Decompiled source of LostEnemyFix v1.1.0

BepInEx/plugins/LostEnemyFix/LostEnemyFix.dll

Decompiled 2 weeks ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Reflection.Emit;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using LostEnemyFix.Patches;
using Microsoft.CodeAnalysis;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AI;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("LostEnemyFix")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("LostEnemyFix")]
[assembly: AssemblyTitle("LostEnemyFix")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableAttribute : Attribute
	{
		public readonly byte[] NullableFlags;

		public NullableAttribute(byte P_0)
		{
			NullableFlags = new byte[1] { P_0 };
		}

		public NullableAttribute(byte[] P_0)
		{
			NullableFlags = P_0;
		}
	}
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
	internal sealed class NullableContextAttribute : Attribute
	{
		public readonly byte Flag;

		public NullableContextAttribute(byte P_0)
		{
			Flag = P_0;
		}
	}
}
namespace LostEnemyFix
{
	[BepInPlugin("JacobG5.LostEnemyFix", "LostEnemyFix", "1.1.0")]
	public class LostEnemyFix : BaseUnityPlugin
	{
		public enum KillLostEnemies
		{
			Aggressive,
			Reasonable,
			Off
		}

		private const string modGUID = "JacobG5.LostEnemyFix";

		private const string modName = "LostEnemyFix";

		private const string modVersion = "1.1.0";

		private readonly Harmony harmony = new Harmony("JacobG5.LostEnemyFix");

		internal ManualLogSource mls;

		public static LostEnemyFix Instance;

		public static ConfigEntry<KillLostEnemies> killLostEnemiesMode;

		public static ConfigEntry<bool> attemptRelocation;

		private void Awake()
		{
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			killLostEnemiesMode = ((BaseUnityPlugin)this).Config.Bind<KillLostEnemies>("Main", "Kill Lost Enemies Mode", KillLostEnemies.Reasonable, "Aggressive: Kills enemies when they throw a NavMesh error.\nReasonable: Kills enemies after they have thrown 8 NavMesh errors.\nOff: Vanilla behavior");
			attemptRelocation = ((BaseUnityPlugin)this).Config.Bind<bool>("Main", "Attempt Relocation", true, "When instructed to kill an enemy based on the selected mode when enabled will attempt to search for a nearby navmesh first and teleport to the enemy to that. If no navmesh is found will kill the enemy.");
			mls = Logger.CreateLogSource("JacobG5.LostEnemyFix");
			harmony.PatchAll(typeof(EnemyAIPatch));
			harmony.PatchAll(typeof(RoundManagerPatch));
		}
	}
}
namespace LostEnemyFix.Patches
{
	[HarmonyPatch(typeof(EnemyAI))]
	internal class EnemyAIPatch
	{
		public static readonly Dictionary<EnemyAI, int> EnemyErrors = new Dictionary<EnemyAI, int>();

		public static bool SetAgentDestination(EnemyAI enemy)
		{
			//IL_0028: Unknown result type (might be due to invalid IL or missing references)
			//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_010b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0165: Unknown result type (might be due to invalid IL or missing references)
			//IL_019d: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ba: Unknown result type (might be due to invalid IL or missing references)
			if (enemy.agent.isOnNavMesh || enemy.agent.isOnOffMeshLink)
			{
				return enemy.agent.SetDestination(enemy.destination);
			}
			bool flag = false;
			switch (LostEnemyFix.killLostEnemiesMode.Value)
			{
			case LostEnemyFix.KillLostEnemies.Reasonable:
				if (EnemyErrors.ContainsKey(enemy))
				{
					EnemyErrors[enemy]++;
					if (EnemyErrors[enemy] > 8)
					{
						flag = true;
					}
				}
				else
				{
					EnemyErrors.Add(enemy, 1);
				}
				break;
			case LostEnemyFix.KillLostEnemies.Aggressive:
				flag = true;
				break;
			}
			string text = (((Object)(object)enemy.enemyType == (Object)null) ? ((Object)enemy).name : enemy.enemyType.enemyName);
			LostEnemyFix.Instance.mls.LogWarning((object)$"{text} Failed to locate NavMesh.\nEnemy Position: {((Component)enemy).transform.position} Target Destination: {enemy.destination} IsOutside: {enemy.isOutside} State: {enemy.currentBehaviourState.name}");
			if (flag && ((NetworkBehaviour)enemy).IsOwner)
			{
				NavMeshHit val = default(NavMeshHit);
				if (LostEnemyFix.attemptRelocation.Value && NavMesh.SamplePosition(((Component)enemy).transform.position, ref val, 50f, enemy.agent.areaMask))
				{
					LostEnemyFix.Instance.mls.LogInfo((object)$"Relocating {text} to {((NavMeshHit)(ref val)).position} to prevent further errors.");
					enemy.agent.Warp(((NavMeshHit)(ref val)).position);
				}
				else
				{
					LostEnemyFix.Instance.mls.LogInfo((object)("Killing " + text + " to prevent further errors."));
					enemy.KillEnemyServerRpc(true);
				}
			}
			return false;
		}

		[HarmonyPatch("DoAIInterval")]
		[HarmonyTranspiler]
		private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
		{
			MethodInfo SetDestinationCall = AccessTools.Method(typeof(NavMeshAgent), "SetDestination", new Type[1] { typeof(Vector3) }, (Type[])null);
			MethodInfo ReplacementMethod = AccessTools.Method(typeof(EnemyAIPatch), "SetAgentDestination", new Type[1] { typeof(EnemyAI) }, (Type[])null);
			bool found = false;
			List<CodeInstruction> newInstructions = new List<CodeInstruction>();
			foreach (CodeInstruction instruction in instructions)
			{
				if (instruction.opcode == OpCodes.Callvirt && CodeInstructionExtensions.Calls(instruction, SetDestinationCall))
				{
					found = true;
					newInstructions.RemoveAt(newInstructions.Count - 1);
					newInstructions.RemoveAt(newInstructions.Count - 1);
					newInstructions.RemoveAt(newInstructions.Count - 1);
					newInstructions.Add(new CodeInstruction(OpCodes.Call, (object)ReplacementMethod));
				}
				else
				{
					newInstructions.Add(instruction);
				}
			}
			foreach (CodeInstruction item in newInstructions)
			{
				yield return item;
			}
			if (!found)
			{
				LostEnemyFix.Instance.mls.LogInfo((object)"Failed to patch EnemyAI!");
			}
		}
	}
	[HarmonyPatch(typeof(RoundManager))]
	internal class RoundManagerPatch
	{
		[HarmonyPatch("ResetEnemyVariables")]
		[HarmonyPrefix]
		public static void patchResetEnemyVariables()
		{
			EnemyAIPatch.EnemyErrors.Clear();
			LostEnemyFix.Instance.mls.LogInfo((object)"Clearing Enemy Error List");
		}
	}
}