LuckLib.dll

Decompiled 3 hours 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 CardChoiceSpawnUniqueCardPatch.CustomCategories;
using HarmonyLib;
using Jotunn.Utils;
using Microsoft.CodeAnalysis;
using ModdingUtils.Patches;
using ModdingUtils.Utils;
using Photon.Pun;
using RarityLib.Utils;
using UnboundLib.Cards;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(/*Could not decode attribute arguments.*/)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.1", FrameworkDisplayName = ".NET Framework 4.7.1")]
[assembly: SecurityPermission(8, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.2.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Embedded]
	[AttributeUsage(/*Could not decode attribute arguments.*/)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace LuckLib
{
	public class Luck : MonoBehaviour
	{
		[HideInInspector]
		public Player player;

		[HideInInspector]
		public PhotonView view;

		[HideInInspector]
		public int PlayerLuck;

		public int LuckAdd = 0;

		public float LuckMult = 1f;

		private void Start()
		{
			player = ((Component)this).GetComponent<Player>();
			view = ((Component)this).GetComponent<PhotonView>();
		}

		public bool RollLuck(float chance)
		{
			if (PlayerLuck >= 0)
			{
				return Random.value <= chance * (1f + (float)PlayerLuck / 100f);
			}
			return Random.value <= chance / (1f + (float)(-PlayerLuck) / 100f);
		}
	}
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInDependency(/*Could not decode attribute arguments.*/)]
	[BepInPlugin("Systems.R00t.Luck", "Luck", "0.1.2")]
	[BepInProcess("Rounds.exe")]
	[HarmonyPatch]
	public class Plugin : BaseUnityPlugin
	{
		private const string ModId = "Systems.R00t.Luck";

		private const string ModName = "Luck";

		public const string Version = "0.1.2";

		private void Awake()
		{
			//IL_0024: Unknown result type (might be due to invalid IL or missing references)
			CardInfo component = ((GameObject)AssetUtils.LoadAssetBundleFromResources("luckcard", typeof(Plugin).Assembly).LoadAsset("LuckCard")).GetComponent<CardInfo>();
			CustomCardCategories.instance.UpdateAndPullCategoriesFromCard(component);
			CustomCard.RegisterUnityCard(((Component)component).gameObject, "Luck", component.cardName, true, (Action<CardInfo>)null);
		}

		private void Start()
		{
			//IL_0006: Unknown result type (might be due to invalid IL or missing references)
			new Harmony("Systems.R00t.Luck").PatchAll();
			PlayerAssigner.instance.playerPrefab.AddComponent<Luck>();
		}

		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyPostfix]
		public static void ApplyCardStatsPatch(ApplyCardStats __instance)
		{
			Luck component = ((Component)__instance.playerToUpgrade).GetComponent<Luck>();
			Luck component2 = ((Component)__instance).GetComponent<Luck>();
			if (Object.op_Implicit((Object)(object)component2))
			{
				component.PlayerLuck = (int)((float)component.PlayerLuck * component2.LuckMult);
				component.PlayerLuck += component2.LuckAdd;
			}
		}

		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyPostfix]
		public static void ResetPlayerPatch(Player __instance)
		{
			((Component)__instance).GetComponent<Luck>().PlayerLuck = 0;
		}

		[HarmonyPostfix]
		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		public static void ModdingUtilsGetRandomCardPatch(ref CardInfo __result, MethodBase __originalMethod, object[] __args)
		{
			//IL_002b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0031: Expected O, but got Unknown
			//IL_00e2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e9: Expected O, but got Unknown
			//IL_0102: Unknown result type (might be due to invalid IL or missing references)
			//IL_0120: Unknown result type (might be due to invalid IL or missing references)
			//IL_012f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0145: Unknown result type (might be due to invalid IL or missing references)
			//IL_0169: Unknown result type (might be due to invalid IL or missing references)
			//IL_017a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0216: Unknown result type (might be due to invalid IL or missing references)
			//IL_021d: Expected O, but got Unknown
			//IL_0236: Unknown result type (might be due to invalid IL or missing references)
			//IL_0254: Unknown result type (might be due to invalid IL or missing references)
			//IL_0263: Unknown result type (might be due to invalid IL or missing references)
			//IL_0279: Unknown result type (might be due to invalid IL or missing references)
			//IL_029d: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ae: Unknown result type (might be due to invalid IL or missing references)
			bool flag = false;
			Player val = null;
			foreach (object obj in __args)
			{
				if (obj is Player)
				{
					flag = true;
					val = (Player)obj;
					break;
				}
			}
			if (!flag)
			{
				return;
			}
			MethodBase method = (MethodBase)(object)typeof(Cards).GetMethod(((MemberInfo)__originalMethod).Name, (BindingFlags)20);
			Luck component = ((Component)val).GetComponent<Luck>();
			if (component.PlayerLuck > 0)
			{
				if (Random.value <= (float)component.PlayerLuck / 100f)
				{
					Debug.Log((object)String.Format("luck sucsedded with value of {0}", (object)component.PlayerLuck));
					int playerLuck = component.PlayerLuck;
					component.PlayerLuck /= 2;
					CardInfo val2 = (CardInfo)method.Invoke((object)Cards.instance, __args);
					Debug.Log((object)String.Format("{0}({1}),{2}({3})  {4}", (object[])(object)new Object[5]
					{
						(Object)((Object)val2).name,
						(object)val2.rarity,
						(Object)((Object)__result).name,
						(object)((Component)__result).GetComponent<CardInfo>().rarity,
						(object)(RarityUtils.GetRarityData(val2.rarity).relativeRarity < RarityUtils.GetRarityData(((Component)__result).GetComponent<CardInfo>().rarity).relativeRarity)
					}));
					if (RarityUtils.GetRarityData(val2.rarity).relativeRarity < RarityUtils.GetRarityData(__result.rarity).relativeRarity)
					{
						__result = val2;
					}
					component.PlayerLuck = playerLuck;
				}
			}
			else if (component.PlayerLuck < 0 && Random.value <= (float)(-component.PlayerLuck) / 100f)
			{
				Debug.Log((object)String.Format("bad luck sucsedded with value of {0}", (object)component.PlayerLuck));
				int playerLuck2 = component.PlayerLuck;
				component.PlayerLuck /= 2;
				CardInfo val3 = (CardInfo)method.Invoke((object)Cards.instance, __args);
				Debug.Log((object)String.Format("{0}({1}),{2}({3})  {4}", (object[])(object)new Object[5]
				{
					(Object)((Object)val3).name,
					(object)val3.rarity,
					(Object)((Object)__result).name,
					(object)((Component)__result).GetComponent<CardInfo>().rarity,
					(object)(RarityUtils.GetRarityData(val3.rarity).relativeRarity > RarityUtils.GetRarityData(((Component)__result).GetComponent<CardInfo>().rarity).relativeRarity)
				}));
				if (RarityUtils.GetRarityData(val3.rarity).relativeRarity > RarityUtils.GetRarityData(__result.rarity).relativeRarity)
				{
					__result = val3;
				}
				component.PlayerLuck = playerLuck2;
			}
		}

		[HarmonyPostfix]
		[HarmonyPatch(/*Could not decode attribute arguments.*/)]
		public static void GetRandomCardPatch(CardInfo[] cards, ref GameObject __result)
		{
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00f9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0117: Unknown result type (might be due to invalid IL or missing references)
			//IL_0126: Unknown result type (might be due to invalid IL or missing references)
			//IL_013c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0160: Unknown result type (might be due to invalid IL or missing references)
			//IL_0176: Unknown result type (might be due to invalid IL or missing references)
			//IL_0231: Unknown result type (might be due to invalid IL or missing references)
			//IL_024f: Unknown result type (might be due to invalid IL or missing references)
			//IL_025e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0274: Unknown result type (might be due to invalid IL or missing references)
			//IL_0298: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ae: Unknown result type (might be due to invalid IL or missing references)
			CardChoice instance = CardChoice.instance;
			Player val = null;
			if (!instance.isPlaying || !instance.IsPicking || instance.pickrID < 0)
			{
				return;
			}
			val = (((int)instance.pickerType != 0) ? PlayerManager.instance.players[instance.pickrID] : PlayerManager.instance.GetPlayersInTeam(instance.pickrID)[0]);
			Luck component = ((Component)val).GetComponent<Luck>();
			if (component.PlayerLuck > 0)
			{
				if (Random.value <= (float)component.PlayerLuck / 100f)
				{
					Debug.Log((object)String.Format("luck sucsedded with value of {0}", (object)component.PlayerLuck));
					int playerLuck = component.PlayerLuck;
					component.PlayerLuck /= 2;
					CardInfo component2 = CardChoicePatchGetRanomCard.OrignialGetRanomCard(cards).GetComponent<CardInfo>();
					Debug.Log((object)String.Format("{0}({1}),{2}({3})  {4}", (object[])(object)new Object[5]
					{
						(Object)((Object)component2).name,
						(object)component2.rarity,
						(Object)((Object)__result).name,
						(object)__result.GetComponent<CardInfo>().rarity,
						(object)(RarityUtils.GetRarityData(component2.rarity).relativeRarity < RarityUtils.GetRarityData(__result.GetComponent<CardInfo>().rarity).relativeRarity)
					}));
					if (RarityUtils.GetRarityData(component2.rarity).relativeRarity < RarityUtils.GetRarityData(__result.GetComponent<CardInfo>().rarity).relativeRarity)
					{
						__result = ((Component)component2).gameObject;
					}
					component.PlayerLuck = playerLuck;
				}
			}
			else if (component.PlayerLuck < 0 && Random.value <= (float)(-component.PlayerLuck) / 100f)
			{
				Debug.Log((object)String.Format("bad luck sucsedded with value of {0}", (object)component.PlayerLuck));
				int playerLuck2 = component.PlayerLuck;
				component.PlayerLuck /= 2;
				CardInfo component3 = CardChoicePatchGetRanomCard.OrignialGetRanomCard(cards).GetComponent<CardInfo>();
				Debug.Log((object)String.Format("{0}({1}),{2}({3})  {4}", (object[])(object)new Object[5]
				{
					(Object)((Object)component3).name,
					(object)component3.rarity,
					(Object)((Object)__result).name,
					(object)__result.GetComponent<CardInfo>().rarity,
					(object)(RarityUtils.GetRarityData(component3.rarity).relativeRarity > RarityUtils.GetRarityData(__result.GetComponent<CardInfo>().rarity).relativeRarity)
				}));
				if (RarityUtils.GetRarityData(component3.rarity).relativeRarity > RarityUtils.GetRarityData(__result.GetComponent<CardInfo>().rarity).relativeRarity)
				{
					__result = ((Component)component3).gameObject;
				}
				component.PlayerLuck = playerLuck2;
			}
		}
	}
}