Decompiled source of CyphersBossDropRewardDelay v1.0.0

Boss Drop Reward Delay.dll

Decompiled 3 weeks ago
using System;
using System.Collections;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using Microsoft.CodeAnalysis;
using On.RoR2;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Boss Drop Reward Delay")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("Boss Drop Reward Delay")]
[assembly: AssemblyTitle("Boss Drop Reward Delay")]
[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 BossDropRewardDelay
{
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("com.YourName.BossDropDelay", "Boss Drop Reward Delay", "1.0.8")]
	public class BossDropDelayPlugin : BaseUnityPlugin
	{
		private ConfigEntry<float> configDelaySeconds;

		private ConfigEntry<int> configBatchSize;

		public void Awake()
		{
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0017: Expected O, but got Unknown
			CreateConfig();
			BossGroup.DropRewards += new hook_DropRewards(DropRewardsWithDelay);
		}

		private void CreateConfig()
		{
			configDelaySeconds = ((BaseUnityPlugin)this).Config.Bind<float>("General", "Delay Seconds", 0.3f, "The time in seconds to wait between dropping batches of items.");
			configBatchSize = ((BaseUnityPlugin)this).Config.Bind<int>("General", "Batch Size", 1, "How many items should drop at once before waiting for the delay.");
		}

		private void DropRewardsWithDelay(orig_DropRewards orig, BossGroup self)
		{
			if (NetworkServer.active)
			{
				SceneDef sceneDefForCurrentScene = SceneCatalog.GetSceneDefForCurrentScene();
				switch ((sceneDefForCurrentScene != null) ? sceneDefForCurrentScene.baseSceneName : null)
				{
				case "artifactworld":
				case "limbo":
				case "voidraid":
				case "shipgraveyard":
				case "arena":
					orig.Invoke(self);
					break;
				default:
					((MonoBehaviour)self).StartCoroutine(DropRewardsCoroutine(self));
					break;
				}
			}
		}

		private IEnumerator DropRewardsCoroutine(BossGroup bossGroup)
		{
			if (!Object.op_Implicit((Object)(object)bossGroup.dropPosition) || !Object.op_Implicit((Object)(object)bossGroup.dropTable))
			{
				yield break;
			}
			Xoroshiro128Plus treasureRng = Run.instance.treasureRng;
			int totalItems = (1 + bossGroup.bonusRewardCount) * Run.instance.participatingPlayerCount;
			Transform dropTransform = bossGroup.dropPosition;
			PickupDropTable dropTable = bossGroup.dropTable;
			PickupIndex dropToUse = PickupIndex.none;
			SceneDef sceneDefForCurrentScene = SceneCatalog.GetSceneDefForCurrentScene();
			if (((sceneDefForCurrentScene != null) ? sceneDefForCurrentScene.baseSceneName : null) == "goldshores")
			{
				ItemIndex itemIndex = Items.TitanGoldDuringTP.itemIndex;
				dropToUse = PickupCatalog.FindPickupIndex(itemIndex);
				((BaseUnityPlugin)this).Logger.LogInfo((object)"[BossDropDelay] Gilded Coast detected. Forcing Halcyon Seed drop.");
			}
			else
			{
				try
				{
					dropToUse = dropTable.GenerateDrop(treasureRng);
				}
				catch (NotImplementedException)
				{
					if (Run.instance.availableTier2DropList.Count > 0)
					{
						dropToUse = Run.instance.availableTier2DropList[treasureRng.RangeInt(0, Run.instance.availableTier2DropList.Count)];
					}
				}
				catch (Exception ex2)
				{
					((BaseUnityPlugin)this).Logger.LogError((object)("[BossDropDelay] Error generating drop: " + ex2.Message));
				}
			}
			if (dropToUse == PickupIndex.none && Run.instance.availableTier2DropList.Count > 0)
			{
				dropToUse = Run.instance.availableTier2DropList[treasureRng.RangeInt(0, Run.instance.availableTier2DropList.Count)];
			}
			int currentBatchCount = 0;
			for (int i = 0; i < totalItems; i++)
			{
				if (dropToUse != PickupIndex.none)
				{
					float num = Random.Range(0f, 360f);
					Vector3 val = Quaternion.Euler(0f, num, 0f) * Vector3.forward;
					float num2 = 12f;
					float num3 = 25f;
					Vector3 val2 = val * num2 + Vector3.up * num3;
					PickupDropletController.CreatePickupDroplet(dropToUse, dropTransform.position, val2);
				}
				currentBatchCount++;
				if (currentBatchCount >= configBatchSize.Value)
				{
					currentBatchCount = 0;
					yield return (object)new WaitForSeconds(configDelaySeconds.Value);
				}
			}
		}
	}
}