Decompiled source of ConfigurableRatChests v1.0.2

ConfigurableRatChests.dll

Decompiled 2 weeks ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Gunfiguration;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("ConfigurableRatChests")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("N/A")]
[assembly: AssemblyProduct("ConfigurableRatChests")]
[assembly: AssemblyCopyright("Copyright © N/A 2024")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("22bdf3ac-ff30-4bd3-a936-e606662bc3d6")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace ConfigurableRatChests
{
	[BepInPlugin("spapi.etg.configurableratchests", "Configurable Rat Chests", "1.0.2")]
	[HarmonyPatch]
	public class Plugin : BaseUnityPlugin
	{
		public const string GUID = "spapi.etg.configurableratchests";

		public const string NAME = "Configurable Rat Chests";

		public const string VERSION = "1.0.2";

		public static Gunfig gunfig;

		public static float RatChest_D_Weight;

		public static float RatChest_C_Weight;

		public static float RatChest_B_Weight;

		public static float RatChest_A_Weight;

		public static float RatChest_S_Weight;

		public const string USE_RAT_ITEMS = "Use rat items?";

		public const string POOL_MODE = "Loot pool mode";

		public const string POOL_MODE_RANDOM = "Random";

		public const string POOL_MODE_ALLGUNS = "Always guns";

		public const string POOL_MODE_ALLITEMS = "Always items";

		public const string D_WEIGHT = "D tier item weight";

		public const string C_WEIGHT = "C tier item weight";

		public const string B_WEIGHT = "B tier item weight";

		public const string A_WEIGHT = "A tier item weight";

		public const string S_WEIGHT = "S tier item weight";

		public void Awake()
		{
			//IL_01a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_02bb: Unknown result type (might be due to invalid IL or missing references)
			gunfig = Gunfig.Get("Configurable Rat Chests");
			List<string> list = new List<string>
			{
				"0", "0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9",
				"1"
			};
			List<string> list2 = new List<string>
			{
				"1", "0", "0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8",
				"0.9"
			};
			gunfig.AddToggle("Use rat items?", true, GunfigHelpers.Yellow("Use rat items?"), (Action<string, string>)null, (Update)1);
			gunfig.AddScrollBox("Loot pool mode", new List<string>(3) { "Random", "Always guns", "Always items" }, GunfigHelpers.Cyan("Loot pool mode"), (Action<string, string>)null, (List<string>)null, (Update)1);
			gunfig.AddScrollBox("D tier item weight", list, GunfigHelpers.WithColor("D tier item weight", new Color(1f, 0.5f, 0f)), (Action<string, string>)WeightSetCallback, (List<string>)null, (Update)1);
			gunfig.AddScrollBox("C tier item weight", list, GunfigHelpers.Blue("C tier item weight"), (Action<string, string>)WeightSetCallback, (List<string>)null, (Update)1);
			gunfig.AddScrollBox("B tier item weight", list, GunfigHelpers.Green("B tier item weight"), (Action<string, string>)WeightSetCallback, (List<string>)null, (Update)1);
			gunfig.AddScrollBox("A tier item weight", list2, GunfigHelpers.Red("A tier item weight"), (Action<string, string>)WeightSetCallback, (List<string>)null, (Update)1);
			gunfig.AddScrollBox("S tier item weight", list, "S tier item weight", (Action<string, string>)WeightSetCallback, (List<string>)null, (Update)1);
			SetWeightsAndUpdateRatChestChances();
			new Harmony("spapi.etg.configurableratchests").PatchAll();
		}

		public static void WeightSetCallback(string key, string value)
		{
			if (float.TryParse(value, out var result))
			{
				switch (key)
				{
				case "D tier item weight":
					RatChest_D_Weight = result;
					break;
				case "C tier item weight":
					RatChest_C_Weight = result;
					break;
				case "B tier item weight":
					RatChest_B_Weight = result;
					break;
				case "A tier item weight":
					RatChest_A_Weight = result;
					break;
				case "S tier item weight":
					RatChest_S_Weight = result;
					break;
				}
				UpdateRatChestChances();
			}
		}

		public static void SetWeightsAndUpdateRatChestChances(Chest ratChest = null)
		{
			if (float.TryParse(gunfig.Value("D tier item weight"), out var result))
			{
				RatChest_D_Weight = result;
			}
			if (float.TryParse(gunfig.Value("C tier item weight"), out var result2))
			{
				RatChest_C_Weight = result2;
			}
			if (float.TryParse(gunfig.Value("B tier item weight"), out var result3))
			{
				RatChest_B_Weight = result3;
			}
			if (float.TryParse(gunfig.Value("A tier item weight"), out var result4))
			{
				RatChest_A_Weight = result4;
			}
			if (float.TryParse(gunfig.Value("S tier item weight"), out var result5))
			{
				RatChest_S_Weight = result5;
			}
			UpdateRatChestChances(ratChest);
		}

		public static void UpdateRatChestChances(Chest ratChest = null)
		{
			if ((Object)(object)ratChest == (Object)null)
			{
				ratChest = LoadHelper.LoadAssetFromAnywhere<GameObject>("chest_rat").GetComponent<Chest>();
			}
			if (!((Object)(object)ratChest == (Object)null) && ratChest.lootTable != null)
			{
				LootData lootTable = ratChest.lootTable;
				float num = RatChest_D_Weight + RatChest_C_Weight + RatChest_B_Weight + RatChest_A_Weight + RatChest_S_Weight;
				lootTable.Common_Chance = 0f;
				if (num <= 0f)
				{
					lootTable.D_Chance = 0f;
					lootTable.C_Chance = 0f;
					lootTable.B_Chance = 0f;
					lootTable.A_Chance = 0f;
					lootTable.S_Chance = 0f;
				}
				else
				{
					lootTable.D_Chance = RatChest_D_Weight / num;
					lootTable.C_Chance = RatChest_C_Weight / num;
					lootTable.B_Chance = RatChest_B_Weight / num;
					lootTable.A_Chance = RatChest_A_Weight / num;
					lootTable.S_Chance = RatChest_S_Weight / num;
				}
			}
		}

		[HarmonyPatch(typeof(ResourcefulRatRewardRoomController), "Start")]
		[HarmonyPostfix]
		public static void DisableForcedDrops(ResourcefulRatRewardRoomController __instance)
		{
			if ((Object)(object)__instance == (Object)null || __instance.m_ratChests == null)
			{
				return;
			}
			Chest[] ratChests = __instance.m_ratChests;
			foreach (Chest val in ratChests)
			{
				if ((Object)(object)val == (Object)null)
				{
					continue;
				}
				SetWeightsAndUpdateRatChestChances(val);
				string text = gunfig.Value("Loot pool mode");
				if (text == "Always guns")
				{
					val.lootTable.lootTable = GameManager.Instance.RewardManager.GunsLootTable;
				}
				if (text == "Always items")
				{
					val.lootTable.lootTable = GameManager.Instance.RewardManager.ItemsLootTable;
				}
				else
				{
					val.lootTable.lootTable = (BraveUtility.RandomBool() ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable);
				}
				if (!gunfig.Enabled("Use rat items?"))
				{
					Chest val2 = val;
					if (val2.forceContentIds == null)
					{
						val2.forceContentIds = new List<int>();
					}
					val.forceContentIds.Clear();
				}
			}
		}
	}
}