance(OpCodes.Ldc_R4, 20000f); }); return matcher.InstructionEnumeration(); } // Increase capacity of player order queue, 16 -> 128 [HarmonyTranspiler] [HarmonyPatch(typeof(PlayerOrder), MethodType.Constructor, typeof(Player))] private static IEnumerable PlayerOrder_Constructor_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(ci => (ci.opcode == OpCodes.Ldc_I4_S || ci.opcode == OpCodes.Ldc_I4) && ci.OperandIs(16)) ); matcher.Repeat(m => { m.SetAndAdvance(OpCodes.Ldc_I4, 128); }); return matcher.InstructionEnumeration(); } // Increase Player Command Queue from 16 to 128 [HarmonyTranspiler] [HarmonyPatch(typeof(PlayerOrder), nameof(PlayerOrder._trimEnd))] [HarmonyPatch(typeof(PlayerOrder), nameof(PlayerOrder.Enqueue))] private static IEnumerable PlayerOrder_ExtendCount_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(ci => (ci.opcode == OpCodes.Ldc_I4_S || ci.opcode == OpCodes.Ldc_I4) && ci.OperandIs(16)) ); matcher.Repeat(m => { m.SetAndAdvance(OpCodes.Ldc_I4, 128); }); return matcher.InstructionEnumeration(); } // Allow F11 in star map [HarmonyTranspiler] [HarmonyPatch(typeof(UIGame), nameof(UIGame._OnLateUpdate))] private static IEnumerable UIGame__OnLateUpdate_Transpiler(IEnumerable instructions, ILGenerator generator) { var matcher = new CodeMatcher(instructions, generator); matcher.MatchForward(false, new CodeMatch(OpCodes.Ldsfld, AccessTools.Field(typeof(VFInput), nameof(VFInput.inFullscreenGUI))), new CodeMatch(ci => ci.opcode == OpCodes.Brfalse || ci.opcode == OpCodes.Brfalse_S) ); var jumpPos = matcher.Advance(1).Operand; matcher.Advance(-1).Insert( new CodeInstruction(OpCodes.Ldarg_0), new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIGame), nameof(UIGame.starmap))), new CodeInstruction(OpCodes.Callvirt, AccessTools.PropertyGetter(typeof(ManualBehaviour), nameof(ManualBehaviour.active))), new CodeInstruction(OpCodes.Brtrue_S, jumpPos) ); return matcher.InstructionEnumeration(); } // Ignore UIDFCommunicatorWindow.Determine() [HarmonyPrefix] [HarmonyPatch(typeof(UIDFCommunicatorWindow), nameof(UIDFCommunicatorWindow.Determine))] private static bool UIDFCommunicatorWindow_Determine_Prefix() { return false; } }