using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
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 UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: AssemblyTitle("SkyLevelCooldown")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SkyLevelCooldown")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("74eb5aae-2b80-4e14-b616-24649964c125")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
[BepInPlugin("com.skylevelcooldown", "Sky Level Cooldown", "0.1.0")]
public class SkyLevelCooldown : BaseUnityPlugin
{
[HarmonyPatch(typeof(RunManager), "SetRunLevel")]
public class Patch_RunManager_SetRunLevel
{
private static void Prefix(RunManager __instance)
{
if (!firstTimeInitialized)
{
levelCooldowns = new List<int>(new int[__instance.levels.Count]);
log.LogInfo((object)$"Cooldownlist initialized with {__instance.levels.Count} Entries.");
firstTimeInitialized = true;
}
}
private static void Postfix(RunManager __instance)
{
if (__instance.levels == null || __instance.levels.Count == 0)
{
return;
}
int num = __instance.levels.IndexOf(__instance.levelCurrent);
if (num < 0)
{
return;
}
if (levelCooldowns[num] == 0)
{
log.LogInfo((object)$"Level {((Object)__instance.levelCurrent).name} permitted, cooldown is was ({levelCooldowns[num]})");
levelCooldowns[num] = levelRepeatDelay.Value + 1;
DecreaseCooldownsExcept(num);
return;
}
log.LogInfo((object)$"Level {((Object)__instance.levelCurrent).name} was cooldown ({levelCooldowns[num]}), new level will be chosen...");
Level val = null;
int num2 = -1;
int num3 = 0;
while ((Object)(object)val == (Object)null && num3 < maxRerollsConfig.Value)
{
int num4 = Random.Range(0, __instance.levels.Count);
if (levelCooldowns[num4] == 0)
{
val = __instance.levels[num4];
num2 = num4;
}
num3++;
}
if ((Object)(object)val == (Object)null)
{
num2 = Random.Range(0, __instance.levels.Count);
val = __instance.levels[num2];
}
__instance.levelCurrent = val;
levelCooldowns[num2] = levelRepeatDelay.Value + 1;
DecreaseCooldownsExcept(num2);
string text = string.Join(", ", __instance.levels.Select((Level lvl, int idx) => $"{((Object)lvl).name}:{levelCooldowns[idx]}"));
log.LogInfo((object)("New level selected: " + ((Object)val).name + " | Cooldowns: " + text));
}
private static void DecreaseCooldownsExcept(int exceptIndex)
{
for (int i = 0; i < levelCooldowns.Count; i++)
{
if (i != exceptIndex && levelCooldowns[i] > 0)
{
levelCooldowns[i]--;
}
}
}
}
internal static ManualLogSource log;
public static ConfigEntry<int> levelRepeatDelay;
public static ConfigEntry<int> maxRerollsConfig;
public static List<int> levelCooldowns = new List<int>();
private static bool firstTimeInitialized = false;
private void Awake()
{
//IL_002f: Unknown result type (might be due to invalid IL or missing references)
//IL_0039: Expected O, but got Unknown
//IL_0065: Unknown result type (might be due to invalid IL or missing references)
//IL_006f: Expected O, but got Unknown
//IL_0079: Unknown result type (might be due to invalid IL or missing references)
//IL_007f: Expected O, but got Unknown
log = ((BaseUnityPlugin)this).Logger;
levelRepeatDelay = ((BaseUnityPlugin)this).Config.Bind<int>("General", "Repeat Level After X Levels:", 3, new ConfigDescription("Cooldown delay, X levels before it can appear again. Please do not go higher than the amount of levels you installed + Vanilla levels.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(0, 40), Array.Empty<object>()));
maxRerollsConfig = ((BaseUnityPlugin)this).Config.Bind<int>("General", "Max Rerolls", 20, new ConfigDescription("Max attempts to reroll a level when the cooldown is active.", (AcceptableValueBase)(object)new AcceptableValueRange<int>(1, 200), Array.Empty<object>()));
Harmony val = new Harmony("com.skylevelcooldown");
val.PatchAll();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Sky Level Cooldown loaded.");
}
}