(1.6.6) Event Enemies Detection + Kill Count

This commit is contained in:
mikx
2026-02-21 05:38:58 -05:00
parent 90bb020a44
commit 366e2f5570
10 changed files with 597 additions and 77 deletions

View File

@@ -15,7 +15,7 @@ namespace MxValheim.EventSystem
return (level * 100);
}
public static float CalculateExpMultiplier(int level, Heightmap.Biome biome)
public static float CalculateExpMultiplier(Heightmap.Biome biome)
{
Dictionary<int, float> biomeBase = new Dictionary<int, float>()
{

View File

@@ -45,8 +45,8 @@ namespace MxValheim.EventSystem
{
static void Prefix(RandEventSystem __instance)
{
//__instance.m_eventIntervalMin = 10f;
//__instance.m_eventChance = 100f;
__instance.m_eventIntervalMin = 10f;
__instance.m_eventChance = 100f;
}
}
@@ -59,13 +59,21 @@ namespace MxValheim.EventSystem
RandomEvent currentRaid = ActiveEventField(__instance);
if (string.IsNullOrEmpty(eventName) && currentRaid != null)
{
int kill = 0;
ZPackage pkg = new ZPackage();
pkg.Write(currentRaid.m_name);
pkg.Write($"{currentRaid.m_pos}");
Debug.Log($"RPC_SetEvent: {currentRaid.m_pos}");
kill = Watcher.eventKill;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerRemoveEvent", pkg);
Vector3 playerPos = Player.m_localPlayer.transform.position;
float distance = Vector3.Distance(playerPos, currentRaid.m_pos);
if (distance <= 96f)
{
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
Reward.GiveItemStatic("Coins", Reward.CalculateRewardCoin(Profiles.serverLevel, currentBiome));
Reward.GiveItemStatic("Coins", Reward.CalculateRewardCoin(Profiles.serverLevel, currentBiome, kill));
System.Random rand = new System.Random();
Reward.GiveItemStatic("Feathers", rand.Next(5, 20));
if (rand.Next(100) < 50)
@@ -102,10 +110,8 @@ namespace MxValheim.EventSystem
}
}
// Hiding the yellow persistent text at the top center
if (RandEventSystem.instance != null && RandEventSystem.instance.GetActiveEvent() != null)
{
// We set the text to an empty string so it doesn't render
__instance.m_eventName.text = "";
}
}
@@ -116,66 +122,48 @@ namespace MxValheim.EventSystem
{
static void Postfix(Character __instance)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
// 2. Check if a raid is active
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
}
if (!isEventCreature) return;
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent == null) return;
Vector3 playerPos = Player.m_localPlayer.transform.position;
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
if (activeEvent != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
ZPackage pkg = new ZPackage();
pkg.Write(activeEvent.m_name);
pkg.Write($"{activeEvent.m_pos}");
ActiveEventData entry = MxValheimMod.ActiveEvents.Find(e => e.Position == activeEvent.m_pos.ToString());
if (entry == null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerRegisterEvent", pkg);
} else
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetEventKill", pkg);
}
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerGetEventKill", pkg);
}
Debug.Log($"EventSystem: Event Enemy {nview.GetZDO().GetBool(ZDOVars.s_eventCreature, isEventCreature)}");
if (distance <= 96f)
{
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2 :
(level == 2) ? 4 :
(level == 3) ? 6 :
6;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
int expFinal = (int)(exp * Experience.CalculateExpMultiplier(Profiles.serverLevel, currentBiome));
Experience.AddExperience(expFinal);
}
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifierEvent
{
static void Postfix(Character __instance)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
}
Debug.Log($"EventSystem: Event Enemy {nview.GetZDO().GetBool(ZDOVars.s_eventCreature, isEventCreature)}");
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2 :
(level == 2) ? 4 :
(level == 3) ? 6 :
6;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
int expFinal = ((int)(exp * Experience.CalculateExpMultiplier(currentBiome))) + Profiles.serverLevel;
Experience.AddExperience(expFinal);
}
}
}

View File

@@ -20,7 +20,6 @@ namespace MxValheim.EventSystem
public static int serverLevel = 1;
public static int serverExperience = 0;
public static void ServerUserExists(string playerid)
{
// Check to ensure this is actually the server running this

View File

@@ -0,0 +1,158 @@
using HarmonyLib;
using Jotunn.Configs;
using Jotunn.Entities;
using Jotunn.Managers;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using static DropTable;
namespace MxValheim.EventSystem.RandomUnique
{
internal class SpawnManager
{
public class SpawnConditionsData
{
public bool WorldSpawnEnabled;
public string Biome;
public float SpawnChance;
public int MaxSpawned;
public float SpawnInterval;
public float SpawnDistance;
public bool SpawnInForest;
public bool SpawnOutsideForest;
public float MinAltitude;
public float MaxAltitude;
public int MinGroupSize;
public int MaxGroupSize;
public bool SpawnAtDay;
public bool SpawnAtNight;
public int MinLevel;
}
public class DropData
{
public string ItemName;
public int Min;
public int Max;
public float Chance;
public bool OnePerPlayer;
}
public class EquipmentData
{
public string RightHand;
public string LeftHand;
public string Chest;
public string Legs;
public string Back;
}
public class EnemyTemplate
{
public string PrefabToClone;
public string InternalName;
public string HoverName;
public string Faction;
public float Health;
public float Speed;
public float Scale;
public ColorData ColorTint;
public SpawnConditionsData SpawnConditions;
public List<DropData> DropTable;
public EquipmentData Equipment;
}
public class ColorData
{
public float r;
public float g;
public float b;
public float intensity;
}
public static void RegisterWithWorldSpawn(GameObject customEnemy, EnemyTemplate data)
{
var spawnConfig = new SpawnConfig
{
Name = data.InternalName + "_Spawn",
WorldSpawnEnabled = data.SpawnConditions.WorldSpawnEnabled,
Biome = (Heightmap.Biome)Enum.Parse(typeof(Heightmap.Biome), data.SpawnConditions.Biome),
SpawnChance = data.SpawnConditions.SpawnChance,
MaxSpawned = data.SpawnConditions.MaxSpawned,
SpawnInterval = data.SpawnConditions.SpawnInterval,
SpawnDistance = data.SpawnConditions.SpawnDistance,
SpawnInForest = data.SpawnConditions.SpawnInForest,
SpawnOutsideForest = data.SpawnConditions.SpawnOutsideForest,
MinAltitude = data.SpawnConditions.MinAltitude,
MaxAltitude = data.SpawnConditions.MaxAltitude,
MinGroupSize = data.SpawnConditions.MinGroupSize,
MaxGroupSize = data.SpawnConditions.MaxGroupSize,
SpawnAtDay = !data.SpawnConditions.SpawnAtDay,
SpawnAtNight = data.SpawnConditions.SpawnAtNight,
MinLevel = data.SpawnConditions.MinLevel,
};
var creatureConfig = new CreatureConfig();
creatureConfig.Name = data.HoverName;
creatureConfig.AddSpawnConfig(spawnConfig);
CreatureManager.Instance.AddCreature(new CustomCreature(customEnemy, true, creatureConfig));
Debug.Log($"[MxValheim] {data.InternalName} registered correctly with CreatureConfig!");
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
public static class Hud_Update_SpawnManager
{
static void Postfix(Hud __instance)
{
if (Player.m_localPlayer == null || !Player.m_localPlayer.IsDead()) return;
if (MxValheimMod._uniqueTimer > 0)
{
MxValheimMod._uniqueTimer -= Time.deltaTime;
}
if (MxValheimMod._uniqueTimer <= 0)
{
int pb = GetPlayerBiomeIndex(Player.m_localPlayer);
System.Random rand = new System.Random();
if (rand.Next(100) < 25)
{
switch (pb)
{
case 1: break;
}
}
MxValheimMod._uniqueTimer = 60.0f;
}
}
}
public static int GetPlayerBiomeIndex(Player player)
{
int biomeIndex = 0;
Heightmap.Biome currentBiome = player.GetCurrentBiome();
Debug.Log($"KillFeed: {currentBiome}");
if (currentBiome == Heightmap.Biome.Meadows) biomeIndex = 1;
else if (currentBiome == Heightmap.Biome.BlackForest) biomeIndex = 2;
else if (currentBiome == Heightmap.Biome.Swamp) biomeIndex = 3;
else if (currentBiome == Heightmap.Biome.Mountain) biomeIndex = 4;
else if (currentBiome == Heightmap.Biome.Plains) biomeIndex = 5;
else if (currentBiome == Heightmap.Biome.Mistlands) biomeIndex = 6;
else if (currentBiome == Heightmap.Biome.DeepNorth) biomeIndex = 7;
else if (currentBiome == Heightmap.Biome.AshLands) biomeIndex = 8;
else if (currentBiome == Heightmap.Biome.Ocean) biomeIndex = 9;
return biomeIndex;
}
}
}

View File

@@ -0,0 +1,265 @@
using Jotunn.Managers;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using static MxValheim.EventSystem.RandomUnique.SpawnManager;
namespace MxValheim.EventSystem.RandomUnique
{
internal class UniqueManager
{
public static void LoadAllTemplates()
{
string uniqueFolder = Path.Combine(MxValheimMod.internalDataPath, "UniqueEnemy");
if (!Directory.Exists(uniqueFolder))
{
Directory.CreateDirectory(uniqueFolder);
}
string[] jsonFiles = Directory.GetFiles(uniqueFolder, "*.json");
foreach (string filePath in jsonFiles)
{
try
{
string jsonContent = File.ReadAllText(filePath);
LoadEnemyFromJson(jsonContent);
Debug.Log($"Loaded custom enemy from: {Path.GetFileName(filePath)}");
}
catch (System.Exception ex)
{
Debug.LogError($"Failed to load {filePath}: {ex.Message}");
}
}
}
public static void LoadEnemyFromJson(string jsonContent)
{
var data = JsonConvert.DeserializeObject<EnemyTemplate>(jsonContent);
GameObject customEnemy = PrefabManager.Instance.CreateClonedPrefab(data.InternalName, data.PrefabToClone);
Character character = customEnemy.GetComponent<Character>();
if (character != null)
{
character.m_name = data.HoverName;
character.m_health = data.Health;
character.m_speed = data.Speed;
character.m_faction = Character.Faction.Boss;
}
customEnemy.transform.localScale = new Vector3(data.Scale, data.Scale, data.Scale);
PrefabManager.Instance.AddPrefab(customEnemy);
Debug.Log($"Successfully injected {data.InternalName} into Valheim!");
}
public static List<EnemyTemplate> LoadTemplatesFromFolder()
{
List<EnemyTemplate> loadedTemplates = new List<EnemyTemplate>();
string configFolder = Path.Combine(MxValheimMod.internalDataPath, "UniqueEnemy");
if (!Directory.Exists(configFolder))
{
Directory.CreateDirectory(configFolder);
return loadedTemplates;
}
string[] files = Directory.GetFiles(configFolder, "*.json");
foreach (string file in files)
{
try
{
string json = File.ReadAllText(file);
EnemyTemplate template = JsonConvert.DeserializeObject<EnemyTemplate>(json);
if (template != null)
{
loadedTemplates.Add(template);
Debug.Log($"Loaded template: {template.InternalName} from {Path.GetFileName(file)}");
}
}
catch (Exception ex)
{
Debug.Log($"Error loading JSON file {file}: {ex.Message}");
}
}
return loadedTemplates;
}
public static void ApplyEquipment(GameObject customEnemy, EnemyTemplate data)
{
Humanoid humanoid = customEnemy.GetComponent<Humanoid>();
if (humanoid == null) return;
humanoid.m_defaultItems = new GameObject[0];
List<GameObject> equipmentList = new List<GameObject>();
void AddToGear(string prefabName)
{
if (string.IsNullOrEmpty(prefabName)) return;
GameObject item = ObjectDB.instance.GetItemPrefab(prefabName);
if (item != null) equipmentList.Add(item);
}
AddToGear(data.Equipment.RightHand);
AddToGear(data.Equipment.LeftHand);
AddToGear(data.Equipment.Chest);
AddToGear(data.Equipment.Legs);
AddToGear(data.Equipment.Back);
humanoid.m_defaultItems = equipmentList.ToArray();
}
public static void ApplyDropTable(GameObject customEnemy, EnemyTemplate data)
{
CharacterDrop dropComp = customEnemy.GetComponent<CharacterDrop>();
if (dropComp == null)
{
dropComp = customEnemy.AddComponent<CharacterDrop>();
}
dropComp.m_drops.Clear();
foreach (var dropInfo in data.DropTable)
{
GameObject itemPrefab = ObjectDB.instance.GetItemPrefab(dropInfo.ItemName);
if (itemPrefab != null)
{
CharacterDrop.Drop newDrop = new CharacterDrop.Drop
{
m_prefab = itemPrefab,
m_amountMin = dropInfo.Min,
m_amountMax = dropInfo.Max,
m_chance = dropInfo.Chance,
m_onePerPlayer = dropInfo.OnePerPlayer
};
dropComp.m_drops.Add(newDrop);
}
}
}
public static void ApplyStats(GameObject customEnemy, EnemyTemplate data)
{
Character character = customEnemy.GetComponent<Character>();
if (character != null)
{
character.m_name = data.HoverName;
if (!string.IsNullOrEmpty(data.Faction) &&
Enum.TryParse(data.Faction, out Character.Faction factionEnum))
{
character.m_faction = factionEnum;
}
else
{
character.m_faction = Character.Faction.Undead;
}
typeof(Character).GetField("m_maxHealth", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
?.SetValue(character, data.Health);
character.m_health = data.Health;
typeof(Character).GetField("m_tamed", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
?.SetValue(character, false);
var tameable = customEnemy.GetComponent<Tameable>();
if (tameable != null)
{
UnityEngine.Object.DestroyImmediate(tameable);
}
var procreation = customEnemy.GetComponent<Procreation>();
if (procreation != null) UnityEngine.Object.DestroyImmediate(procreation);
character.m_speed = data.Speed;
character.m_runSpeed = data.Speed * 1.5f;
}
BaseAI ai = customEnemy.GetComponent<BaseAI>();
if (ai != null && character != null)
{
typeof(BaseAI).GetField("m_character", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(ai, character);
typeof(BaseAI).GetField("m_aggravated", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(ai, true);
ai.m_viewRange = 50f;
}
Rigidbody rb = customEnemy.GetComponent<Rigidbody>();
if (rb != null)
{
rb.isKinematic = false;
rb.useGravity = true;
}
ZNetView nview = customEnemy.GetComponent<ZNetView>();
if (nview != null)
{
nview.m_type = ZDO.ObjectType.Default;
nview.m_syncInitialScale = true;
}
UnityEngine.AI.NavMeshAgent agent = customEnemy.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (agent != null)
{
agent.enabled = true;
agent.updatePosition = true;
agent.updateRotation = true;
agent.stoppingDistance = 1.0f;
}
nview.GetZDO()?.Set("m_eventCreature", true);
customEnemy.transform.localScale = Vector3.one * data.Scale;
if (nview != null)
{
nview.SetLocalScale(customEnemy.transform.localScale);
}
}
public static void ApplyColorTint(GameObject customEnemy, EnemyTemplate data)
{
if (data.ColorTint == null) return;
// Convert JSON floats to a Unity Color object
Color customColor = new Color(data.ColorTint.r, data.ColorTint.g, data.ColorTint.b);
// Find all renderers (body, head, etc.)
var renderers = customEnemy.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
{
// We use 'material' (singular) to create a unique instance for THIS enemy
foreach (var mat in renderer.materials)
{
// '_Color' is the standard main tint property in most Valheim shaders
if (mat.HasProperty("_Color"))
{
mat.SetColor("_Color", customColor);
}
// Optional: If you want them to GLOW slightly, set the Emission
if (mat.HasProperty("_EmissionColor"))
{
mat.SetColor("_EmissionColor", customColor * 0.5f);
mat.EnableKeyword("_EMISSION");
}
}
}
}
}
}

View File

@@ -9,7 +9,7 @@ namespace MxValheim.EventSystem
{
internal class Reward
{
public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
public static int CalculateRewardCoin(int level, Heightmap.Biome biome, int kill)
{
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
{
@@ -22,7 +22,7 @@ namespace MxValheim.EventSystem
{ 32, 70 },
};
int rewardCoin = biomeBase[((int)biome)] * level;
int rewardCoin = (biomeBase[((int)biome)] * level) + (biomeBase[((int)biome)] * kill);
return rewardCoin;
}

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@@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Watcher
{
public static int eventKill = 0;
public static void GetEventKill(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
eventKill = MxValheimMod.ActiveEvents[evindex].Kills;
}
public static void SetEventKill(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
int evKill = MxValheimMod.ActiveEvents[evindex].Kills;
MxValheimMod.ActiveEvents.RemoveAt(evindex);
int newKill = evKill+1;
eventKill = newKill;
MxValheimMod.ActiveEventData newData = new MxValheimMod.ActiveEventData(eventName, eventPos, newKill);
MxValheimMod.ActiveEvents.Add(newData);
}
public static void RegisterEvent(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
MxValheimMod.ActiveEventData newData = new MxValheimMod.ActiveEventData(eventName, eventPos, 1);
MxValheimMod.ActiveEvents.Add(newData);
}
public static void RemoveEvent(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
eventKill = 0;
MxValheimMod.ActiveEvents.RemoveAt(evindex);
}
}
}

View File

@@ -1,6 +1,7 @@
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Jotunn.Managers;
using MxValheim.EventSystem;
using MxValheim.KillFeed;
using MxValheim.Patch;
@@ -16,10 +17,15 @@ using System.Threading;
using System.Xml;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using static MxValheim.EventSystem.RandomUnique.SpawnManager;
using static MxValheim.EventSystem.RandomUnique.UniqueManager;
using static MxValheim.EventSystem.Watcher;
using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)]
[BepInDependency(Jotunn.Main.ModGuid)]
public class MxValheimMod : BaseUnityPlugin
{
public static MxValheimMod Instance; // Singleton reference
@@ -28,7 +34,7 @@ public class MxValheimMod : BaseUnityPlugin
private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim";
private const string ModVersion = "1.6.5";
private const string ModVersion = "1.6.6";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -52,7 +58,6 @@ public class MxValheimMod : BaseUnityPlugin
public static bool initExpBar = true;
// Data structures
public class KillData
{
public string attackerName;
@@ -85,8 +90,25 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer;
public static float _uniqueTimer = 60.0f;
public static string eventName;
public class ActiveEventData
{
public string Name;
public string Position;
public int Kills;
public ActiveEventData(string name, string pos, int kills)
{
Name = name;
Position = pos;
Kills = kills;
}
}
public static List<ActiveEventData> ActiveEvents = new List<ActiveEventData>();
void Awake()
{
Instance = this;
@@ -105,10 +127,31 @@ public class MxValheimMod : BaseUnityPlugin
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
//PrefabManager.OnVanillaPrefabsAvailable += InitCustomEnemies;
Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll();
}
private void InitCustomEnemies()
{
List<EnemyTemplate> templates = LoadTemplatesFromFolder();
foreach (var data in templates)
{
GameObject customEnemy = PrefabManager.Instance.CreateClonedPrefab(data.InternalName, data.PrefabToClone);
ApplyStats(customEnemy, data);
ApplyColorTint(customEnemy, data);
ApplyDropTable(customEnemy, data);
ApplyEquipment(customEnemy, data);
RegisterWithWorldSpawn(customEnemy, data);
}
PrefabManager.OnVanillaPrefabsAvailable -= InitCustomEnemies;
}
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch
{
@@ -118,7 +161,6 @@ public class MxValheimMod : BaseUnityPlugin
}
}
// --- TEST COMMAND: Type 'testkill' in F5 console ---
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch
{
@@ -139,10 +181,14 @@ public class MxValheimMod : BaseUnityPlugin
{
if (ZRoutedRpc.instance != null && kfp != null)
{
// We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRegisterEvent", Watcher.RegisterEvent);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerGetEventKill", Watcher.GetEventKill);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerSetEventKill", Watcher.SetEventKill);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRemoveEvent", Watcher.RemoveEvent);
ZRoutedRpc.instance.Register<int>("RPC_ServerRegisterEventKill", Profiles.ServerSetLevel);
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.LoadProfile);
@@ -194,12 +240,12 @@ public class MxValheimMod : BaseUnityPlugin
int day = EnvMan.instance.GetDay();
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if ((activeEvent == null))
if (activeEvent == null)
{
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.serverLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
} else
{
Clock.m_textComponent.text = $"<color=#ffd000>{eventName}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.serverLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
Clock.m_textComponent.text = $"<color=#ffd000>{eventName}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_kill")}</color> <color=#ffd000>{eventKill}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.serverLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
}
}
}

View File

@@ -55,6 +55,9 @@
<Reference Include="gui_framework">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
</Reference>
<Reference Include="Jotunn">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Jotunn.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference>
@@ -75,6 +78,10 @@
<Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AIModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
@@ -110,7 +117,10 @@
<Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\Profiles.cs" />
<Compile Include="EventSystem\RandomUnique\SpawnManager.cs" />
<Compile Include="EventSystem\RandomUnique\UniqueManager.cs" />
<Compile Include="EventSystem\Reward.cs" />
<Compile Include="EventSystem\Watcher.cs" />
<Compile Include="KillFeed\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" />

View File

@@ -15,13 +15,10 @@ namespace MxValheim.Patch.HUD
public static Text m_textComponent;
public static RectTransform m_barFill;
// This replaces the missing GetTimeString() method
public string GetFormattedTime()
{
// Get fractional day (0.0 to 1.0)
float fraction = EnvMan.instance.GetDayFraction();
// Convert to hours and minutes
float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
@@ -32,25 +29,20 @@ namespace MxValheim.Patch.HUD
[HarmonyPatch(typeof(MessageHud), nameof(MessageHud.ShowMessage))]
public static class HideEventMessage_Patch
{
// We use a Prefix to check the message before it is displayed
static bool Prefix(MessageHud.MessageType type, string text)
{
// Check if a raid is active
if (RandEventSystem.instance != null)
{
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
// If the message text matches the start or end message of the raid, block it
if (text == activeEvent.GetHudText())
{
Debug.Log("Reached msg logic!!!");
// Returning false tells Harmony to skip the original method (don't show text)
return false;
}
}
}
return true; // Show all other messages (health, items, etc.) normally
return true;
}
}