using System;
using System.Collections;
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 System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using DM;
using HarmonyLib;
using Landfall.TABS;
using LivingSiege;
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("SuperUnits")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("GeeztJeez")]
[assembly: AssemblyProduct("SuperUnits")]
[assembly: AssemblyCopyright("Copyright © 2021")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("7acfaef0-7669-4401-8bff-5a9a02e18c75")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.1.0")]
[module: UnverifiableCode]
namespace LivingSiege;
[BepInPlugin("GeeztJeez.LivingSiege", "LivingSiege", "1.0.2")]
internal class Loader : BaseUnityPlugin
{
private static ConfigEntry<float> configDepartRadius;
private static ConfigEntry<bool> configEnableMod;
private static ConfigEntry<bool> configLivingVehicle;
private static ConfigEntry<bool> configUseDepartion;
public static bool Enabled => configEnableMod.Value;
public static bool LivingVehicleEnabled => configLivingVehicle.Value;
public static bool UseDepartion => configUseDepartion.Value;
public static float DepartRadius => configDepartRadius.Value;
private void Awake()
{
((MonoBehaviour)this).StartCoroutine("Call");
}
private IEnumerator Call()
{
yield return (object)new WaitUntil((Func<bool>)(() => (Object)(object)Object.FindObjectOfType<ServiceLocator>() != (Object)null));
yield return (object)new WaitUntil((Func<bool>)(() => ServiceLocator.GetService<ISaveLoaderService>() != null));
Debug.Log((object)"Loading LivingSiege...");
SLMALoader.GetInstance();
_ = ContentDatabase.Instance().LandfallContentDatabase;
new Harmony("LivingSiege").PatchAll();
GameObject[] array = Resources.FindObjectsOfTypeAll<GameObject>();
for (int i = 0; i < array.Length; i++)
{
if (Object.op_Implicit((Object)(object)array[i].GetComponentInChildren<Unit>()))
{
array[i].AddComponent<LivingSieges>();
}
}
DoConfig();
((MonoBehaviour)this).StartCoroutine(GenerateSettings());
Debug.Log((object)"Loaded LivingSiege Successfully!");
}
private IEnumerator GenerateSettings()
{
GlobalSettingsHandler service = null;
yield return (object)new WaitUntil((Func<bool>)(() => Object.op_Implicit((Object)(object)(service = ServiceLocator.GetService<GlobalSettingsHandler>()))));
List<SettingsInstance> list = service.GameplaySettings.ToList();
SettingsInstance val2 = new SettingsInstance();
val2.settingsType = (SettingsType)0;
val2.options = new string[2] { "On", "Off" };
val2.currentValue = ((!configEnableMod.Value) ? 1 : 0);
val2.m_settingsKey = "Use Living Siege";
val2.toolTip = "Enables Living Siege mod.";
SettingsInstance val3 = val2;
val3.OnValueChanged += delegate(int val)
{
configEnableMod.Value = val == 0;
};
list.Add(val3);
val2 = new SettingsInstance();
val2.settingsType = (SettingsType)0;
val2.options = new string[2] { "On", "Off" };
val2.currentValue = ((!configLivingVehicle.Value) ? 1 : 0);
val2.m_settingsKey = "Living Vehicle";
val2.toolTip = "Enables vehicles to also be alive on departion. (default: On)";
SettingsInstance val4 = val2;
val4.OnValueChanged += delegate(int val)
{
configLivingVehicle.Value = val == 0;
};
list.Add(val4);
val2 = new SettingsInstance();
val2.settingsType = (SettingsType)0;
val2.options = new string[2] { "On", "Off" };
val2.currentValue = ((!configUseDepartion.Value) ? 1 : 0);
val2.m_settingsKey = "Close Departion";
val2.toolTip = "Enable departion on close distance. (Default: On)";
SettingsInstance val5 = val2;
val5.OnValueChanged += delegate(int val)
{
configUseDepartion.Value = val == 0;
};
list.Add(val5);
SettingsInstance val6 = new SettingsInstance
{
currentSliderValue = configDepartRadius.Value,
defaultSliderValue = 2f,
max = 4f,
min = 0.5f,
m_settingsKey = "Depart Radius",
settingsType = (SettingsType)1,
toolTip = "Determines the distance required when rider departs. (default: 2)"
};
val6.OnSliderValueChanged += delegate(float val)
{
configDepartRadius.Value = val;
};
list.Add(val6);
((object)service).GetType().GetField("m_gameplaySettings", (BindingFlags)(-1)).SetValue(service, list.ToArray());
}
private void DoConfig()
{
configDepartRadius = ((BaseUnityPlugin)this).Config.Bind<float>("General", "DepartRadius", 2f, "Determines the distance required when rider departs");
configEnableMod = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "Enabled", true, "Enable Living Siege Mod");
configLivingVehicle = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "LivingVehicle", true, "Enable living vehicles");
configUseDepartion = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "DepartOnRange", true, "Enable departion on close range");
}
}
public class LivingSieges : MonoBehaviour
{
private Unit unit;
public void Update()
{
if (Loader.Enabled && Loader.UseDepartion && Object.op_Implicit((Object)(object)unit))
{
MountPos[] componentsInChildren = ((Component)unit).GetComponentsInChildren<MountPos>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].dropMountWithinRange = Loader.DepartRadius;
}
}
}
public void Start()
{
((Behaviour)this).enabled = Loader.Enabled;
if (!Loader.Enabled)
{
return;
}
unit = ((Component)((Component)this).gameObject.transform.root).GetComponentInChildren<Unit>();
if (unit.IsRider)
{
unit.unitBlueprint.excludeFromWinCondition = false;
}
MountPos[] componentsInChildren = ((Component)unit).GetComponentsInChildren<MountPos>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
if (Loader.Enabled)
{
componentsInChildren[i].killRiderIfVehicleDies = false;
}
if (Loader.LivingVehicleEnabled)
{
componentsInChildren[i].killVehicleIfRiderDies = false;
}
}
}
}