mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-08 21:33:28 +08:00
401 lines
16 KiB
C#
401 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection.Emit;
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using BepInEx.Configuration;
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using HarmonyLib;
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using UnityEngine;
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using UXAssist.Common;
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namespace UXAssist.Patches;
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public static class TechPatch
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{
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public static ConfigEntry<bool> SorterCargoStackingEnabled;
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public static ConfigEntry<bool> BatchBuyoutTechEnabled;
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public static void Init()
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{
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I18N.Add("分拣器运货量", "Sorter Mk.III cargo stacking : ", "极速分拣器每次可运送 ");
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SorterCargoStackingEnabled.SettingChanged += (_, _) => SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
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BatchBuyoutTechEnabled.SettingChanged += (_, _) => BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
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SorterCargoStacking.Enable(SorterCargoStackingEnabled.Value);
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BatchBuyoutTech.Enable(BatchBuyoutTechEnabled.Value);
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}
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public static void Uninit()
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{
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BatchBuyoutTech.Enable(false);
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SorterCargoStacking.Enable(false);
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}
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private class SorterCargoStacking: PatchImpl<SorterCargoStacking>
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{
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private static bool _protoPatched;
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protected override void OnEnable()
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{
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TryPatchProto(true);
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GameLogic.OnDataLoaded += VFPreload_InvokeOnLoadWorkEnded_Postfix;
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}
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protected override void OnDisable()
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{
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GameLogic.OnDataLoaded -= VFPreload_InvokeOnLoadWorkEnded_Postfix;
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TryPatchProto(false);
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}
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private static void TryPatchProto(bool on)
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{
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var techs = LDB.techs;
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if (techs == null || techs.dataArray == null || techs.dataArray.Length == 0) return;
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if (on)
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{
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var delim = -26.0f;
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var tp3301 = techs.Select(3301);
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if (tp3301 != null && tp3301.IsObsolete)
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{
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_protoPatched = false;
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delim = tp3301.Position.y + 1.0f;
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}
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if (_protoPatched) return;
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foreach (var tp in techs.dataArray)
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{
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switch (tp.ID)
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{
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case >= 3301 and <= 3305:
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tp.UnlockValues[0] = tp.ID - 3300 + 1;
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tp.IsObsolete = false;
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continue;
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case 3306:
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tp.PreTechs = [];
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continue;
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}
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if (tp.Position.y > delim) continue;
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tp.Position.y -= 4.0f;
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}
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_protoPatched = true;
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}
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else
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{
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var delim = -28.0f;
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var tp3301 = techs.Select(3301);
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if (tp3301 != null && !tp3301.IsObsolete)
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{
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_protoPatched = true;
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delim = tp3301.Position.y - 1.0f;
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}
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if (!_protoPatched) return;
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foreach (var tp in techs.dataArray)
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{
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if (tp.ID is >= 3301 and <= 3306)
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{
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tp.IsObsolete = true;
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continue;
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}
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if (tp.Position.y > delim) continue;
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tp.Position.y += 4.0f;
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}
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_protoPatched = false;
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}
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}
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private static void VFPreload_InvokeOnLoadWorkEnded_Postfix()
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{
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TryPatchProto(true);
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}
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}
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private class BatchBuyoutTech: PatchImpl<BatchBuyoutTech>
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{
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private static void GenerateTechList(GameHistoryData history, int techId, List<int> techIdList)
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{
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var techProto = LDB.techs.Select(techId);
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if (techProto == null || !techProto.Published) return;
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var flag = true;
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for (var i = 0; i < 2; i++)
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{
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var array = techProto.PreTechs;
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if (i == 1)
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{
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array = techProto.PreTechsImplicit;
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}
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for (var j = 0; j < array.Length; j++)
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{
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if (!history.techStates.ContainsKey(array[j]) || history.techStates[array[j]].unlocked) continue;
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if (history.techStates[array[j]].maxLevel > history.techStates[array[j]].curLevel)
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{
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flag = false;
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}
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GenerateTechList(history, array[j], techIdList);
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}
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}
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if (history.techStates.ContainsKey(techId) && !history.techStates[techId].unlocked && flag)
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{
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techIdList.Add(techId);
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}
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}
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private static void CheckTechUnlockProperties(GameHistoryData history, TechProto techProto, int[] properties, List<Tuple<TechProto, int, int>> techList, int maxLevel = 10000)
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{
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var techStates = history.techStates;
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var techID = techProto.ID;
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if (techStates == null || !techStates.TryGetValue(techID, out var value)) return;
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if (value.unlocked) return;
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var maxLvl = Math.Min(maxLevel < 0 ? value.curLevel - maxLevel - 1 : maxLevel, value.maxLevel);
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foreach (var preid in techProto.PreTechs)
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{
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var preProto = LDB.techs.Select(preid);
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if (preProto != null)
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CheckTechUnlockProperties(history, preProto, properties, techList, techProto.PreTechsMax ? 10000 : preProto.Level);
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}
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foreach (var preid in techProto.PreTechsImplicit)
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{
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var preProto = LDB.techs.Select(preid);
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if (preProto != null)
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CheckTechUnlockProperties(history, preProto, properties, techList, techProto.PreTechsMax ? 10000 : preProto.Level);
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}
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if (value.curLevel < techProto.Level) value.curLevel = techProto.Level;
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techList.Add(new Tuple<TechProto, int, int>(techProto, value.curLevel, techProto.Level));
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while (value.curLevel <= maxLvl)
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{
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if (techProto.PropertyOverrideItemArray != null)
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{
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var propertyOverrideItemArray = techProto.PropertyOverrideItemArray;
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for (var i = 0; i < propertyOverrideItemArray.Length; i++)
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{
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var id = propertyOverrideItemArray[i].id;
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var count = (float)propertyOverrideItemArray[i].count;
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var ratio = Mathf.Clamp01((float)((double)value.hashUploaded / value.hashNeeded));
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var consume = Mathf.CeilToInt(count * (1f - ratio));
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properties[id - 6001] += consume;
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}
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}
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else
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{
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for (var j = 0; j < techProto.itemArray.Length; j++)
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{
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var id = techProto.itemArray[j].ID;
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var consume = (int)(techProto.ItemPoints[j] * (value.hashNeeded - value.hashUploaded) / 3600L);
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properties[id - 6001] += consume;
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}
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}
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value.curLevel++;
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value.hashUploaded = 0;
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value.hashNeeded = techProto.GetHashNeeded(value.curLevel);
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}
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}
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private static int UnlockTechRecursiveImpl(GameHistoryData history, TechProto techProto, int maxLevel = 10000)
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{
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var techStates = history.techStates;
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var techID = techProto.ID;
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if (techStates == null || !techStates.TryGetValue(techID, out var value))
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{
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return -1;
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}
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if (value.unlocked)
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{
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return -1;
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}
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var maxLvl = Math.Min(maxLevel < 0 ? value.curLevel - maxLevel - 1 : maxLevel, value.maxLevel);
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foreach (var preid in techProto.PreTechs)
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{
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var preProto = LDB.techs.Select(preid);
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if (preProto != null)
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UnlockTechRecursiveImpl(history, preProto, techProto.PreTechsMax ? 10000 : preProto.Level);
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}
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foreach (var preid in techProto.PreTechsImplicit)
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{
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var preProto = LDB.techs.Select(preid);
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if (preProto != null)
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UnlockTechRecursiveImpl(history, preProto, techProto.PreTechsMax ? 10000 : preProto.Level);
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}
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if (value.curLevel < techProto.Level) value.curLevel = techProto.Level;
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while (value.curLevel <= maxLvl)
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{
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if (value.curLevel == 0)
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{
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foreach (var recipe in techProto.UnlockRecipes)
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{
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history.UnlockRecipe(recipe);
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}
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}
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for (var j = 0; j < techProto.UnlockFunctions.Length; j++)
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{
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history.UnlockTechFunction(techProto.UnlockFunctions[j], techProto.UnlockValues[j], value.curLevel);
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}
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for (var k = 0; k < techProto.AddItems.Length; k++)
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{
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history.GainTechAwards(techProto.AddItems[k], techProto.AddItemCounts[k]);
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}
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value.curLevel++;
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}
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value.unlocked = maxLvl >= value.maxLevel;
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value.curLevel = value.unlocked ? maxLvl : maxLvl + 1;
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value.hashNeeded = techProto.GetHashNeeded(value.curLevel);
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value.hashUploaded = value.unlocked ? value.hashNeeded : 0;
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techStates[techID] = value;
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return maxLvl;
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}
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private static bool UnlockTechRecursive(TechProto techProto, int maxLevel = 10000)
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{
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if (techProto == null) return false;
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var history = GameMain.history;
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var ulvl = UnlockTechRecursiveImpl(history, techProto, maxLevel);
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if (ulvl < 0) return false;
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history.RegFeatureKey(1000100);
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history.NotifyTechUnlock(techProto.ID, ulvl);
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return true;
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}
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[HarmonyTranspiler]
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[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.UpdateInfoDynamic))]
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private static IEnumerable<CodeInstruction> UITechNode_UpdateInfoDynamic_Transpiler(IEnumerable<CodeInstruction> instructions)
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{
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var matcher = new CodeMatcher(instructions);
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matcher.MatchForward(false,
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new CodeMatch(OpCodes.Ldsfld, AccessTools.Field(typeof(UITechTree), nameof(UITechTree.showProperty))),
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new CodeMatch(ci => ci.IsLdloc()),
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new CodeMatch(OpCodes.And)
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).Advance(1).SetAndAdvance(OpCodes.Ldloc_3, null).InsertAndAdvance(
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new CodeInstruction(OpCodes.Ldc_I4_0),
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new CodeInstruction(OpCodes.Ceq)
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);
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return matcher.InstructionEnumeration();
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(UITechNode), nameof(UITechNode.OnBuyoutButtonClick))]
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private static bool UITechNode_OnBuyoutButtonClick_Prefix(UITechNode __instance)
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{
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if (GameMain.isFullscreenPaused)
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{
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return false;
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}
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var techProto = __instance.techProto;
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if (techProto == null) return false;
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var properties = new int[6];
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List<Tuple<TechProto, int, int>> techList = new();
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var history = GameMain.history;
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var maxLevel = -1;
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CheckTechUnlockProperties(history, techProto, properties, techList, maxLevel);
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var propertySystem = DSPGame.propertySystem;
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var clusterSeedKey = history.gameData.GetClusterSeedKey();
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var enough = true;
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for (var i = 0; i < 6; i++)
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{
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if (propertySystem.GetItemAvaliableProperty(clusterSeedKey, 6001 + i) >= properties[i]) continue;
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enough = false;
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break;
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}
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if (!enough)
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{
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UIRealtimeTip.Popup("元数据不足".Translate(), true, 0);
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return false;
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}
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if (!history.hasUsedPropertyBanAchievement)
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{
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UIMessageBox.Show("初次使用元数据标题".Translate(), "初次使用元数据描述".Translate(), "取消".Translate(), "确定".Translate(), 2, null, DoUnlockFunc);
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return false;
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}
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DoUnlockFunc();
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return false;
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void DoUnlockFunc()
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{
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if (techList.Count <= 1)
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{
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DoUnlockFuncInternal();
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return;
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}
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var msg = "要使用元数据买断以下科技吗?";
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if (techList.Count <= 10)
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{
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foreach (var tuple in techList)
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{
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AddToMsg(ref msg, tuple);
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}
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}
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else
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{
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for (var i = 0; i < 5; i++)
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{
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AddToMsg(ref msg, techList[i]);
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}
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msg += " ...\n";
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for (var i = techList.Count - 5; i < techList.Count; i++)
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{
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AddToMsg(ref msg, techList[i]);
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}
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}
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msg += "\n\n";
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msg += "以下是买断所需元数据:";
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for (var i = 0; i < 6; i++)
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{
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var itemCount = properties[i];
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if (itemCount <= 0) continue;
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msg += $"\n {LDB.items.Select(6001 + i).propertyName}x{itemCount}";
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}
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UIMessageBox.Show("批量买断科技", msg, "取消".Translate(), "确定".Translate(), 2, null, DoUnlockFuncInternal);
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return;
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void AddToMsg(ref string str, Tuple<TechProto, int, int> tuple)
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{
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if (tuple.Item2 == tuple.Item3)
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{
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if (tuple.Item2 <= 0)
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str += $"\n {tuple.Item1.name}";
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else
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str += $"\n {tuple.Item1.name}{"杠等级".Translate()}{tuple.Item2}";
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}
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else
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str += $"\n {tuple.Item1.name}{"杠等级".Translate()}{tuple.Item2}->{tuple.Item3}";
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}
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}
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void DoUnlockFuncInternal()
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{
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UnlockTechRecursive(__instance.techProto, maxLevel);
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history.VarifyTechQueue();
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if (history.currentTech != history.techQueue[0])
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{
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history.currentTech = history.techQueue[0];
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}
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var mainPlayer = GameMain.mainPlayer;
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for (var i = 0; i < 6; i++)
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{
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var itemCount = properties[i];
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if (itemCount <= 0) continue;
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var itemId = 6001 + i;
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propertySystem.AddItemConsumption(clusterSeedKey, itemId, itemCount);
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history.AddPropertyItemConsumption(itemId, itemCount, true);
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mainPlayer.mecha.AddProductionStat(itemId, itemCount, mainPlayer.nearestFactory);
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mainPlayer.mecha.AddConsumptionStat(itemId, itemCount, mainPlayer.nearestFactory);
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}
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}
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}
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}
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}
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