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69
MxValheim/EventSystem/Experience.cs
Normal file
69
MxValheim/EventSystem/Experience.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
using MxValheim.Patch.HUD;
|
||||
using System;
|
||||
using System.Collections.Generic;
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||||
using System.Linq;
|
||||
using System.Text;
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||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Experience
|
||||
{
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||||
public static int GetRequiredExpByLevel(int level)
|
||||
{
|
||||
return (level * 100);
|
||||
}
|
||||
|
||||
public static float CalculateExpMultiplier(int level, Heightmap.Biome biome)
|
||||
{
|
||||
Dictionary<int, float> biomeBase = new Dictionary<int, float>()
|
||||
{
|
||||
{ 1, 1.0f },
|
||||
{ 2, 1.5f },
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||||
{ 8, 2.0f },
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||||
{ 4, 2.5f },
|
||||
{ 16, 3.0f },
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||||
{ 256, 3.5f },
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||||
{ 32, 4.0f },
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||||
};
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||||
|
||||
float rewardExpMulti = biomeBase[((int)biome)];
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||||
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||||
return rewardExpMulti;
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||||
}
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||||
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||||
public static void AddExperience(int amount)
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||||
{
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||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
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||||
int level = Profiles.serverLevel;
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||||
int exp = Profiles.serverExperience;
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||||
exp += amount;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
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exp = Profiles.serverExperience;
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int maxexp = GetRequiredExpByLevel(level);
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UpdateProgressBar();
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if (exp >= maxexp)
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||||
{
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exp -= maxexp;
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level++;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetLevel", level);
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
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UpdateProgressBar();
|
||||
}
|
||||
}
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||||
|
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public static void UpdateProgressBar()
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
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float expPercentage = ((float)Profiles.serverExperience / GetRequiredExpByLevel(Profiles.serverLevel));
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||||
|
||||
if (Clock.m_barFill != null)
|
||||
{
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Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
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Clock.m_barFill.offsetMin = Vector2.zero;
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||||
Clock.m_barFill.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
183
MxValheim/EventSystem/Patch.cs
Normal file
183
MxValheim/EventSystem/Patch.cs
Normal file
@@ -0,0 +1,183 @@
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||||
using HarmonyLib;
|
||||
using Splatform;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
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||||
using System.Windows.Controls;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static MxValheimMod;
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||||
using Canvas = UnityEngine.Canvas;
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||||
using Image = UnityEngine.UI.Image;
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||||
|
||||
namespace MxValheim.EventSystem
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||||
{
|
||||
internal class EventSystem_Patch
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||||
{
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||||
// --- 3. HARMONY PATCHES ---
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||||
|
||||
[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
|
||||
public static class PlayerAwakePatch
|
||||
{
|
||||
static void Postfix(Player __instance)
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||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.StartRandomEvent))]
|
||||
public static class DebugRaidFrequency
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||||
{
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||||
static void Prefix(RandEventSystem __instance)
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||||
{
|
||||
if (ZRoutedRpc.instance != null)
|
||||
{
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", "", "", "", "", -1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
|
||||
public static class TimerFreezePatch
|
||||
{
|
||||
static void Prefix(RandEventSystem __instance)
|
||||
{
|
||||
//__instance.m_eventIntervalMin = 10f;
|
||||
//__instance.m_eventChance = 100f;
|
||||
}
|
||||
}
|
||||
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||||
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.RPC_SetEvent))]
|
||||
public static class RandEventEndPatch
|
||||
{
|
||||
private static readonly AccessTools.FieldRef<RandEventSystem, RandomEvent> ActiveEventField = AccessTools.FieldRefAccess<RandEventSystem, RandomEvent>("m_activeEvent");
|
||||
static void Prefix(RandEventSystem __instance, string eventName)
|
||||
{
|
||||
RandomEvent currentRaid = ActiveEventField(__instance);
|
||||
if (string.IsNullOrEmpty(eventName) && currentRaid != null)
|
||||
{
|
||||
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));
|
||||
System.Random rand = new System.Random();
|
||||
Reward.GiveItemStatic("Feathers", rand.Next(5, 20));
|
||||
if (rand.Next(100) < 50)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "food"), 1);
|
||||
}
|
||||
if (rand.Next(100) < 25)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "heal"), 1);
|
||||
}
|
||||
if (rand.Next(100) < 10)
|
||||
{
|
||||
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "metal"), rand.Next(5, 20));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
|
||||
public static class Hud_Update_Patch
|
||||
{
|
||||
static void Postfix(Hud __instance)
|
||||
{
|
||||
if (Player.m_localPlayer == null || !Hud.instance) return;
|
||||
|
||||
if (RandEventSystem.instance != null)
|
||||
{
|
||||
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||
|
||||
if (activeEvent != null)
|
||||
{
|
||||
eventName = Localization.instance.Localize(activeEvent.GetHudText());
|
||||
}
|
||||
}
|
||||
|
||||
// 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 = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
|
||||
public static class DeathNotifier
|
||||
{
|
||||
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
|
||||
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)
|
||||
{
|
||||
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
|
||||
}
|
||||
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)}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
115
MxValheim/EventSystem/Profiles.cs
Normal file
115
MxValheim/EventSystem/Profiles.cs
Normal file
@@ -0,0 +1,115 @@
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Profiles
|
||||
{
|
||||
public class ProfileRoot
|
||||
{
|
||||
public int level { get; set; }
|
||||
public int experience { get; set; }
|
||||
}
|
||||
|
||||
public static bool userExists = false;
|
||||
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
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
if (File.Exists(MxValheimMod.internalDataEventSystem)) userExists = true;
|
||||
}
|
||||
|
||||
public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
level = 1,
|
||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
|
||||
}
|
||||
|
||||
public static void ServerHandleProfileRequest(long sender, string required)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
if (File.Exists(MxValheimMod.internalDataEventSystem))
|
||||
{
|
||||
string rawJson = File.ReadAllText(MxValheimMod.internalDataEventSystem);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
level = 1,
|
||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadProfile(long sender, string json)
|
||||
{
|
||||
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
|
||||
|
||||
serverLevel = loadedProfile.level;
|
||||
serverExperience = loadedProfile.experience;
|
||||
}
|
||||
|
||||
public static void ServerSetExperience(long sender, int exp)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(MxValheimMod.internalDataEventSystem));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
level = pro.level,
|
||||
experience = exp
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
|
||||
}
|
||||
|
||||
public static void ServerSetLevel(long sender, int level)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(MxValheimMod.internalDataEventSystem));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
level = level,
|
||||
experience = pro.experience
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
|
||||
}
|
||||
}
|
||||
}
|
||||
87
MxValheim/EventSystem/Reward.cs
Normal file
87
MxValheim/EventSystem/Reward.cs
Normal file
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Reward
|
||||
{
|
||||
public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
|
||||
{
|
||||
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
|
||||
{
|
||||
{ 1, 10 },
|
||||
{ 2, 20 },
|
||||
{ 8, 30 },
|
||||
{ 4, 40 },
|
||||
{ 16, 50 },
|
||||
{ 256, 60 },
|
||||
{ 32, 70 },
|
||||
};
|
||||
|
||||
int rewardCoin = biomeBase[((int)biome)] * level;
|
||||
|
||||
return rewardCoin;
|
||||
}
|
||||
|
||||
public static string GetRewardPrefab(int level, string type)
|
||||
{
|
||||
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
|
||||
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
|
||||
string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
|
||||
|
||||
System.Random rng = new System.Random();
|
||||
int foodTier = rng.Next(1, foodList.Length);
|
||||
int healTier = rng.Next(1, healList.Length);
|
||||
int metalTier = rng.Next(1, metalList.Length);
|
||||
|
||||
if (type == "food") return foodList[foodTier];
|
||||
if (type == "heal") return healList[healTier];
|
||||
if (type == "metal") return metalList[metalTier];
|
||||
return "Wood";
|
||||
}
|
||||
|
||||
public static void GiveItemRandom(string itemName, int qty)
|
||||
{
|
||||
System.Random rng = new System.Random();
|
||||
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
public static void GiveItemStatic(string itemName, int qty)
|
||||
{
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection.Emit;
|
||||
using System.Threading;
|
||||
@@ -15,6 +16,38 @@ namespace MxValheim.KillFeed
|
||||
{
|
||||
public class KillFeed_Patch
|
||||
{
|
||||
public static Sprite LoadCustomSprite(string fileName)
|
||||
{
|
||||
string path = Path.Combine(BepInEx.Paths.PluginPath, "MxValheim", "Icons", fileName);
|
||||
if (!File.Exists(path)) return null;
|
||||
|
||||
try
|
||||
{
|
||||
byte[] fileData = File.ReadAllBytes(path);
|
||||
Texture2D tex = new Texture2D(2, 2);
|
||||
|
||||
// We use Reflection to find the LoadImage method inside the game's assemblies
|
||||
var imageConversion = System.Reflection.Assembly.Load("UnityEngine.ImageConversionModule")
|
||||
.GetType("UnityEngine.ImageConversion");
|
||||
|
||||
var loadImageMethod = imageConversion.GetMethod("LoadImage", new[] { typeof(Texture2D), typeof(byte[]) });
|
||||
|
||||
// Invoke the method: LoadImage(tex, fileData)
|
||||
bool success = (bool)loadImageMethod.Invoke(null, new object[] { tex, fileData });
|
||||
|
||||
if (success)
|
||||
{
|
||||
return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"[MxKillFeed] Reflection Load failed: {e.Message}");
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
|
||||
{
|
||||
if (ZRoutedRpc.instance != null)
|
||||
@@ -29,11 +62,32 @@ namespace MxValheim.KillFeed
|
||||
if (zn.IsDedicated()) return;
|
||||
if (attacker == "The World") return;
|
||||
|
||||
float distance = (encodedType / 1000) / 10.0f;
|
||||
int remainder = encodedType % 1000;
|
||||
bool isBoss = (remainder >= 100);
|
||||
int level = (remainder % 100) / 10;
|
||||
int type = remainder % 10;
|
||||
// --- DECODING START ---
|
||||
int biomeIndex = encodedType / 100000;
|
||||
int mainRemainder = encodedType % 100000;
|
||||
|
||||
float distance = (mainRemainder / 1000) / 10.0f;
|
||||
int subRemainder = mainRemainder % 1000;
|
||||
|
||||
bool isBoss = (subRemainder >= 100);
|
||||
int level = (subRemainder % 100) / 10;
|
||||
int type = subRemainder % 10;
|
||||
// --- DECODING END ---
|
||||
|
||||
// Inside OnReceiveKillMsg...
|
||||
Sprite biomeSprite = null;
|
||||
switch (biomeIndex)
|
||||
{
|
||||
case 1: biomeSprite = LoadCustomSprite("biome_meadows.png"); break;
|
||||
case 2: biomeSprite = LoadCustomSprite("biome_blackforest.png"); break;
|
||||
case 3: biomeSprite = LoadCustomSprite("biome_swamp.png"); break;
|
||||
case 4: biomeSprite = LoadCustomSprite("biome_mountain.png"); break;
|
||||
case 5: biomeSprite = LoadCustomSprite("biome_plains.png"); break;
|
||||
case 6: biomeSprite = LoadCustomSprite("biome_mistland.png"); break;
|
||||
case 7: biomeSprite = LoadCustomSprite("biome_deepnorth.png"); break;
|
||||
case 8: biomeSprite = LoadCustomSprite("biome_ashlands.png"); break;
|
||||
case 9: biomeSprite = LoadCustomSprite("biome_ocean.png"); break;
|
||||
}
|
||||
|
||||
Sprite victimIcon = GetCreatureIcon(victimInternalName);
|
||||
|
||||
@@ -48,6 +102,8 @@ namespace MxValheim.KillFeed
|
||||
// Message Format Variables
|
||||
string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
|
||||
string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
|
||||
string type3Separator = Localization.instance.Localize("$killfeed_format_type3");
|
||||
string eventFormat = $"<color=#00ff06>{victim}</color>";
|
||||
string finalMsg = "";
|
||||
string attackerFormat = "";
|
||||
string victimFormat = "";
|
||||
@@ -87,10 +143,16 @@ namespace MxValheim.KillFeed
|
||||
distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
|
||||
|
||||
finalMsg =
|
||||
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
|
||||
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
|
||||
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}" : // Player Death
|
||||
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" : // Player Killed Something
|
||||
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
|
||||
|
||||
if (encodedType == -1)
|
||||
{
|
||||
attacker = Player.m_localPlayer?.GetHoverName();
|
||||
finalMsg = $"<color=#00ff06>{attacker.ToUpper()}</color><color=#ffd000>{type3Separator}</color>";
|
||||
}
|
||||
|
||||
Sprite weaponIcon = null;
|
||||
|
||||
if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
|
||||
@@ -124,17 +186,22 @@ namespace MxValheim.KillFeed
|
||||
{
|
||||
borderColor = new Color(0.141f, 0.141f, 0.153f);
|
||||
}
|
||||
if (encodedType == -1)
|
||||
{
|
||||
borderColor = new Color(0.0196f, 0.250f, 0.00750f);
|
||||
}
|
||||
|
||||
lock (_msgQueue)
|
||||
{
|
||||
_msgQueue.Enqueue(finalMsg);
|
||||
_biomeIconQueue.Enqueue(biomeSprite);
|
||||
_borderColQueue.Enqueue(borderColor);
|
||||
_iconQueue.Enqueue(weaponIcon);
|
||||
_victimIconQueue.Enqueue(victimIcon);
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
|
||||
public void ShowNextMessage(string msg, Sprite biome, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
|
||||
{
|
||||
if (_hudRoot == null) CreateCustomHud();
|
||||
|
||||
@@ -154,6 +221,9 @@ namespace MxValheim.KillFeed
|
||||
_killText.text = msg;
|
||||
_border.effectColor = borderColor;
|
||||
_border.enabled = true;
|
||||
/////////////////////
|
||||
_biomeIconSlot.sprite = biome;
|
||||
_biomeIconSlot.gameObject.SetActive(biome != null);
|
||||
// Weapon icon (Left)
|
||||
_weaponIconSlot.sprite = weaponIcon;
|
||||
_weaponIconSlot.enabled = (weaponIcon != null);
|
||||
@@ -240,6 +310,9 @@ namespace MxValheim.KillFeed
|
||||
// This check should now pass because ApplyDamage happens before the object is invalidated
|
||||
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
|
||||
|
||||
Heightmap.Biome currentBiome;
|
||||
int biomeIndex = 0;
|
||||
|
||||
float distance = 0f;
|
||||
Character attacker = hit.GetAttacker();
|
||||
if (attacker != null)
|
||||
@@ -272,14 +345,45 @@ namespace MxValheim.KillFeed
|
||||
string victimName = __instance.GetHoverName();
|
||||
|
||||
int type = 0;
|
||||
if (__instance.IsPlayer()) type = 1;
|
||||
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
|
||||
if (__instance.IsPlayer())
|
||||
{
|
||||
type = 1;
|
||||
currentBiome = Player.m_localPlayer.GetCurrentBiome();
|
||||
Debug.Log($"KillFeed: {currentBiome}");
|
||||
biomeIndex = 0;
|
||||
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;
|
||||
}
|
||||
|
||||
if (attackerName == Player.m_localPlayer?.GetHoverName())
|
||||
{
|
||||
type = 2;
|
||||
currentBiome = Player.m_localPlayer.GetCurrentBiome();
|
||||
Debug.Log($"KillFeed: {currentBiome}");
|
||||
biomeIndex = 0;
|
||||
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;
|
||||
}
|
||||
|
||||
int level = __instance.GetLevel();
|
||||
bool isBoss = __instance.IsBoss();
|
||||
|
||||
int distInt = (int)(Math.Min(distance, 999f) * 10);
|
||||
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000);
|
||||
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000) + (biomeIndex * 100000);
|
||||
|
||||
if (ZRoutedRpc.instance != null)
|
||||
{
|
||||
@@ -349,6 +453,14 @@ namespace MxValheim.KillFeed
|
||||
pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
|
||||
pRect.localScale = Vector3.one;
|
||||
|
||||
GameObject biomeObj = new GameObject("BiomeIcon", typeof(RectTransform), typeof(Image));
|
||||
biomeObj.transform.SetParent(panel.transform, false); // Use 'false' for worldPositionStays
|
||||
_biomeIconSlot = biomeObj.GetComponent<Image>();
|
||||
_biomeIconSlot.preserveAspect = true;
|
||||
LayoutElement biomeLayout = biomeObj.AddComponent<LayoutElement>();
|
||||
biomeLayout.preferredWidth = 32;
|
||||
biomeLayout.preferredHeight = 32;
|
||||
|
||||
// 2. Compact Icon
|
||||
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
|
||||
iconObj.transform.SetParent(panel.transform, false);
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
using BepInEx;
|
||||
using BepInEx.Configuration;
|
||||
using HarmonyLib;
|
||||
using MxValheim.EventSystem;
|
||||
using MxValheim.KillFeed;
|
||||
using MxValheim.Patch;
|
||||
using MxValheim.Patch.HUD;
|
||||
using Newtonsoft.Json;
|
||||
using Splatform;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@@ -13,16 +17,18 @@ using System.Xml;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static MxValheim.Patch.Doors_Patch;
|
||||
|
||||
[BepInPlugin(ModGUID, ModName, ModVersion)]
|
||||
public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
public static MxValheimMod Instance; // Singleton reference
|
||||
public static KillFeed_Patch kfp = new KillFeed_Patch();
|
||||
public static Doors_Patch dpatch = new Doors_Patch();
|
||||
|
||||
private const string ModGUID = "ovh.mxdev.mxvalheim";
|
||||
private const string ModName = "MxValheim";
|
||||
private const string ModVersion = "1.5.5";
|
||||
private const string ModVersion = "1.6.5";
|
||||
|
||||
public static ConfigEntry<bool> Config_Locked;
|
||||
public static ConfigEntry<int> Config_OreMultiplier;
|
||||
@@ -35,8 +41,16 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||
private static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string internalDataPath = Path.Combine(modPath, "Data");
|
||||
public static string internalDataEventSystem = Path.Combine(internalDataPath, "EventSystem.json");
|
||||
public static string DropConfigPath => Path.Combine(internalConfigsPath, "items_drop.json");
|
||||
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||
public static DoorRoot CachedConfig;
|
||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||
public static Dictionary<string, int> DropSettings = new Dictionary<string, int>();
|
||||
|
||||
public static bool initExpBar = true;
|
||||
|
||||
// Data structures
|
||||
public class KillData
|
||||
@@ -52,6 +66,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
public static Image _weaponIconSlot;
|
||||
public static Image _victimIconSlot;
|
||||
public static Image _panelImage;
|
||||
public static Image _biomeIconSlot;
|
||||
public static Outline _border;
|
||||
public static Color borderColor = Color.white;
|
||||
public static CanvasGroup _canvasGroup;
|
||||
@@ -62,14 +77,22 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
|
||||
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
|
||||
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
|
||||
public static readonly Queue<Sprite> _biomeIconQueue = new Queue<Sprite>();
|
||||
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
|
||||
|
||||
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
|
||||
public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
|
||||
public static readonly Queue<string> _doorQueueName = new Queue<string>();
|
||||
public static float _doorTimer;
|
||||
|
||||
public static string eventName;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier",2.0f,"Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_OreMultiplier = Config.Bind("General", "OreMultiplier", 3, "How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier", 2.0f, "Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_bowDrawSpeedBonusPerLevel = Config.Bind("General", "BowDrawSpeedBonusPercentPerLevel", 1.0f, "Shorten the bow draw speed by this percent for every bow upgrade level.");
|
||||
Config_rainDamage = Config.Bind("General", "RainDamage", true, "Set to true to stop rain damage, false to return to vanilla behavior.");
|
||||
Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
|
||||
@@ -78,6 +101,9 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
LoadLocalization();
|
||||
LoadJsonConfig();
|
||||
LoadDoorConfig();
|
||||
|
||||
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||
|
||||
Harmony harmony = new Harmony(ModGUID);
|
||||
harmony.PatchAll();
|
||||
@@ -101,17 +127,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
string text = __instance.m_input.text;
|
||||
if (text.ToLower() == "listicons")
|
||||
{
|
||||
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
||||
|
||||
if (spriteAsset != null)
|
||||
{
|
||||
Debug.Log($"--- Listing all sprites in {spriteAsset.name} ---");
|
||||
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
|
||||
{
|
||||
var sprite = spriteAsset.spriteCharacterTable[i];
|
||||
Debug.Log($"Index: {i} | Name: {sprite.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -127,14 +143,86 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
|
||||
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
|
||||
|
||||
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
||||
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);
|
||||
ZRoutedRpc.instance.Register<int>("RPC_ServerSetExperience", Profiles.ServerSetExperience);
|
||||
ZRoutedRpc.instance.Register<int>("RPC_ServerSetLevel", Profiles.ServerSetLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Use the game's native check for dedicated servers
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar();
|
||||
}
|
||||
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
if (Splash.m_canvasObject == null)
|
||||
{
|
||||
Splash spl = new Splash();
|
||||
spl.CreateOverlay();
|
||||
}
|
||||
|
||||
if (Splash.m_textComponent != null)
|
||||
{
|
||||
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
|
||||
}
|
||||
|
||||
if (Clock.m_canvasObject == null)
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
clk.CreateOverlay();
|
||||
if (initExpBar)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar();
|
||||
initExpBar = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Clock.m_textComponent != null)
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
string timeString = clk.GetFormattedTime();
|
||||
int day = EnvMan.instance.GetDay();
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
|
||||
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>";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Door Logic
|
||||
if (_doorQueueNview.Count > 0)
|
||||
{
|
||||
if (_doorTimer > 0)
|
||||
{
|
||||
_doorTimer -= Time.deltaTime;
|
||||
}
|
||||
|
||||
if (_doorTimer <= 0)
|
||||
{
|
||||
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
|
||||
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||
}
|
||||
}
|
||||
// Door Logic
|
||||
/////////////
|
||||
|
||||
|
||||
// KillFeed Logic
|
||||
ZNet zn = new ZNet();
|
||||
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
|
||||
|
||||
@@ -144,7 +232,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
if (_msgQueue.Count > 0 && _displayTimer <= 0)
|
||||
{
|
||||
borderColor = new Color(0.141f, 0.141f, 0.153f);
|
||||
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
|
||||
kfp.ShowNextMessage(_msgQueue.Dequeue(), _biomeIconQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
|
||||
}
|
||||
|
||||
if (_displayTimer > 0)
|
||||
@@ -173,7 +261,13 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||
}
|
||||
// KillFeed Logic
|
||||
/////////////////
|
||||
}
|
||||
|
||||
public static long GetUserPlayerID(Player player)
|
||||
{
|
||||
return player.GetPlayerID();
|
||||
}
|
||||
|
||||
public static void LoadLocalization()
|
||||
@@ -222,26 +316,37 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
}
|
||||
}
|
||||
|
||||
private bool LoadJsonConfig()
|
||||
{
|
||||
try
|
||||
private void LoadJsonConfig()
|
||||
{
|
||||
string json = "";
|
||||
|
||||
if (!File.Exists(WeightConfigPath))
|
||||
{
|
||||
WeightSettings = new Dictionary<string, float> { { "Wood", 1.0f }, { "Stone", 1.0f } };
|
||||
File.WriteAllText(WeightConfigPath, JsonConvert.SerializeObject(WeightSettings, Newtonsoft.Json.Formatting.Indented));
|
||||
return true;
|
||||
}
|
||||
|
||||
string json = File.ReadAllText(WeightConfigPath);
|
||||
json = File.ReadAllText(WeightConfigPath);
|
||||
WeightSettings = JsonConvert.DeserializeObject<Dictionary<string, float>>(json);
|
||||
Logger.LogInfo($"Successfully parsed {WeightSettings.Count} items.");
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
|
||||
if (!File.Exists(DropConfigPath))
|
||||
{
|
||||
Logger.LogWarning($"Could not read JSON (might be busy): {ex.Message}");
|
||||
return false;
|
||||
DropSettings = new Dictionary<string, int> { { "Wood", 3 }, { "CopperOre", 3 }, { "TinOre", 3 }, { "IronScrap", 3 }, { "SilverOre", 3 }, { "Obsidian", 3 }, { "BlackMetalScrap", 3 }, { "BlackMarble", 3 }, { "FlametalOreNew", 3 } };
|
||||
File.WriteAllText(DropConfigPath, JsonConvert.SerializeObject(DropSettings, Newtonsoft.Json.Formatting.Indented));
|
||||
}
|
||||
|
||||
json = File.ReadAllText(DropConfigPath);
|
||||
DropSettings = JsonConvert.DeserializeObject<Dictionary<string, int>>(json);
|
||||
Logger.LogInfo($"Successfully parsed {DropSettings.Count} items.");
|
||||
}
|
||||
|
||||
public void LoadDoorConfig()
|
||||
{
|
||||
if (File.Exists(AutoDoorConfigPath))
|
||||
{
|
||||
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
|
||||
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
<LangVersion>12.0</LangVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
@@ -35,16 +36,25 @@
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_googleanalytics">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_guiutils_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_valheim_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="gui_framework">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -59,7 +69,9 @@
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -74,7 +86,9 @@
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||
@@ -83,21 +97,37 @@
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UnityWebRequestModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestTextureModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EventSystem\Experience.cs" />
|
||||
<Compile Include="EventSystem\Patch.cs" />
|
||||
<Compile Include="EventSystem\Profiles.cs" />
|
||||
<Compile Include="EventSystem\Reward.cs" />
|
||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
<Compile Include="Patch\Bow.cs" />
|
||||
<Compile Include="Patch\CraftingStation.cs" />
|
||||
<Compile Include="Patch\Doors.cs" />
|
||||
<Compile Include="Patch\HUD\Clock.cs" />
|
||||
<Compile Include="Patch\HUD\Splash.cs" />
|
||||
<Compile Include="Patch\Items.cs" />
|
||||
<Compile Include="Patch\Ores.cs" />
|
||||
<Compile Include="Patch\WearNTear.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
||||
@@ -1,55 +1,67 @@
|
||||
using BepInEx;
|
||||
using HarmonyLib;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Diagnostics;
|
||||
using static MxValheimMod;
|
||||
|
||||
namespace MxValheim.Patch
|
||||
{
|
||||
internal class Doors
|
||||
public class Doors_Patch
|
||||
{
|
||||
public class DoorRoot
|
||||
{
|
||||
public List<string> ignoreList { get; set; }
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
|
||||
static class Door_Interact_Patch
|
||||
public static class DoorTracker
|
||||
{
|
||||
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
|
||||
{
|
||||
ZNetView nview = __instance.GetComponent<ZNetView>();
|
||||
|
||||
if (nview != null && nview.IsValid())
|
||||
{
|
||||
// Get the prefab hash and look up the name in the master list
|
||||
int prefabHash = nview.GetZDO().GetPrefab();
|
||||
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
|
||||
|
||||
if (prefabName == "piece_crypt_door") return;
|
||||
if (MxValheimMod.CachedConfig?.ignoreList != null)
|
||||
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
|
||||
|
||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||
|
||||
// Get state: 0 is closed
|
||||
int state = ___m_nview.GetZDO().GetInt("state");
|
||||
|
||||
if (state != 0)
|
||||
if (state == 0) return;
|
||||
|
||||
lock (_doorQueueNview)
|
||||
{
|
||||
// Start coroutine on the door object itself
|
||||
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
|
||||
Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
|
||||
_doorQueueNview.Enqueue(nview);
|
||||
_doorQueueDoor.Enqueue(__instance);
|
||||
_doorQueueName.Enqueue(prefabName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview)
|
||||
public void CloseNextDoor(Door door, ZNetView nview, string doorName)
|
||||
{
|
||||
yield return new WaitForSeconds(MxValheimMod.Config_autoDoorClose.Value);
|
||||
|
||||
// Verify the door still exists and is still open before closing
|
||||
if (door != null && nview != null && nview.IsValid())
|
||||
{
|
||||
if (nview.GetZDO().GetInt("state") != 0)
|
||||
{
|
||||
// Directly invoke the RPC with '0' (closed).
|
||||
// This avoids the 'Null' player error in Door.Interact
|
||||
Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
|
||||
ZDO zd0 = nview.GetZDO();
|
||||
zd0.Set("state", 0);
|
||||
}
|
||||
} else
|
||||
{
|
||||
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
117
MxValheim/Patch/HUD/Clock.cs
Normal file
117
MxValheim/Patch/HUD/Clock.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace MxValheim.Patch.HUD
|
||||
{
|
||||
internal class Clock
|
||||
{
|
||||
public static GameObject m_canvasObject;
|
||||
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);
|
||||
|
||||
return $"{hours:00}:{minutes:00}";
|
||||
}
|
||||
|
||||
[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
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateOverlay()
|
||||
{
|
||||
m_canvasObject = new GameObject("ModdedCanvas");
|
||||
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 999;
|
||||
|
||||
// --- CLOCK PANEL ---
|
||||
GameObject panelObj = new GameObject("TextBackground");
|
||||
panelObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
|
||||
|
||||
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.padding = new RectOffset(15, 15, 5, 5);
|
||||
|
||||
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
panelRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchoredPosition = new Vector2(0, -5);
|
||||
|
||||
// --- TEXT ---
|
||||
GameObject textObj = new GameObject("ModdedText");
|
||||
textObj.transform.SetParent(panelObj.transform, false);
|
||||
m_textComponent = textObj.AddComponent<Text>();
|
||||
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
m_textComponent.fontSize = 18;
|
||||
m_textComponent.color = Color.white;
|
||||
|
||||
// --- PROGRESS BAR CONTAINER ---
|
||||
// This sits under the main rectangle
|
||||
GameObject barBgObj = new GameObject("BarBackground");
|
||||
barBgObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
|
||||
|
||||
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
|
||||
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
|
||||
barBgRect.anchoredPosition = new Vector2(0, -45);
|
||||
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
|
||||
|
||||
// --- PROGRESS BAR FILL ---
|
||||
GameObject fillObj = new GameObject("BarFill");
|
||||
fillObj.transform.SetParent(barBgObj.transform, false);
|
||||
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
|
||||
|
||||
m_barFill = fillObj.GetComponent<RectTransform>();
|
||||
m_barFill.anchorMin = new Vector2(0, 0);
|
||||
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
|
||||
m_barFill.pivot = new Vector2(0, 0.5f);
|
||||
m_barFill.offsetMin = Vector2.zero;
|
||||
m_barFill.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
75
MxValheim/Patch/HUD/Splash.cs
Normal file
75
MxValheim/Patch/HUD/Splash.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using HarmonyLib;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace MxValheim.Patch.HUD
|
||||
{
|
||||
internal class Splash
|
||||
{
|
||||
public static GameObject m_canvasObject;
|
||||
public static Text m_textComponent;
|
||||
|
||||
public void CreateOverlay()
|
||||
{
|
||||
// 1. Create a dedicated Canvas for our mod
|
||||
m_canvasObject = new GameObject("ModdedCanvas");
|
||||
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
|
||||
canvas.sortingOrder = 100; // Higher than standard HUD
|
||||
|
||||
m_canvasObject.AddComponent<CanvasScaler>();
|
||||
m_canvasObject.AddComponent<GraphicRaycaster>();
|
||||
|
||||
// 2. Create the Text Object
|
||||
GameObject textObj = new GameObject("ModdedText");
|
||||
textObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
|
||||
m_textComponent = textObj.AddComponent<Text>();
|
||||
|
||||
// Attempt to find Valheim's specific font, fallback to Arial if not found
|
||||
Font valheimFont = null;
|
||||
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
|
||||
{
|
||||
if (f.name == "AveriaSerifLibre-Bold")
|
||||
{
|
||||
valheimFont = f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Corrected fallback for older Unity versions used in Valheim
|
||||
if (valheimFont == null)
|
||||
{
|
||||
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
}
|
||||
|
||||
m_textComponent.font = valheimFont;
|
||||
m_textComponent.fontSize = 24;
|
||||
m_textComponent.color = Color.yellow; // Bright yellow to stand out
|
||||
m_textComponent.alignment = TextAnchor.UpperRight;
|
||||
m_textComponent.supportRichText = true;
|
||||
|
||||
// This prevents the text from vanishing if the box is too small
|
||||
m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
|
||||
|
||||
// Add Shadow so it's visible in snow
|
||||
var shadow = textObj.AddComponent<Shadow>();
|
||||
shadow.effectColor = Color.black;
|
||||
shadow.effectDistance = new Vector2(2, 2);
|
||||
|
||||
// 3. Position it
|
||||
RectTransform rect = textObj.GetComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(1, 1);
|
||||
rect.anchorMax = new Vector2(1, 1);
|
||||
rect.pivot = new Vector2(1, 1);
|
||||
rect.anchoredPosition = new Vector2(-10, -5); // Top Right
|
||||
rect.sizeDelta = new Vector2(300, 100);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,17 +14,13 @@ namespace MxValheim.Patch
|
||||
{
|
||||
if (__result == null || __result.Count == 0) return;
|
||||
|
||||
int countToAdd = MxValheimMod.Config_OreMultiplier.Value - 1;
|
||||
if (countToAdd <= 0) return;
|
||||
|
||||
List<GameObject> extraDrops = new List<GameObject>();
|
||||
|
||||
foreach (var item in __result)
|
||||
{
|
||||
string name = item.name.ToLower();
|
||||
if (name.Contains("ore") || name.Contains("scrap"))
|
||||
if (item != null && MxValheimMod.DropSettings.TryGetValue(item.name, out int newDropMulti))
|
||||
{
|
||||
for (int i = 0; i < countToAdd; i++)
|
||||
for (int i = 0; i < newDropMulti; i++)
|
||||
{
|
||||
extraDrops.Add(item);
|
||||
}
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||

|
||||

|
||||
|
||||
## MxValheim
|
||||
Official **MxValheim Server** Mod.
|
||||
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
|
||||
|
||||
## Features
|
||||
- Enhanced Event System with level and reward based on current biome.
|
||||
- Display the day and the formated time in-game.
|
||||
- Use your client language with built-in localization.
|
||||
- Kill Feed with custom UI showing player kill and death.
|
||||
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
|
||||
@@ -15,8 +17,8 @@ Official **MxValheim Server** Mod.
|
||||
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
|
||||
|
||||
## How-To Install
|
||||
1. Download the latest dll.
|
||||
2. Copy it to your (Client/Server) "BepInEx\plugins".
|
||||
1. Download the latest zip.
|
||||
2. Copy the zip content to your (Client/Server) "BepInEx\plugins\MxValheim\".
|
||||
3. Run your (Client/Server) at least one time.
|
||||
4. Tweaks the config in "BepInEx\config\ovh.mxdev.mxvalheim.cfg" to your liking.
|
||||
5. Enjoy!
|
||||
Reference in New Issue
Block a user