You are viewing a potentially older version of this package. View all versions.
TeamXiaolan-DawnLib-0.1.0 icon

DawnLib

A modern API for Lethal Company content and all sizes of mods

Date uploaded a week ago
Version 0.1.0
Download link TeamXiaolan-DawnLib-0.1.0.zip
Downloads 959
Dependency string TeamXiaolan-DawnLib-0.1.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-FixPluginTypesSerialization-1.1.2 icon
Evaisa-FixPluginTypesSerialization

Fix custom Serializable structs and such not properly getting deserialized by Unity.

Preferred version: 1.1.2
Hamunii-AutoHookGenPatcher-1.0.6 icon
Hamunii-AutoHookGenPatcher

Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.

Preferred version: 1.0.6
Zaggy1024-PathfindingLib-2.3.1 icon
Zaggy1024-PathfindingLib

Provides functionality for mod authors to run pathfinding off of the main thread.

Preferred version: 2.3.1

README

DawnLib

(was CodeRebirthLib)

DawnLib is a modern API for Lethal Company content and all sizes of mods. It contains:

  • DawnLib API
  • DuskMod API
  • Some extra utilities

DawnLib also categorises (almost) everything in the game with keys, allowing for easy references to existing vanilla content.

NOTE: Enemies/Items/etc managed through DawnLib are likely unsupported by mods like CentralConfig or LethalQuantities. This is because of the way DawnLib supports dynamically updating weights and therefore cannot be fixed from DawnLib.

DawnLib (All C#)

<PackageReference Include="TeamXiaolan.DawnLib" Version="0.1.0" />

<!-- Optional Source Generation, mostly for when using the DuskMod API -->
<PackageReference Include="TeamXiaolan.DawnLib.SourceGen" Version="0.1.0" />

DawnLib is a hands-off way to register your content. The code to switch from LethalLib to DawnLib is very similar and will require minimal refactoring. Most registration methods are under the DawnLib static class. When calling DefineXXX you are provided with a builder method that explains most settings that you can configure.

Supported content:

  • Enemies
  • Items
  • Map Objects
  • Unlockables
  • Additional Tile Sets

Example:

public static class MeltdownKeys {
  public static readonly NamespacedKey<DawnItemInfo> GeigerCounter = NamespacedKey<DawnItemInfo>.From("facility_meltdown", "geiger_counter");
}

// In your plugin
DawnLib.DefineItem(MeltdownKeys.GeigerCounter, assets.geigerCounterItemDef, builder => builder
  .DefineShop(shopBuilder => shopBuilder
    .OverrideCost(90)
    .OverrideInfoNode(assets.geigerCounterNode)
  )
);

LethalContent is an easy way to reference vanilla/modded content:

EnemyType blobEnemyType = LethalContent.Enemies[EnemyKeys.Blob].EnemyType;

It should be noted that the vanilla references will not be in the registry until a while after the lobby is created. In order to make sure everything is ready, you can listen to a registry's "freeze" event. OnFreeze will only run once ever (even between lobby reloads)

LethalContent.Enemies.OnFreeze += () => {
  // All vanilla content is in and no more modded content can be added.
};

if(LethalContent.Enemies.IsFrozen) { // or check that the registry has already been frozen
  // ...
}

PersistentDataContainer

PersistentDataContainer is an alternative to ES3. You can easily access save data with the .GetPersistentDataContainer() extension method, .GetCurrentContract() or .GetCurrentSave()

void Awake() { // Plugin awake
    PersistentDataContainer myContainer = this.GetPersistentDataContainer(); // use this however you want, note that 'this' is required to use the extension method in the Awake function.
    
    // these only return null when not in-game. these also automatically handle resetting the save
    PersistentDataContainer? contract = DawnLib.GetCurrentContract(); // resets on: getting fired and save deletion.
    PersistentDataContainer? save = DawnLib.GetCurrentSave(); // resets on: ONLY save deletion.
}

Note: If you are going to make a large edit (calling .Set, .GetOrSet, etc multiple times) you should wrap it with using(container.LargeEdit()). This delays saving data to the disk until all your edits have been completed.

DuskMod (C# & Editor)

<PackageReference Include="TeamXiaolan.DawnLib" Version="0.1.0" />
<PackageReference Include="TeamXiaolan.DawnLib.DuskMod" Version="0.1.0" />

<!-- Optional Source Generation -->
<PackageReference Include="TeamXiaolan.DawnLib.SourceGen" Version="0.1.0" />

The DuskMod API is more opinionated, but automatically handles:

  • Asset Bundle Loading
  • Config Generation
  • Skipping bundles when config is disabled
  • Progressive Unlockables
  • Automatically generate NamespacedKeys (C# Source Generators)
  • Registering content with no code!

It also supports:

  • Achievements
  • Weathers (through WeatherRegistry)
  • Vehicles (highly experimental)

And finally, for any troubles in setting anything up, contact @xuxiaolan on discord for help.

Credits

  • Bongo Loaforc (Code)
  • XuXiaolan (Code)
  • Slayer (Achievement UI)

CHANGELOG

v0.1.9

  • Fixed an issue with some enemies like from pikmin not registering.

v0.1.8

  • Added On First Scan event to ExtraScanEvents.
  • Fixed issues with other mods adding duplicate items into the list of all items.
  • Fixed more compatibilities with other mods.
  • Made sure to fix issues with achievement popup not working properly.

v0.1.7

  • Attempt at fixing some more file locking issues or whatever.
  • Fixed a bunch of the definitions being broken in editor.

v0.1.6

  • Improved error handling with corrupted save data and tagging.
  • Fixed an issue with applying item spawn group tags.
  • Added ExtraScanEvents with an On Scan event (requires Scan Node Properties)
  • Refined VehicleBase + VehicleStation code to be compatible with dropship attaching etc.

v0.1.5

  • Fixed issues with LLL shop items not being proper keyword names by LLL.
  • Fixed achievement UI sound not playing and breaking the achievements.
  • Fixed an issue where mods like MoreShipUpgrades allow LethalLib shop items to be disabled incorrectly.

v0.1.4

  • Fixed issues with checking unlockables and unlockables not registering.
  • Fixed issues with trying to use the Achievement Predicate.
  • Fixed Editor.dll issues with accessing achievements for AchievementTriggers script.
  • Fixed issues with DailyPricingStrategy accessing TimeOfDay too early.
  • Fixed issues with achievements causing a share violation error on loading multiple achievements simultaneously sometimes.

v0.1.2

  • Disabled achievements button if there are no achievements.

v0.1.1

  • Fixed some editor dll stuff and separated compatiblity with soundapi into another dll.

v0.1.0

Hello World!

DawnLib

  • Added registering content through DawnLib
  • Added WeightTable and CurveTable so that weights can be updated dynamically in-game.
  • Added ITerminalPurchasePredicate to allow some items to not be bought based on conditions.
    • TerminalPurchaseResult.Success(): Acts like normal
    • TerminalPurchaseResult.Failed(): Player is unable to purchase the item and a different terminal node is displayed. Also allows overriding the name in this state with .SetOverrideName(string)
    • TerminalPurchaseResult.Hidden(): Does not show up in store, and player is also unable to purchase the item.
  • ITerminalPurchase interface for (currently only some) possible terminal purchases:
    • ITerminalPurchasePredicate Predicate: see above, set with builder.SetPredicate(predicate)
    • IProvider<int> Cost: allows cost to be easily updated, set with builder.SetCost(int) or builder.SetCost(provider)
  • Removed VanillaEnemies and added LethalContent
  • Added tags
  • Allow registering new tilesets to dungeons
  • Added PersistentDataContainer

DuskMod

MIGRATING FROM CODEREBIRTHLIB: You will need to remake your Content Container, Mod Information and content definitions. The general flow has not changed overall.

  • Reworked Content Container:
    • Entity Name (from content definitions) and Entity Name Reference have been removed. Instead, content can just be referenced.
    • Asset Bundle Name is now a dropdown.
    • Button to dump all NamespacedKeys to a .json file to be used with the TeamXiaolan.DawnLib.SourceGen package.
  • Added 4 types of Achievements: Discovery, Instant, Stat, Parent
  • Content definitions can now apply tags
  • Added DuskModContent for the Achievement registry.
  • Moved .RegisterMod() from CRLib to DuskMod
  • Added DuskAdditionalTilesDefinition
  • Added 2 DuskTerminalPredicates:
    • ProgressivePredicate: Allows for a shop item to be unlocked through progression
    • AchievementPredicate: Requires that the player purchasing the item has an achievement
  • Added 1 DuskPricingStrategy:
    • NOTE: Setting a pricing strategy in a content definition overrides the price set in the config.
    • DailyPricingStrategy: Price of shop item changes as the quota progresses.

Utilities / Misc

  • Added NetworkAudioSource, AssetBundleUtils
  • Removed ExtendedLogging and split it into DebugLogSources (yes this uses SoundAPI code)