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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 00:13:36 +08:00
Files
DSP_Mods/UXAssist/Patches/TechPatch.cs
2025-08-10 15:16:53 +08:00

323 lines
12 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine.UI;
using UXAssist.Common;
using GameLogic = UXAssist.Common.GameLogic;
namespace UXAssist.Patches;
public static class TechPatch
{
public static ConfigEntry<bool> SorterCargoStackingEnabled;
public static ConfigEntry<bool> DisableBattleRelatedTechsInPeaceModeEnabled;
public static ConfigEntry<bool> BatchBuyoutTechEnabled;
public static void Init()
{
I18N.Add("分拣器运货量", "Sorter Mk.III cargo stacking : ", "极速分拣器每次可运送 ");
SorterCargoStackingEnabled.SettingChanged += (_, _) => SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
DisableBattleRelatedTechsInPeaceModeEnabled.SettingChanged += (_, _) => DisableBattleRelatedTechsInPeaceMode.Enable(DisableBattleRelatedTechsInPeaceModeEnabled.Value);
BatchBuyoutTechEnabled.SettingChanged += (_, _) => BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
}
public static void Start()
{
SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
DisableBattleRelatedTechsInPeaceMode.Enable(DisableBattleRelatedTechsInPeaceModeEnabled.Value);
BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
}
public static void Uninit()
{
BatchBuyoutTech.Enable(false);
DisableBattleRelatedTechsInPeaceMode.Enable(false);
SorterCargoStacking.Enable(false);
}
private class SorterCargoStacking
{
private static bool _protoPatched;
public static void Enable(bool enable)
{
if (enable)
{
TryPatchProto(true);
GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
}
else
{
GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
TryPatchProto(false);
}
}
private static void TryPatchProto(bool on)
{
if (DSPGame.IsMenuDemo) return;
var techs = LDB.techs;
if (techs == null || techs?.dataArray == null || techs.dataArray.Length == 0) return;
if (on)
{
var delim = -26.0f;
var tp3301 = techs.Select(3301);
if (tp3301 != null && tp3301.IsObsolete)
{
_protoPatched = false;
delim = tp3301.Position.y + 1.0f;
}
if (_protoPatched) return;
foreach (var tp in techs.dataArray)
{
switch (tp.ID)
{
case >= 3301 and <= 3305:
tp.UnlockValues[0] = tp.ID - 3300 + 1;
tp.IsObsolete = false;
continue;
case 3306:
tp.PreTechs = [];
continue;
}
if (tp.Position.y > delim) continue;
tp.Position.y -= 4.0f;
}
_protoPatched = true;
}
else
{
var delim = -28.0f;
var tp3301 = techs.Select(3301);
if (tp3301 != null && !tp3301.IsObsolete)
{
_protoPatched = true;
delim = tp3301.Position.y - 1.0f;
}
if (!_protoPatched) return;
foreach (var tp in techs.dataArray)
{
if (tp.ID is >= 3301 and <= 3306)
{
tp.IsObsolete = true;
continue;
}
if (tp.Position.y > delim) continue;
tp.Position.y += 4.0f;
}
_protoPatched = false;
}
}
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix()
{
TryPatchProto(true);
}
}
private static class DisableBattleRelatedTechsInPeaceMode
{
private static bool _protoPatched;
private static HashSet<int> _techsToDisableSet;
private static Dictionary<int, TechProto[]> _originTechPosts = [];
public static void Enable(bool enable)
{
if (_techsToDisableSet == null)
{
(int, int)[] techListToDisable =
[
// Explosive Unit, Crystal Explosive Unit
// 爆破单元,晶石爆破单元
(1803, 1804),
// Implosion Cannon
// 聚爆加农炮
(1807, 1807),
// Signal Tower, Planetary Defense System, Jammer Tower, Plasma Turret, Titanium Ammo Box, Superalloy Ammo Box, High-Explosive Shell Set, Supersonic Missile Set, Crystal Shell Set, Gravity Missile Set, Antimatter Capsule, Precision Drone, Prototype, Attack Drone, Corvette, Destroyer, Suppressing Capsule, EM Capsule Mk.III
// 信号塔, 行星防御系统, 干扰塔, 磁化电浆炮, 钛化弹箱, 超合金弹箱, 高爆炮弹组, 超音速导弹组, 晶石炮弹组, 引力导弹组, 反物质胶囊, 地面战斗机-A型, 地面战斗机-E型, 地面战斗机-F型, 太空战斗机-A型, 太空战斗机-F型, 电磁胶囊II, 电磁胶囊III
(1809, 1825),
// Auto Reconstruction Marking
// 自动标记重建
(2951, 2956),
// Energy Shield
// 能量护盾
(2801, 2807),
// Kinetic Weapon Damage
// 动能武器伤害
(5001, 5006),
// Energy Weapon Damage
// 能量武器伤害
(5101, 5106),
// Explosive Weapon Damage
// 爆炸武器伤害
(5201, 5206),
// Combat Drone Damage
// 战斗无人机伤害
(5301, 5305),
// Combat Drone Attack Speed
// 战斗无人机攻击速度
(5401, 5405),
// Combat Drone Engine
// 战斗无人机引擎
(5601, 5605),
// Combat Drone Durability
// 战斗无人机耐久
(5701, 5705),
// Ground Squadron Expansion
// 地面编队扩容
(5801, 5807),
// Space Fleet Expansion
// 太空编队扩容
(5901, 5907),
// Enhanced Structure
// 结构强化
(6001, 6006),
// Planetary Shield
// 行星护盾
(6101, 6106),
];
_techsToDisableSet = [.. techListToDisable.SelectMany(t => Enumerable.Range(t.Item1, t.Item2 - t.Item1 + 1))];
}
if (enable)
{
if (DSPGame.GameDesc != null)
TryPatchProto(DSPGame.GameDesc.isPeaceMode);
GameLogic.OnGameBegin += OnGameBegin;
}
else
{
GameLogic.OnGameBegin -= OnGameBegin;
TryPatchProto(false);
}
}
private static void OnGameBegin()
{
TryPatchProto(DSPGame.GameDesc.isPeaceMode);
}
private static void TryPatchProto(bool on)
{
if (DSPGame.IsMenuDemo || on == _protoPatched) return;
var techs = LDB.techs;
if (techs?.dataArray == null || techs.dataArray.Length == 0) return;
if (on)
{
foreach (var tp in techs.dataArray)
{
if (_techsToDisableSet.Contains(tp.ID))
{
tp.IsObsolete = true;
}
var postTechs = tp.postTechArray;
for (var i = postTechs.Length - 1; i >= 0; i--)
{
if (_techsToDisableSet.Contains(postTechs[i].ID))
{
_originTechPosts[tp.ID] = postTechs;
tp.postTechArray = [.. postTechs.Where(p => !_techsToDisableSet.Contains(p.ID))];
break;
}
}
}
_protoPatched = true;
}
else
{
foreach (var tp in techs.dataArray)
{
if (_techsToDisableSet.Contains(tp.ID))
{
tp.IsObsolete = false;
}
if (_originTechPosts.TryGetValue(tp.ID, out var postTechs))
{
tp.postTechArray = postTechs;
}
}
_originTechPosts.Clear();
_protoPatched = false;
}
var nodes = UIRoot.instance.uiGame.techTree.nodes;
var history = GameMain.history;
foreach (var item in nodes)
{
var node = item.Value;
foreach (var arrow in node.arrows)
{
arrow.gameObject.SetActive(false);
}
var postTechArray = node.techProto.postTechArray;
var active = postTechArray.Length > 0;
node.connGroup.gameObject.SetActive(active);
node.connImages = active ? node.connGroup.GetComponentsInChildren<Image>(true) : [];
if (!active) continue;
bool onlyOneOutput = postTechArray.Length == 1;
for (var i = 0; i < postTechArray.Length; i++)
{
var postTech = postTechArray[i];
if (!nodes.ContainsKey(postTech.ID)) continue;
bool itemUnlocked = true;
for (var n = 0; n < postTech.PreItem.Length; n++)
{
if (history.ItemUnlocked(postTech.PreItem[n])) continue;
itemUnlocked = false;
break;
}
bool techUnlocked = history.TechUnlocked(postTech.ID);
node.arrows[i].gameObject.SetActive(itemUnlocked || techUnlocked);
if (onlyOneOutput && !itemUnlocked && !techUnlocked)
{
node.outputArrow.enabled = false;
node.outputLine.gameObject.SetActive(false);
}
else
{
node.outputLine.gameObject.SetActive(true);
}
}
}
}
}
private class BatchBuyoutTech: PatchImpl<BatchBuyoutTech>
{
[HarmonyTranspiler]
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.UpdateInfoDynamic))]
private static IEnumerable<CodeInstruction> UITechNode_UpdateInfoDynamic_Transpiler(IEnumerable<CodeInstruction> instructions)
{
var matcher = new CodeMatcher(instructions);
matcher.MatchForward(false,
new CodeMatch(OpCodes.Ldsfld, AccessTools.Field(typeof(UITechTree), nameof(UITechTree.showProperty))),
new CodeMatch(ci => ci.IsLdloc()),
new CodeMatch(OpCodes.And)
).Advance(1).SetAndAdvance(OpCodes.Ldloc_3, null).InsertAndAdvance(
new CodeInstruction(OpCodes.Ldc_I4_0),
new CodeInstruction(OpCodes.Ceq)
);
return matcher.InstructionEnumeration();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.OnBuyoutButtonClick))]
private static bool UITechNode_OnBuyoutButtonClick_Prefix(UITechNode __instance)
{
if (GameMain.isFullscreenPaused)
{
return false;
}
var techProto = __instance.techProto;
if (techProto == null) return false;
Functions.TechFunctions.UnlockProtoWithMetadataAndPrompt([techProto], -1, true);
return false;
}
}
}