Files
MxValheim/MxValheim/EventSystem/RandomUnique/UniqueManager.cs

266 lines
9.5 KiB
C#

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