6 Commits

Author SHA1 Message Date
mikx
6b70c79af7 (1.6.4) Managed RandomEvent Message 2026-02-18 05:27:13 -05:00
mikx
ad5387d6eb (1.6.3) EventSystem Debug Fix / KillFeed show biome icon 2026-02-17 05:18:00 -05:00
mikx
11193f2472 (1.6.2) Level are server-wide. 2026-02-16 04:04:49 -05:00
mikx
fb96f17b55 (1.6.1) Readme Update 2026-02-15 05:58:33 -05:00
mikx
db06cf19ad (1.6.1) Removed a debug logic 2026-02-15 04:10:42 -05:00
mikx
aaf9bf22dd (1.6.0) Release Commit 2026-02-15 03:06:48 -05:00
12 changed files with 634 additions and 657 deletions

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@@ -1,129 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Annotations;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventHud
{
private static GameObject _eventRoot;
private static Text _eventTitleText;
private static Text _eventProgressText;
private static Image _progressBar;
private static CanvasGroup _canvasGroup;
public static void CreateEventHud()
{
// 1. Setup Root (Stacked under your KillFeed which is at -30)
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
UnityEngine.Canvas c = _eventRoot.AddComponent<UnityEngine.Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999; // Just behind killfeed
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// 2. Main Panel (Positioned at -80 to sit below the KillFeed)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new UnityEngine.Color(0, 0, 0, 0.7f);
// Find Valheim Sprite
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -80); // Lowered to avoid overlap
pRect.sizeDelta = new Vector2(450, 60); // Slightly taller for progress bar
// 3. Vertical Layout for Title + Progress Bar
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = UnityEngine.TextAnchor.MiddleCenter;
layout.spacing = 5f;
layout.padding = new RectOffset(10, 10, 5, 5);
// 4. Title Text
_eventTitleText = CreateText(panel.transform, "EVENT ACTIVE", 14, UnityEngine.Color.yellow);
// 5. Progress Bar Background
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new UnityEngine.Color(0.2f, 0.2f, 0.2f, 0.8f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(400, 10);
// 6. Actual Progress Fill
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = UnityEngine.Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
RectTransform fRect = _progressBar.GetComponent<RectTransform>();
fRect.anchorMin = Vector2.zero;
fRect.anchorMax = Vector2.one;
fRect.sizeDelta = Vector2.zero;
// 7. Counter Text (e.g., 12/20)
_eventProgressText = CreateText(panel.transform, "0 / 0", 10, UnityEngine.Color.white);
_eventRoot.SetActive(false);
}
public static Text CreateText(Transform parent, string content, int size, UnityEngine.Color col)
{
GameObject txtObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = UnityEngine.TextAnchor.MiddleCenter;
t.font = GetValheimFont();
return t;
}
public static UnityEngine.Font GetValheimFont()
{
foreach (UnityEngine.Font f in Resources.FindObjectsOfTypeAll<UnityEngine.Font>())
if (f.name == "AveriaSerifLibre-Bold") return f;
return Resources.GetBuiltinResource<UnityEngine.Font>("Arial.ttf");
}
public static void UpdateDisplay(string title, int current, int total, Color barColor)
{
if (_eventRoot == null) return;
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title.ToUpper();
_eventProgressText.text = $"{current} / {total}";
_progressBar.fillAmount = (float)current / total;
_progressBar.color = barColor;
}
public static void Hide() => _canvasGroup.alpha = 0f;
}
}

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@@ -1,48 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class EventList
{
public static void SetupCustomRaid(RandEventSystem system)
{
// 1. Create the Event Data
RandomEvent myCustomRaid = new RandomEvent
{
m_name = "MxEvent_God1",
m_enabled = true,
m_duration = 600f, // 10 minutes
m_nearBaseOnly = true, // Must be near player structures
m_pauseIfNoPlayerInArea = true,
m_forceMusic = "Music_Boss_Moder", // Use specific music
m_startMessage = "The gods themselves challenge you...",
m_endMessage = "The gods are satisfied.",
m_forceEnvironment = "SnowStorm" // Force weather
};
// 2. Define what spawns during this event
SpawnSystem.SpawnData frostWraith = new SpawnSystem.SpawnData
{
m_name = "Frost Wraith",
m_prefab = ZNetScene.instance.GetPrefab("Wraith"), // Get the Wraith prefab
m_maxSpawned = 5, // Max alive at once
m_spawnInterval = 10f, // Try to spawn every 10s
m_spawnDistance = 30f, // Distance from player
m_spawnRadiusMax = 10f,
m_spawnRadiusMin = 5f,
m_groupSizeMin = 1,
m_groupSizeMax = 2,
m_enabled = true
};
myCustomRaid.m_spawn = new List<SpawnSystem.SpawnData> { frostWraith };
// 3. Add to the game's master list
system.m_events.Add(myCustomRaid);
}
}
}

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@@ -0,0 +1,69 @@
using MxValheim.Patch.HUD;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Experience
{
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 },
{ 8, 2.0f },
{ 4, 2.5f },
{ 16, 3.0f },
{ 256, 3.5f },
{ 32, 4.0f },
};
float rewardExpMulti = biomeBase[((int)biome)];
return rewardExpMulti;
}
public static void AddExperience(int amount)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
int level = Profiles.serverLevel;
int exp = Profiles.serverExperience;
exp += amount;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
exp = Profiles.serverExperience;
int maxexp = GetRequiredExpByLevel(level);
UpdateProgressBar();
if (exp >= maxexp)
{
exp -= maxexp;
level++;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetLevel", level);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
UpdateProgressBar();
}
}
public static void UpdateProgressBar()
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
float expPercentage = ((float)Profiles.serverExperience / GetRequiredExpByLevel(Profiles.serverLevel));
if (Clock.m_barFill != null)
{
Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
Clock.m_barFill.offsetMin = Vector2.zero;
Clock.m_barFill.offsetMax = Vector2.zero;
}
}
}
}

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@@ -1,4 +1,5 @@
using HarmonyLib; using HarmonyLib;
using Splatform;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@@ -16,216 +17,26 @@ namespace MxValheim.EventSystem
{ {
internal class EventSystem_Patch internal class EventSystem_Patch
{ {
public static GameObject _eventRoot;
public static Text _eventTitleText;
public static Text _eventProgressText;
public static Image _progressBar;
public static CanvasGroup _canvasGroup;
// --- STATE DATA ---
public enum RaidPhase
{
None,
Scouts,
EliteGuard,
BossInbound,
Completed
}
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
// --- 1. HUD CREATION (Your Style) ---
public static void CreateEventHud()
{
if (_eventRoot != null) return;
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
Canvas c = _eventRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999;
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// Background Panel (Positioned -90 to sit below KillFeed at -30)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.7f);
// Styling with Valheim Assets
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -90); // Stacks below your KillFeed
pRect.sizeDelta = new Vector2(400, 55);
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = TextAnchor.MiddleCenter;
layout.spacing = 2f;
layout.padding = new RectOffset(10, 10, 5, 5);
// Title
_eventTitleText = CreateText(panel.transform, "RAID STATUS", 14, Color.yellow);
// Progress Bar
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(350, 8);
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
_progressBar.GetComponent<RectTransform>().anchorMin = Vector2.zero;
_progressBar.GetComponent<RectTransform>().anchorMax = Vector2.one;
_progressBar.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
// Progress Text
_eventProgressText = CreateText(panel.transform, "0 / 0", 11, Color.white);
}
private static Text CreateText(Transform parent, string content, int size, Color col)
{
GameObject txtObj = new GameObject("Text", typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = TextAnchor.MiddleCenter;
Font valFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
if (f.name == "AveriaSerifLibre-Bold") valFont = f;
t.font = valFont ?? Resources.GetBuiltinResource<Font>("Arial.ttf");
return t;
}
// --- 2. WAVE LOGIC ---
public static void UpdateWave(bool reset = false)
{
Debug.Log($"MxEvent:UpdateWave Seen a wave start.");
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForPhase(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Scouts) ? Color.magenta : Color.red;
UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
public static int GetTargetForPhase(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5; // 5 kills to clear scouts
case RaidPhase.EliteGuard: return 10; // 10 kills for elite guard
case RaidPhase.BossInbound: return 1; // Just the boss
default: return 0;
}
}
public static void AdvancePhase()
{
KillsInCurrentPhase = 0; // Reset counter for the new phase
if (CurrentPhase == RaidPhase.Scouts) CurrentPhase = RaidPhase.EliteGuard;
else if (CurrentPhase == RaidPhase.EliteGuard) CurrentPhase = RaidPhase.BossInbound;
else CurrentPhase = RaidPhase.Completed;
if (CurrentPhase == RaidPhase.Scouts)
{
// Spawn Eikthyr at the player's location
GameObject boarPrefab = ZNetScene.instance.GetPrefab("Boar");
if (boarPrefab != null)
{
UnityEngine.Object.Instantiate(boarPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 20f, Quaternion.identity);
}
}
if (CurrentPhase == RaidPhase.BossInbound)
{
// Spawn Eikthyr at the player's location
GameObject bossPrefab = ZNetScene.instance.GetPrefab("Eikthyr");
if (bossPrefab != null)
{
UnityEngine.Object.Instantiate(bossPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 10f, Quaternion.identity);
}
}
Debug.Log($"MxEvent: Advancing to {CurrentPhase}");
// Play a sound to notify the player (The 'Quest Update' sound)
Player.m_localPlayer?.Message(MessageHud.MessageType.Center, $"$inventory_newphase: {CurrentPhase}");
if (CurrentPhase == RaidPhase.Completed)
{
Debug.Log("MxEvent: All phases complete. Ending vanilla raid.");
EndRaidManually();
}
}
public static void UpdateDisplay(string title, int curr, int total, Color col)
{
Debug.Log($"MxEvent:UpdateDisplay Something reached my display update logic.");
if (_eventRoot == null) CreateEventHud();
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title;
_eventProgressText.text = $"{curr} / {total}";
_progressBar.fillAmount = (float)curr / total;
_progressBar.color = col;
}
public static void EndRaidManually()
{
if (RandEventSystem.instance != null)
{
// This tells Valheim the time is up
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
activeEvent.m_time = 0;
}
}
FadeOutHud(); // Start your fade out
}
// --- 3. HARMONY PATCHES --- // --- 3. HARMONY PATCHES ---
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))] [HarmonyPatch(typeof(Player), nameof(Player.Awake))]
public static class PlayerAwakePatch
{
static void Postfix(Player __instance)
{
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.StartRandomEvent))]
public static class DebugRaidFrequency public static class DebugRaidFrequency
{ {
static void Prefix(RandEventSystem __instance) static void Prefix(RandEventSystem __instance)
{ {
// Use a small timer check so we don't spam the logic every single frame if (ZRoutedRpc.instance != null)
// though for debugging, forcing these values is fine. {
__instance.m_eventIntervalMin = 10f; ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", "", "", "", "", -1);
__instance.m_eventChance = 100f; }
} }
} }
@@ -234,61 +45,68 @@ namespace MxValheim.EventSystem
{ {
static void Prefix(RandEventSystem __instance) static void Prefix(RandEventSystem __instance)
{ {
RandomEvent activeEvent = __instance.GetActiveEvent(); //__instance.m_eventIntervalMin = 10f;
//__instance.m_eventChance = 100f;
}
}
// If we are in our custom phases and haven't reached "Completed" yet [HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.RPC_SetEvent))]
if (activeEvent != null && CurrentPhase != RaidPhase.Completed) 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)
{ {
// Valheim subtracts time in FixedUpdate. Vector3 playerPos = Player.m_localPlayer.transform.position;
// We add it back using the engine's global fixedDeltaTime. float distance = Vector3.Distance(playerPos, currentRaid.m_pos);
activeEvent.m_time += Time.fixedDeltaTime;
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));
}
}
} }
} }
} }
// Ensure HUD is ready when the game UI loads
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
[HarmonyPostfix]
static void InitHud() => CreateEventHud();
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))] [HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
[HarmonyPostfix] public static class Hud_Update_Patch
static void CheckForExistingRaid()
{ {
// If the HUD isn't visible but a raid IS active, force it to show static void Postfix(Hud __instance)
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
{ {
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing..."); if (Player.m_localPlayer == null || !Hud.instance) return;
UpdateWave(true);
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))] if (RandEventSystem.instance != null)
public static class Hud_MonitorPatch
{
private static RandomEvent _lastKnownEvent = null;
static void Postfix()
{
// 1. Safety check: Ensure the system exists
if (RandEventSystem.instance == null) return;
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
// 2. Logic: Detection
if (activeEvent != null && _lastKnownEvent == null)
{ {
Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}"); RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
_lastKnownEvent = activeEvent;
// Force HUD Creation and Display if (activeEvent != null)
UpdateWave(true); {
eventName = Localization.instance.Localize(activeEvent.GetHudText());
}
} }
else if (activeEvent == null && _lastKnownEvent != null)
// Hiding the yellow persistent text at the top center
if (RandEventSystem.instance != null && RandEventSystem.instance.GetActiveEvent() != null)
{ {
Debug.Log("MxEvent: HUD Heartbeat detected Raid End."); // We set the text to an empty string so it doesn't render
_lastKnownEvent = null; __instance.m_eventName.text = "";
FadeOutHud();
} }
} }
} }
@@ -309,88 +127,57 @@ namespace MxValheim.EventSystem
// 2. Check if a raid is active // 2. Check if a raid is active
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent(); RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent == null) return; if (activeEvent == null) return;
Debug.Log("MxEvent: Confirmed Active Event!");
Vector3 playerPos = Player.m_localPlayer.transform.position; Vector3 playerPos = Player.m_localPlayer.transform.position;
float distance = Vector3.Distance(playerPos, activeEvent.m_pos); float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
Debug.Log($"MxEvent: Distance: {distance}");
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
}
Debug.Log($"EventSystem: Event Enemy {nview.GetZDO().GetBool(ZDOVars.s_eventCreature, isEventCreature)}");
if (distance <= 96f) if (distance <= 96f)
{ {
KillsInCurrentPhase++; int level = __instance.GetLevel();
int target = GetTargetForPhase(CurrentPhase); int exp =
(level == 1) ? 2 :
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed) (level == 2) ? 4 :
{ (level == 3) ? 6 :
AdvancePhase(); 6;
} ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
// Send the update int expFinal = (int)(exp * Experience.CalculateExpMultiplier(Profiles.serverLevel, currentBiome));
ZRoutedRpc.instance.InvokeRoutedRPC( Experience.AddExperience(expFinal);
ZRoutedRpc.Everybody, }
"RPC_UpdateRaidHUD",
$"PHASE: {CurrentPhase}",
KillsInCurrentPhase,
GetTargetForPhase(CurrentPhase)
);
}
} }
} }
} }
public static bool IsEventCreature(Character character) [HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifierEvent
{ {
ZNetView nview = character.GetComponent<ZNetView>(); static void Postfix(Character __instance)
if (nview == null || nview.GetZDO() == null) return false;
// Layer 1: Check the networked boolean (The standard way)
if (nview.GetZDO().GetBool("eventcreature")) return true;
// Layer 2: Check the BaseAI component (The local way)
BaseAI ai = character.GetComponent<BaseAI>();
if (ai != null)
{ {
bool isRaidMob = (bool)AccessTools.Field(typeof(BaseAI), "m_eventCreature").GetValue(ai); // Check if the character is dead or just died
if (isRaidMob) return true; if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
}
Debug.Log($"EventSystem: Event Enemy {nview.GetZDO().GetBool(ZDOVars.s_eventCreature, isEventCreature)}");
}
} }
return false;
}
// Hide HUD when raid ends
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
[HarmonyPostfix]
static void OnRaidEnd()
{
FadeOutHud();
CurrentPhase = RaidPhase.None;
}
private static IEnumerator FadeOutHud()
{
Debug.Log("MxEvent: Starting Fade Out...");
// Safety check for the component
if (_canvasGroup == null)
{
_eventRoot.SetActive(false);
yield break;
}
float startAlpha = _canvasGroup.alpha;
float rate = 1.0f / 1.5f; // Fade over 1.5 seconds
float progress = 0.0f;
while (progress < 1.0f)
{
progress += Time.deltaTime * rate;
_canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
yield return null;
}
_canvasGroup.alpha = 0;
_eventRoot.SetActive(false); // Fully disable to ensure it's gone
Debug.Log("MxEvent: HUD Hidden and Deactivated.");
} }
} }
} }

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@@ -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");
}
}
}

View 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!");
}
}
}
}

View File

@@ -1,66 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
public enum RaidPhase { None, Scouts, Siege, Boss, Victory }
public static class WaveManager
{
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
public static int TotalInPhase = 20;
public static void AdvanceWave()
{
KillsInCurrentPhase = 0;
CurrentPhase++;
switch (CurrentPhase)
{
case RaidPhase.Scouts:
//
break;
case RaidPhase.Siege:
//
break;
case RaidPhase.Boss:
//
//SpawnBoss();
break;
case RaidPhase.Victory:
//
break;
}
}
public static void UpdateWave(bool reset = false)
{
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForWave(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Boss) ? Color.magenta : Color.red;
EventHud.UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
private static int GetTargetForWave(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5;
case RaidPhase.Siege: return 15;
case RaidPhase.Boss: return 1;
default: return 0;
}
}
}
}

View File

@@ -2,6 +2,7 @@
using HarmonyLib; using HarmonyLib;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using System.Linq; using System.Linq;
using System.Reflection.Emit; using System.Reflection.Emit;
using System.Threading; using System.Threading;
@@ -14,7 +15,39 @@ using static MxValheimMod;
namespace MxValheim.KillFeed namespace MxValheim.KillFeed
{ {
public class KillFeed_Patch 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) public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{ {
if (ZRoutedRpc.instance != null) if (ZRoutedRpc.instance != null)
@@ -29,11 +62,32 @@ namespace MxValheim.KillFeed
if (zn.IsDedicated()) return; if (zn.IsDedicated()) return;
if (attacker == "The World") return; if (attacker == "The World") return;
float distance = (encodedType / 1000) / 10.0f; // --- DECODING START ---
int remainder = encodedType % 1000; int biomeIndex = encodedType / 100000;
bool isBoss = (remainder >= 100); int mainRemainder = encodedType % 100000;
int level = (remainder % 100) / 10;
int type = remainder % 10; 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); Sprite victimIcon = GetCreatureIcon(victimInternalName);
@@ -48,6 +102,8 @@ namespace MxValheim.KillFeed
// Message Format Variables // Message Format Variables
string type1Separator = Localization.instance.Localize("$killfeed_format_type1"); string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
string type2Separator = Localization.instance.Localize("$killfeed_format_type2"); 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 finalMsg = "";
string attackerFormat = ""; string attackerFormat = "";
string victimFormat = ""; 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")}"; distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
finalMsg = finalMsg =
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death (type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}" : // Player Death
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something (type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" : // Player Killed Something
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe $"{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; Sprite weaponIcon = null;
if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab)) if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
@@ -124,17 +186,22 @@ namespace MxValheim.KillFeed
{ {
borderColor = new Color(0.141f, 0.141f, 0.153f); borderColor = new Color(0.141f, 0.141f, 0.153f);
} }
if (encodedType == -1)
{
borderColor = new Color(0.0196f, 0.250f, 0.00750f);
}
lock (_msgQueue) lock (_msgQueue)
{ {
_msgQueue.Enqueue(finalMsg); _msgQueue.Enqueue(finalMsg);
_biomeIconQueue.Enqueue(biomeSprite);
_borderColQueue.Enqueue(borderColor); _borderColQueue.Enqueue(borderColor);
_iconQueue.Enqueue(weaponIcon); _iconQueue.Enqueue(weaponIcon);
_victimIconQueue.Enqueue(victimIcon); _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(); if (_hudRoot == null) CreateCustomHud();
@@ -154,6 +221,9 @@ namespace MxValheim.KillFeed
_killText.text = msg; _killText.text = msg;
_border.effectColor = borderColor; _border.effectColor = borderColor;
_border.enabled = true; _border.enabled = true;
/////////////////////
_biomeIconSlot.sprite = biome;
_biomeIconSlot.gameObject.SetActive(biome != null);
// Weapon icon (Left) // Weapon icon (Left)
_weaponIconSlot.sprite = weaponIcon; _weaponIconSlot.sprite = weaponIcon;
_weaponIconSlot.enabled = (weaponIcon != null); _weaponIconSlot.enabled = (weaponIcon != null);
@@ -240,6 +310,9 @@ namespace MxValheim.KillFeed
// This check should now pass because ApplyDamage happens before the object is invalidated // This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return; if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
Heightmap.Biome currentBiome;
int biomeIndex = 0;
float distance = 0f; float distance = 0f;
Character attacker = hit.GetAttacker(); Character attacker = hit.GetAttacker();
if (attacker != null) if (attacker != null)
@@ -272,14 +345,45 @@ namespace MxValheim.KillFeed
string victimName = __instance.GetHoverName(); string victimName = __instance.GetHoverName();
int type = 0; int type = 0;
if (__instance.IsPlayer()) type = 1; if (__instance.IsPlayer())
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2; {
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(); int level = __instance.GetLevel();
bool isBoss = __instance.IsBoss(); bool isBoss = __instance.IsBoss();
int distInt = (int)(Math.Min(distance, 999f) * 10); 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) if (ZRoutedRpc.instance != null)
{ {
@@ -349,6 +453,14 @@ namespace MxValheim.KillFeed
pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
pRect.localScale = Vector3.one; 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 // 2. Compact Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image)); GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false); iconObj.transform.SetParent(panel.transform, false);

View File

@@ -6,6 +6,7 @@ using MxValheim.KillFeed;
using MxValheim.Patch; using MxValheim.Patch;
using MxValheim.Patch.HUD; using MxValheim.Patch.HUD;
using Newtonsoft.Json; using Newtonsoft.Json;
using Splatform;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
@@ -27,7 +28,7 @@ public class MxValheimMod : BaseUnityPlugin
private const string ModGUID = "ovh.mxdev.mxvalheim"; private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim"; private const string ModName = "MxValheim";
private const string ModVersion = "1.6.0"; private const string ModVersion = "1.6.4";
public static ConfigEntry<bool> Config_Locked; public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier; public static ConfigEntry<int> Config_OreMultiplier;
@@ -40,11 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim"); public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs"); public static string internalConfigsPath = Path.Combine(modPath, "Configs");
public static string internalDataPath = Path.Combine(modPath, "Data");
public static string internalDataEventSystem = Path.Combine(internalDataPath, "EventSystem.json");
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json"); public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json"); public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
public static DoorRoot CachedConfig; public static DoorRoot CachedConfig;
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>(); public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
public static bool initExpBar = true;
// Data structures // Data structures
public class KillData public class KillData
{ {
@@ -59,6 +64,7 @@ public class MxValheimMod : BaseUnityPlugin
public static Image _weaponIconSlot; public static Image _weaponIconSlot;
public static Image _victimIconSlot; public static Image _victimIconSlot;
public static Image _panelImage; public static Image _panelImage;
public static Image _biomeIconSlot;
public static Outline _border; public static Outline _border;
public static Color borderColor = Color.white; public static Color borderColor = Color.white;
public static CanvasGroup _canvasGroup; public static CanvasGroup _canvasGroup;
@@ -69,6 +75,7 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<Color> _borderColQueue = new Queue<Color>(); public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>(); public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
public static readonly Queue<Sprite> _victimIconQueue = 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 Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>(); public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
@@ -76,12 +83,14 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<string> _doorQueueName = new Queue<string>(); public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer; public static float _doorTimer;
public static string eventName;
void Awake() void Awake()
{ {
Instance = this; Instance = this;
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found."); 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_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_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_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."); Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
@@ -98,20 +107,6 @@ public class MxValheimMod : BaseUnityPlugin
harmony.PatchAll(); harmony.PatchAll();
} }
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total)
{
Color phaseColor;
switch (phaseName)
{
case "SCOUTS": phaseColor = Color.green; break;
case "ELITEGUARD": phaseColor = Color.yellow; break;
case "BOSSINBOUND": phaseColor = Color.red; break;
default: phaseColor = Color.white; break;
}
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor);
}
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))] [HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch public static class Localization_SetupLanguage_Patch
{ {
@@ -130,7 +125,7 @@ public class MxValheimMod : BaseUnityPlugin
string text = __instance.m_input.text; string text = __instance.m_input.text;
if (text.ToLower() == "listicons") if (text.ToLower() == "listicons")
{ {
} }
} }
} }
@@ -141,26 +136,29 @@ public class MxValheimMod : BaseUnityPlugin
static void Postfix() static void Postfix()
{ {
if (ZRoutedRpc.instance != null && kfp != null) if (ZRoutedRpc.instance != null && kfp != null)
{ {
// We use the explicit 'Method' delegate to avoid the ArgumentException // We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg", ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg)); 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);
if (ZRoutedRpc.instance != null) ZRoutedRpc.instance.Register<int>("RPC_ServerSetExperience", Profiles.ServerSetExperience);
{ ZRoutedRpc.instance.Register<int>("RPC_ServerSetLevel", Profiles.ServerSetLevel);
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD); }
Debug.Log("MxRaid: RPC Registered successfully.");
}
EventSystem_Patch.CreateEventHud();
} }
} }
void Update() void Update()
{ {
// 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 // Only run if we are actually in the game world
if (Player.m_localPlayer != null) if (Player.m_localPlayer != null)
{ {
@@ -179,6 +177,12 @@ public class MxValheimMod : BaseUnityPlugin
{ {
Clock clk = new Clock(); Clock clk = new Clock();
clk.CreateOverlay(); clk.CreateOverlay();
if (initExpBar)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar();
initExpBar = false;
}
} }
if (Clock.m_textComponent != null) if (Clock.m_textComponent != null)
@@ -186,13 +190,21 @@ public class MxValheimMod : BaseUnityPlugin
Clock clk = new Clock(); Clock clk = new Clock();
string timeString = clk.GetFormattedTime(); string timeString = clk.GetFormattedTime();
int day = EnvMan.instance.GetDay(); int day = EnvMan.instance.GetDay();
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>"; 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 // Door Logic
if (_doorQueueNview.Count > 0) if (_doorQueueNview.Count > 0)
{ {
if (_doorTimer > 0) if (_doorTimer > 0)
{ {
_doorTimer -= Time.deltaTime; _doorTimer -= Time.deltaTime;
@@ -203,7 +215,7 @@ public class MxValheimMod : BaseUnityPlugin
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue()); dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value; _doorTimer = MxValheimMod.Config_autoDoorClose.Value;
} }
} }
// Door Logic // Door Logic
///////////// /////////////
@@ -218,7 +230,7 @@ public class MxValheimMod : BaseUnityPlugin
if (_msgQueue.Count > 0 && _displayTimer <= 0) if (_msgQueue.Count > 0 && _displayTimer <= 0)
{ {
borderColor = new Color(0.141f, 0.141f, 0.153f); 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) if (_displayTimer > 0)
@@ -249,14 +261,12 @@ public class MxValheimMod : BaseUnityPlugin
} }
// KillFeed Logic // KillFeed Logic
///////////////// /////////////////
}
if (RandEventSystem.instance.GetActiveEvent() == null) public static long GetUserPlayerID(Player player)
{ {
EventSystem_Patch._canvasGroup.alpha = 0; return player.GetPlayerID();
EventSystem_Patch._eventRoot.SetActive(false); }
}
}
public static void LoadLocalization() public static void LoadLocalization()
{ {

View File

@@ -13,6 +13,7 @@
<LangVersion>12.0</LangVersion> <LangVersion>12.0</LangVersion>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic> <Deterministic>true</Deterministic>
<TargetFrameworkProfile />
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
@@ -35,9 +36,16 @@
<Reference Include="0Harmony"> <Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference> </Reference>
<Reference Include="assembly_googleanalytics">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
</Reference>
<Reference Include="assembly_guiutils_publicized"> <Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference> </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"> <Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference> </Reference>
@@ -89,12 +97,20 @@
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
</Reference> </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>
<ItemGroup> <ItemGroup>
<Compile Include="EventSystem\EventHud.cs" /> <Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\EventList.cs" />
<Compile Include="EventSystem\Patch.cs" /> <Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\WaveManager.cs" /> <Compile Include="EventSystem\Profiles.cs" />
<Compile Include="EventSystem\Reward.cs" />
<Compile Include="KillFeed\NPCIcon.cs" /> <Compile Include="KillFeed\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" /> <Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" /> <Compile Include="MxValheim.cs" />
@@ -109,7 +125,9 @@
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup> </ItemGroup>
<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_guiutils.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>

View File

@@ -1,4 +1,5 @@
using System; using HarmonyLib;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
@@ -12,6 +13,7 @@ namespace MxValheim.Patch.HUD
{ {
public static GameObject m_canvasObject; public static GameObject m_canvasObject;
public static Text m_textComponent; public static Text m_textComponent;
public static RectTransform m_barFill;
// This replaces the missing GetTimeString() method // This replaces the missing GetTimeString() method
public string GetFormattedTime() public string GetFormattedTime()
@@ -27,70 +29,89 @@ namespace MxValheim.Patch.HUD
return $"{hours:00}:{minutes:00}"; 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() public void CreateOverlay()
{ {
// 1. Root Canvas
m_canvasObject = new GameObject("ModdedCanvas"); m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>(); Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999; canvas.sortingOrder = 999;
// 2. Background Panel // --- CLOCK PANEL ---
GameObject panelObj = new GameObject("TextBackground"); GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false); panelObj.transform.SetParent(m_canvasObject.transform, false);
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
Image panelImage = panelObj.AddComponent<Image>(); ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black 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>(); RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center panelRect.anchorMin = new Vector2(0.5f, 1.0f);
panelRect.anchorMax = new Vector2(0.5f, 1.0f); panelRect.anchorMax = new Vector2(0.5f, 1.0f);
panelRect.pivot = new Vector2(0.5f, 1.0f); panelRect.pivot = new Vector2(0.5f, 1.0f);
panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top panelRect.anchoredPosition = new Vector2(0, -5);
panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
// 3. Text (Attached to Panel) // --- TEXT ---
GameObject textObj = new GameObject("ModdedText"); GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false); textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>(); m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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 = 18; m_textComponent.fontSize = 18;
m_textComponent.color = Color.white; m_textComponent.color = Color.white;
m_textComponent.alignment = TextAnchor.MiddleCenter;
m_textComponent.supportRichText = true;
// Add Shadow so it's visible in snow // --- PROGRESS BAR CONTAINER ---
var shadow = textObj.AddComponent<Shadow>(); // This sits under the main rectangle
shadow.effectColor = Color.black; GameObject barBgObj = new GameObject("BarBackground");
shadow.effectDistance = new Vector2(2, 2); barBgObj.transform.SetParent(m_canvasObject.transform, false);
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
// FIX: Correct way to make text fill the parent panel RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
RectTransform textRect = textObj.GetComponent<RectTransform>(); barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
textRect.anchorMin = Vector2.zero; // (0, 0) barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
textRect.anchorMax = Vector2.one; // (1, 1) barBgRect.pivot = new Vector2(0.5f, 1.0f);
textRect.pivot = new Vector2(0.5f, 0.5f); // 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
// Resetting these to zero ensures the text box matches the panel exactly // --- PROGRESS BAR FILL ---
textRect.offsetMin = Vector2.zero; GameObject fillObj = new GameObject("BarFill");
textRect.offsetMax = Vector2.zero; 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;
} }
} }
} }

View File

@@ -1,10 +1,11 @@
![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png) ![logo](https://mxio.ovh/gaming/valheim/mxvalheim.png)
## MxValheim ## MxValheim
Official **MxValheim Server** Mod. Official **MxValheim Server** Mod.
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.** **This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
## Features ## Features
- Enhanced Event System with level and reward based on current biome.
- Display the day and the formated time in-game. - Display the day and the formated time in-game.
- Use your client language with built-in localization. - Use your client language with built-in localization.
- Kill Feed with custom UI showing player kill and death. - Kill Feed with custom UI showing player kill and death.