using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using KeepEnemyPower.Patches;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: ComVisible(false)]
[assembly: Guid("54c69e4e-8e9f-4718-8342-958f866d451e")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyCompany("KeepEnemyPower")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyCopyright("Copyright © 2024")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+7855119de940324ff1397f41b9934b32e50d322e")]
[assembly: AssemblyProduct("KeepEnemyPower")]
[assembly: AssemblyTitle("KeepEnemyPower")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace KeepEnemyPower
{
[BepInPlugin("JS03.KeepEnemyPower", "Keep Enemy Power", "1.0.64")]
public class Plugin : BaseUnityPlugin
{
private const string modGUID = "JS03.KeepEnemyPower";
private const string modName = "Keep Enemy Power";
private const string modVersion = "1.0.64";
public static ConfigEntry<bool> keepIndoorsPower;
public static ConfigEntry<bool> keepOutdoorsPower;
private readonly Harmony harmony = new Harmony("JS03.KeepEnemyPower");
private static Plugin Instance;
internal static ManualLogSource mls;
private void Awake()
{
mls = Logger.CreateLogSource("JS03.KeepEnemyPower");
mls.LogInfo((object)"Keep Enemy Power is now active");
GenerateConfigValues();
harmony.PatchAll(typeof(EnemyAIPatch));
}
internal void GenerateConfigValues()
{
keepIndoorsPower = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Keep Indoors Power", true, "Keeps the indoors enemy power when an indoor enemy dies");
keepOutdoorsPower = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Keep Outdoors Power", true, "Keeps the outdoors enemy power when an outdoor enemy dies");
}
public static void LogToConsole(string message, string logType = "")
{
string text = logType.ToLower();
string text2 = text;
if (!(text2 == "warn"))
{
if (text2 == "error")
{
mls.LogError((object)message);
}
else
{
mls.LogInfo((object)message);
}
}
else
{
mls.LogWarning((object)message);
}
}
}
}
namespace KeepEnemyPower.Patches
{
[HarmonyPatch(typeof(EnemyAI))]
internal class EnemyAIPatch
{
[HarmonyPatch("SubtractFromPowerLevel")]
[HarmonyPrefix]
private static void CheckPreviousPower(EnemyAI __instance, ref bool ___removedPowerLevel)
{
if (!___removedPowerLevel)
{
if (__instance.enemyType.isDaytimeEnemy)
{
Plugin.LogToConsole("Previous Daytime Enemy Power -> " + RoundManager.Instance.currentDaytimeEnemyPower);
}
else if (__instance.isOutside)
{
Plugin.LogToConsole("Previous Outside Enemy Power -> " + RoundManager.Instance.currentOutsideEnemyPower);
}
else
{
Plugin.LogToConsole("Previous Inside Enemy Power -> " + RoundManager.Instance.currentEnemyPower);
}
}
}
[HarmonyPatch("SubtractFromPowerLevel")]
[HarmonyPostfix]
private static void KeepPowerLevel(EnemyAI __instance, ref bool ___removedPowerLevel)
{
if (!___removedPowerLevel)
{
return;
}
if (__instance.enemyType.isDaytimeEnemy)
{
if (Plugin.keepOutdoorsPower.Value)
{
___removedPowerLevel = false;
RoundManager.Instance.currentDaytimeEnemyPower = Mathf.Max(RoundManager.Instance.currentDaytimeEnemyPower + __instance.enemyType.PowerLevel, 0f);
}
Plugin.LogToConsole("Current Daytime Enemy Power -> " + RoundManager.Instance.currentDaytimeEnemyPower);
}
else if (__instance.isOutside)
{
if (Plugin.keepOutdoorsPower.Value)
{
___removedPowerLevel = false;
RoundManager.Instance.currentOutsideEnemyPower = Mathf.Max(RoundManager.Instance.currentOutsideEnemyPower + __instance.enemyType.PowerLevel, 0f);
}
Plugin.LogToConsole("Current Outside Enemy Power -> " + RoundManager.Instance.currentOutsideEnemyPower);
}
else
{
if (Plugin.keepIndoorsPower.Value)
{
___removedPowerLevel = false;
RoundManager.Instance.currentEnemyPower = Mathf.Max(RoundManager.Instance.currentEnemyPower + __instance.enemyType.PowerLevel, 0f);
}
Plugin.LogToConsole("Current Inside Enemy Power -> " + RoundManager.Instance.currentEnemyPower);
}
}
}
}