WillsWackyManagers
Various managers for community usage.
Last updated | a month ago |
Total downloads | 970125 |
Total rating | 4 |
Categories | Custom Cards |
Dependency string | willuwontu-WillsWackyManagers-1.5.13 |
Dependants | 112 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_ROUNDS
BepInEx pack for ROUNDS. Preconfigured and ready to use.
Preferred version: 5.4.1100Pykess-PlayerJumpPatch
Patches the erroneous PlayerJump.Jump function in the base game
Preferred version: 0.0.2Pykess-CardChoiceSpawnUniqueCardPatch
Patches erroneous logic in the base game CardChoice method SpawnUniqueCard
Preferred version: 0.1.2Pykess-ModdingUtils
Utilities aimed at making modding easier and more accessible
Preferred version: 0.1.3willis81808-UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Preferred version: 2.6.2Root-CardThemeLib
A utility library for adding custom card themes to the game.
Preferred version: 1.1.1README
Wills Wacky Managers
Provides 2 different managers for the community to use:
- CurseManager
- RerollManager
Change log
v 1.5.12
- Added a toggle to the debug lines, only accessible through unity explorer.
v 1.5.11
- Added debug lines to help track down an esoteric bug.
v 1.5.10
- Fixed an issue where checking if a curse was allowed would set a player to be allowed to draw curses.
v 1.5.0
- Cards are now built in Unity.
- Rarities moved to rarity bundle.
v 1.4.10
- Small Update to things.
v 1.4.9
- Small Update to things.
v 1.4.8
- Mythical rarity now has a proper color.
- Support for mechanic cardbase.
v 1.4.7
- Added Card Theme Lib as a proper dependency on thunderstore.
v 1.4.6
- Moved Rarity registration to awake.
v 1.4.5
- Added Rarity lib as a dependency.
- Migrated 2 rarities from WWC (Epic, Scarce)
v 1.4.4
- Reroll manager now respects custom rarities
- Added escape route for reroll and table flip to hopefully reduce the game breaking.
v 1.4.3
- Table flip should no longer be able to roll into ninja cards.
- Fixed an issue where table flip would show up facing backwards.
v 1.4.2
- Fixed an issue where table flip would show up facing backwards.
v 1.4.1
- Fixed Erroneous logic for determining when table flip can show up.
v 1.4.0
- Bug Fixes
- Reworked Table Flips logic to run for all players at the same time.
- Added an action for the Reroll Manager to run after rerolling cards.
v 1.3.9
- Bug Fixes
v 1.3.8
- Reroll now syncs on each client.
- Rerolls now respect nulls.
v 1.3.7
- Table Flip Should Now wait for sync after executing on each client.
v 1.3.6
- Bug Fixes
- Using Genie to pick Reroll now works.
v 1.3.5
- Bug Fixes
v 1.3.4
- Optimized
CurseManager::RemoveAllCurses()
and added an additional variant.
v 1.3.3
- Some of WWC's curses were moved over
- Table Flip now executes a reroll on all 4 players instead of doing its own thing.
v 1.3.1
- Added the Card Manipulation category to Table Flip and Reroll
v 1.3.0
- Removed RWF as a dependency.
v 1.2.9
- Added a sync up operation to table flip, this should hopefully solve the issue of it breaking the game.
- Swapped to Unbound RPCs for Curse Removal, this should hopefully solve the issue of it not working.
v 1.2.8
- Fixed an issue with Table Flip
v 1.2.7
- Added a sync function for end of curse removal execution.
v 1.2.6
- Setting Sync was working, I just had left some spaghetti code in that made it not be read.
v 1.2.5
- Setting Sync should work now.
v 1.2.4
- Reworked settings synchronization, hopefully it works now.
v 1.2.3
- Logic patches, hopefully curse removal options should now work.
v 1.2.2
- Fixed an issue where curse cards would cause following players to get null cards.
v 1.2.1
- Fixes some issues with lag when taking hex and other curse granting cards.
v 1.2.0
- Migrated the reroll cards over to WWM
- Added the option for table flip to become an uncommon, but only be able to appear when one player has at least half the rounds needed to win.
- Added the option to Enable or Disable cards that spawn curses. This is enabled by default.
- Added a timeout functionality to the Curse Removal Options. It take a minute to do so, but it is there.
v 1.1.2
- Some patches that will hopefully help high lag players from initiating perpetual table flips and rerolls.
v 1.1.1
- Fixed a bug where reroll would cause itself to trigger the next round, causing it to continue going off the rest of the game. (Thank you BYZE for finding this bug for me.)
v 1.1.0
- Functionality has been added to allow for methods of removing cards outside of other cards, this has been opened up as an API for other modders to add their own methods. More information is available in the documentation below or on the github which has references to the default methods.
- A curse removal method requires 3 things:
- The name of the method, this is what's displayed when the option is presented to the player.
- A condition under which the method should be shown to the player.
- The action to take when the method is chosen.
- By default this functionality is turned off, but there is a toggle to turn it on.
- By default there are 4 methods available:
- Keep Curse: You opt to keep any curses you have. Always shows up.
- Lose 1 round, lose 1 curse: Only shows up if you've won at least 1 round. Your number of won rounds is reduced by 1 and the newest curse incurred is removed.
- Lose 1 Curse, give enemies an uncommon: Only shows up if you have more cards than at least 1 other player. Removes a curse and gives you enemies an uncommon.
- Lose all cards, lose all curses: Only shows up if you have 5 or more curses. Removes all cards and curses that you have.
v 1.0.3
- Added 3 new functions to the curse manager and documented them.
v 1.0.2
- Fixed an issue where a curse may not always return when cursing someone.
v 1.0.1
- Fixed an error in reroll's logic that would cause it to stop after rerolling a player.
CurseManager
This manager provides the various utilities needed for using curses.
Any added curses must utilize RegisterCurse()
via CustomCard.BuildCard<MyCurse>(cardInfo => { CurseManager.instance.RegisterCurse(cardInfo); });
.
Additionally, they should use the curseCategory
in order to not be pickable for players.
The curseInteractionCategory
can be used to denote cards that should only show up when a player has a curse.
Properties
instance
CurseManager instance { get;}
Description
A static reference of the class for accessibility from within static functions.
curseCategory
CardCategory curseCategory { get;}
Description
The card category for every curse. If not utilized, curses may show up for regular picking.
curseInteractionCategory
CardCategory curseInteractionCategory { get;}
Description
The card category for cards that interacted with cursed players. When utilized, cards with it will only show up when a player has a curse.
curseSpawnerCategory
CardCategory curseSpawnerCategory { get;}
Description
The card category for cards that give players curses. Allows for toggling them on and off via settings.
Classes
CurseRemovalOption
struct CurseRemovalOption
Fields
- readonly string name;
- readonly Func<Player, bool> condition;
- readonly Func<Player, IEnumerator> action;
Constructors
CurseRemovalOption()
CurseRemovalOption CurseRemovalOption(string optionName, Func<Player, bool> optionCondition, Func<Player, IEnumerator> optionAction)
Description
Creates a Curse Removal Option
Parameters
- string
optionName
The text the player sees for choosing the option. Must be unique. - Func<Player, bool>
optionCondition
A function that takes in a player object as input and outputs a bool. When true the option is available for players. - Func<Player, IEnumerator>
optionAction
An IEnumerator that takes in a player object as input. Run when the option is selected. If it wishes to remove a curse, it must do so.
Example Usage
var keepCurse = new CurseRemovalOption("Keep Curse", (player) => true, IKeepCurse);
RegisterRemovalOption(keepCurse);
var removeRound = new CurseRemovalOption("-1 round, -1 curse", CondRemoveRound, IRemoveRound);
RegisterRemovalOption(removeRound);
private IEnumerator IKeepCurse(Player player)
{
yield break;
}
private bool CondRemoveRound(Player player)
{
var result = false;
// Only shows up if they have a round point to remove.
if (GameModeManager.CurrentHandler.GetTeamScore(player.teamID).rounds > 0)
{
result = true;
}
return result;
}
private IEnumerator IRemoveRound(Player player)
{
var score = GameModeManager.CurrentHandler.GetTeamScore(player.teamID);
GameModeManager.CurrentHandler.SetTeamScore(player.teamID, new TeamScore(score.points, score.rounds - 1));
var roundCounter = GameObject.Find("/Game/UI/UI_Game/Canvas/RoundCounter").GetComponent<RoundCounter>();
roundCounter.InvokeMethod("ReDraw");
for (var i = player.data.currentCards.Count() - 1; i >= 0; i--)
{
if (instance.IsCurse(player.data.currentCards[i]))
{
ModdingUtils.Utils.Cards.instance.RemoveCardFromPlayer(player, i);
break;
}
}
yield break;
}
Functions
RandomCurse()
CardInfo RandomCurse(Player player)
Description
Returns a random curse that is valid for the target player. Respects card rarity.
Parameters
- Player
player
the player to get the curse for.
Example Usage
var player = PlayerManager.instance.players[0];
var curse = CurseManager.instance.RandomCurse(player);
CursePlayer()
void CursePlayer(Player player)
void CursePlayer(Player player, Action<CardInfo> callback)
Description
Adds a random valid curse to the targeted player. Respects card rarity.
Parameters
- Player
player
the player to curse. - Action<CardInfo>
callback
an optional action to run with the card info of the added curse.
Example Usage
var player = PlayerManager.instance.players[0];
CurseManager.instance.CursePlayer(player, (curse) => { ModdingUtils.Utils.CardBarUtils.instance.ShowImmediate(player, curse); });
RegisterCurse()
void RegisterCurse(CardInfo cardInfo)
Description
Registers a card as a curse with the curse manager. The card still needs to apply curseCategory
on its own.
Parameters
- CardInfo
cardInfo
the card to register.
Example Usage
CustomCard.BuildCard<MyCurse>(cardInfo => { CurseManager.instance.RegisterCurse(cardInfo); });
GetRaw()
CardInfo[] GetRaw()
Description
Registers a card as a curse with the curse manager. The card still needs to apply curseCategory
on its own.
Parameters
Example Usage
var curse = CurseManager.instance.GetRaw();
HasCurse()
bool HasCurse(Player player)
Description
Returns true if a player has a curse.
Parameters
- Player
player
the player to check.
Example Usage
var player = PlayerManager.instance.players[0];
var cursed = CurseManager.instance.HasCurse(player);
IsCurse()
bool IsCurse(CardInfo cardInfo)
Description
Returns true if the card is a registered curse.
Parameters
- CardInfo
cardInfo
the card to check.
Example Usage
var card = PlayerManager.instance.players[0].data.currentCards[0];
var isCurse = CurseManager.instance.IsCurse(card);
RemoveAllCurses()
void RemoveAllCurses(Player player)
void RemoveAllCurses(Player player, Action<CardInfo> callback)
Description
Removes all curses on the target player.
Parameters
- Player
player
the player to remove curses from. - Action<CardInfo>
callback
an optional action to run with the card info of the removed curse.
Example Usage
GetAllCursesOnPlayer()
bool CardInfo[] GetAllCursesOnPlayer(Player player)
Description
Returns true if the card is a registered curse.
Parameters
- Player
player
the player whose curses to get.
Example Usage
RegisterRemovalOption()
void RegisterRemovalOption(string optionName, Func<Player, bool> optionCondition, Func<Player, IEnumerator> optionAction)
void RegisterRemovalOption(CurseRemovalOption option)
Description
Initiates any rerolls in the queue.
Parameters
- string
optionName
The text the player sees for choosing the option. Must be unique. - Func<Player, bool>
optionCondition
A function that takes in a player object as input and outputs a bool. When true the option is available for players. - Func<Player, IEnumerator>
optionAction
An IEnumerator that takes in a player object as input. Run when the option is selected. If it wishes to remove a curse, it must do so.
or
- CurseRemovalOption
option
The curse removal option to implement.
Example Usage
RegisterRemovalOption("Keep Curse", (player) => true, IKeepCurse);
var removeRound = new CurseRemovalOption("-1 round, -1 curse", CondRemoveRound, IRemoveRound);
RegisterRemovalOption(removeRound);
private IEnumerator IKeepCurse(Player player)
{
yield break;
}
private bool CondRemoveRound(Player player)
{
var result = false;
// Only shows up if they have a round point to remove.
if (GameModeManager.CurrentHandler.GetTeamScore(player.teamID).rounds > 0)
{
result = true;
}
return result;
}
private IEnumerator IRemoveRound(Player player)
{
var score = GameModeManager.CurrentHandler.GetTeamScore(player.teamID);
GameModeManager.CurrentHandler.SetTeamScore(player.teamID, new TeamScore(score.points, score.rounds - 1));
var roundCounter = GameObject.Find("/Game/UI/UI_Game/Canvas/RoundCounter").GetComponent<RoundCounter>();
roundCounter.InvokeMethod("ReDraw");
for (var i = player.data.currentCards.Count() - 1; i >= 0; i--)
{
if (instance.IsCurse(player.data.currentCards[i]))
{
ModdingUtils.Utils.Cards.instance.RemoveCardFromPlayer(player, i);
break;
}
}
yield break;
}
RerollManager
This manager provides the various utilities for rerolling a player's cards.
Properties
instance
RerollManager instance { get;}
Description
A static reference of the class for accessibility from within static functions.
NoFlip
CardCategory NoFlip { get;}
Description
The card category for cards that should not be given out after a table flip.
flippingPlayer
Player flippingPlayer
Description
The player responsible for the tableflip. Used to add the table flip card to the player.
tableFlipped
bool tableFlipped
Description
When set to true, a table flip will be initiated at the next end of a player's pick. Initiate the FlipTable()
method if you wish to flip before then.
tableFlipCard
CardInfo tableFlipCard
Description
The table flip card itself. It's automatically given out to the flipping player after a table flip.
rerollPlayers
List<Player> rerollPlayers
Description
A list of players to reroll when the next reroll is initiated.
reroll
bool reroll
Description
When set to true, a reroll will be initiated at the next end of a player's pick. Initiate the Reroll()
method if you wish to reroll before then.
rerollCard
CardInfo rerollCard
Description
The reroll card itself. It's automatically given out to the rerolling player after a table flip.
Functions
FlipTable()
IEnumerator FlipTable(bool addCard = true)
Description
Initiates a table flip for all players.
Parameters
- bool
addCard
whether the flipping player (if one exists) shoul be given the Table Flip Card (if it exists).
Example Usage
InitiateRerolls()
IEnumerator InitiateRerolls(bool addCard = true)
Description
Initiates any rerolls in the queue.
Parameters
- bool
addCard
whether a player should be given the Reroll card after they reroll.
Example Usage
Reroll()
IEnumerator Reroll(Player player, bool addCard = true)
Description
Initiates any rerolls in the queue.
Parameters
- Player
player
the player whose cards to reroll - bool
addCard
whether the player should be given the Reroll card afterwards.
Example Usage