Decompiled source of RedPillEnemySpawn v0.2.3

NBFBs.RedPill.dll

Decompiled 10 months ago
using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using UnityEngine;
using UnityEngine.AI;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: AssemblyCompany("NBFBs.RedPill")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("Allows the \"Red Pill\" test enemy (Obunga) to naturally spawn on moons")]
[assembly: AssemblyFileVersion("0.2.3.0")]
[assembly: AssemblyInformationalVersion("0.2.3")]
[assembly: AssemblyProduct("NBFBs.RedPill")]
[assembly: AssemblyTitle("NBFBs.RedPill")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.2.3.0")]
[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 RedPill
{
	internal static class ConfigController
	{
		internal static ConfigEntry<int> spawnRarityGeneral;

		internal static ConfigEntry<int> spawnCount;

		internal static ConfigEntry<bool> spawnRarityFromDifficulty;

		internal static ConfigEntry<bool> useOriginalAI;

		internal static ConfigEntry<float> agentSpeedBase;

		internal static ConfigEntry<float> agentSpeedSlowDownAmount;

		internal static ConfigEntry<float> playerDetectionRadius;

		internal static void Initialize(ConfigFile configFile)
		{
			spawnRarityGeneral = configFile.Bind<int>("Spawning", "Rarity", 1, "Weighted probability of spawning on any moon\nFor reference, the most common enemy on a moon is usually set to around 50-60\nand the least common (like a Nutcracker on Experimentation) is often 1");
			spawnCount = configFile.Bind<int>("Spawning", "Max count", 1, "How many Red Pills can potentially spawn in one day");
			useOriginalAI = configFile.Bind<bool>("AI", "Use custom AI", true, "(Overrides all other AI options)\nEnable custom AI behaviors, otherwise use vanilla test enemy AI (you cannot outrun the vanilla AI... well, not for long)");
			agentSpeedBase = configFile.Bind<float>("AI", "Base movement speed", 10f, "How fast the Red Pill moves before being slowed down by player proximity");
			agentSpeedSlowDownAmount = configFile.Bind<float>("AI", "Proximity speed effect", 4f, "How much the Red Pill slows down when it gets close to a player\nThe movement speed is divided by this value when the Red Pill is extremely close");
			playerDetectionRadius = configFile.Bind<float>("AI", "Player tracking distance", 15f, "Changes the distance at which the Red Pill can detect a player\n\n[to be fixed in a later update]\nChanging this seems to mess with Obunga's movement speed\n(but it still slows down when near you, if you don't make this too low)");
		}
	}
	internal static class ModDebug
	{
		private static ManualLogSource manualLogSource;

		internal static void Initialize(string GUID)
		{
			manualLogSource = Logger.CreateLogSource(GUID);
		}

		internal static void LogInfo(string message)
		{
		}

		internal static void LogWarning(string message)
		{
		}

		internal static void LogError(string message)
		{
		}
	}
	[BepInPlugin("NBFBs.RedPill", "Red Pill Enemy Spawn", "0.2.3")]
	public class Plugin : BaseUnityPlugin
	{
		private const string PLUGIN_GUID = "NBFBs.RedPill";

		private const string PLUGIN_NAME = "Red Pill Enemy Spawn";

		private const string PLUGIN_VERSION = "0.2.3";

		internal static Plugin Instance;

		internal static Harmony harmony;

		private void Awake()
		{
			//IL_0037: Unknown result type (might be due to invalid IL or missing references)
			//IL_0041: Expected O, but got Unknown
			if ((Object)(object)Instance == (Object)null)
			{
				Instance = this;
			}
			ModDebug.Initialize("NBFBs.RedPill");
			ModDebug.LogInfo("Plugin NBFBs.RedPill (\"Red Pill Enemy Spawn\") is loaded!");
			ConfigController.Initialize(((BaseUnityPlugin)this).Config);
			harmony = new Harmony("NBFBs.RedPill");
			harmony.PatchAll();
		}
	}
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "NBFBs.RedPill";

		public const string PLUGIN_NAME = "NBFBs.RedPill";

		public const string PLUGIN_VERSION = "0.2.3";
	}
}
namespace RedPill.Patches
{
	[HarmonyPatch(typeof(RoundManager))]
	internal class RoundManagerPatch
	{
		[HarmonyPatch("FinishGeneratingLevel")]
		[HarmonyPostfix]
		private static void AddRedPillToEnemiesList()
		{
			//IL_0020: Unknown result type (might be due to invalid IL or missing references)
			//IL_0027: Expected O, but got Unknown
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			//IL_0177: Expected O, but got Unknown
			//IL_0078: Unknown result type (might be due to invalid IL or missing references)
			//IL_007d: Unknown result type (might be due to invalid IL or missing references)
			EnemyType val = null;
			AnimationCurve val2 = null;
			Object[] array = Resources.FindObjectsOfTypeAll(typeof(EnemyType));
			for (int i = 0; i < array.Length; i++)
			{
				EnemyType val3 = (EnemyType)array[i];
				if (((Object)val3).name == "Flowerman")
				{
					ModDebug.LogInfo("Found " + ((Object)val3).name + "! Stealing probability curve...");
					val2 = val3.probabilityCurve;
					string text = "curve: ";
					Keyframe[] keys = val2.keys;
					for (int j = 0; j < keys.Length; j++)
					{
						Keyframe val4 = keys[j];
						text += $"[{((Keyframe)(ref val4)).time}:{((Keyframe)(ref val4)).value}]";
					}
					ModDebug.LogInfo(text);
				}
				if (((Object)val3).name == "RedPillEnemyType")
				{
					ModDebug.LogInfo("Found " + ((Object)val3).name + "!");
					val3.MaxCount = ConfigController.spawnCount.Value;
					val = val3;
				}
				ModDebug.LogInfo($"{((Object)val3).name}, max: {val3.MaxCount}, curve: {val3.probabilityCurve.length}, spawningDisabled: {val3.spawningDisabled}, power: {val3.PowerLevel}");
			}
			SpawnableEnemyWithRarity val5 = new SpawnableEnemyWithRarity();
			if ((Object)(object)val != (Object)null)
			{
				val5.enemyType = val;
				val5.enemyType.probabilityCurve = val2;
				val5.enemyType.PowerLevel = 2;
				val5.rarity = ConfigController.spawnRarityGeneral.Value;
				RoundManager.Instance.currentLevel.Enemies.Add(val5);
			}
			ModDebug.LogInfo("List of enemies on this level");
			foreach (SpawnableEnemyWithRarity enemy in RoundManager.Instance.currentLevel.Enemies)
			{
				ModDebug.LogInfo($"(Rarity: {enemy.rarity}) {((Object)enemy.enemyType).name}");
			}
		}
	}
	[HarmonyPatch(typeof(TestEnemy))]
	internal class TestEnemyPatch
	{
		[HarmonyPatch("Start")]
		[HarmonyPostfix]
		private static void ChangeInstanceVars(ref TestEnemy __instance)
		{
			__instance.detectionRadius = ConfigController.playerDetectionRadius.Value;
		}

		[HarmonyPatch("DoAIInterval")]
		[HarmonyPostfix]
		private static void UpdateSpeed(ref TestEnemy __instance)
		{
			if (ConfigController.useOriginalAI.Value)
			{
				float num = Mathf.InverseLerp(15f, 3f, __instance.closestPlayerDist) * ConfigController.agentSpeedSlowDownAmount.Value;
				((EnemyAI)__instance).agent.speed = ConfigController.agentSpeedBase.Value;
				NavMeshAgent agent = ((EnemyAI)__instance).agent;
				agent.speed /= Mathf.Clamp(num, 1f, 999f);
			}
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}