Decompiled source of DeathPenalty v1.1.3

DeathPenalty.dll

Decompiled a year ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Reflection.Emit;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("DeathPenalty")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Crystal")]
[assembly: AssemblyProduct("DeathPenalty")]
[assembly: AssemblyCopyright("Copyright © 2023 Crystal Ferrai")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("f35b4ef7-5ab1-40f7-864f-09be2f9fcc8c")]
[assembly: AssemblyFileVersion("1.1.3.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.1.3.0")]
namespace DeathPenalty;

[BepInPlugin("dev.crystal.deathpenalty", "Death Penalty", "1.1.3.0")]
[BepInProcess("valheim.exe")]
[BepInProcess("valheim_server.exe")]
public class DeathPenaltyPlugin : BaseUnityPlugin
{
	[HarmonyPatch(typeof(Skills))]
	private static class Skills_Level_Patches
	{
		[HarmonyPatch("Awake")]
		[HarmonyPostfix]
		private static void Awake_Postfix(Skills __instance)
		{
			__instance.m_DeathLowerFactor = SkillLossPercent.Value * 0.01f;
		}
	}

	[HarmonyPatch(typeof(Skills))]
	private static class Skills_Accumulator_Patches
	{
		private enum TranspilerState
		{
			Searching,
			Updating,
			Finishing
		}

		[HarmonyPatch("LowerAllSkills")]
		[HarmonyTranspiler]
		private static IEnumerable<CodeInstruction> LowerAllSkills_Transpiler(IEnumerable<CodeInstruction> instructions)
		{
			TranspilerState state = TranspilerState.Searching;
			CodeInstruction previousInstruction = null;
			foreach (CodeInstruction instruction in instructions)
			{
				switch (state)
				{
				case TranspilerState.Searching:
					if (instruction.opcode == OpCodes.Ldc_R4 && (float)instruction.operand == 0f)
					{
						previousInstruction = instruction;
						state = TranspilerState.Updating;
					}
					else
					{
						yield return instruction;
					}
					break;
				case TranspilerState.Updating:
					if (instruction.opcode == OpCodes.Stfld && ((FieldInfo)instruction.operand).Name == "m_accumulator")
					{
						state = TranspilerState.Finishing;
					}
					else
					{
						yield return previousInstruction;
						yield return instruction;
						state = TranspilerState.Searching;
					}
					previousInstruction = null;
					break;
				case TranspilerState.Finishing:
					yield return instruction;
					break;
				}
			}
		}
	}

	[HarmonyPatch(typeof(Player))]
	private static class Player_Patches
	{
		[HarmonyPatch("Awake")]
		[HarmonyPostfix]
		private static void Awake_Postfix(Player __instance)
		{
			__instance.m_hardDeathCooldown = MercyEffectDuration.Value;
			sPlayers.Add(__instance);
		}

		[HarmonyPatch("OnDestroy")]
		[HarmonyPrefix]
		private static void OnDestroy_Prefix(Player __instance)
		{
			sPlayers.Remove(__instance);
		}
	}

	[HarmonyPatch(typeof(TombStone))]
	private static class TombStone_Patches
	{
		[HarmonyPatch("Awake")]
		[HarmonyPostfix]
		private static void Awake_Postfix(TombStone __instance)
		{
			__instance.m_lootStatusEffect.m_ttl = SafetyEffectDuration.Value;
			sTombStones.Add(__instance);
		}

		[HarmonyPatch("UpdateDespawn")]
		[HarmonyPostfix]
		private static void UpdateDespawn_Postfix(TombStone __instance)
		{
			sTombStones.Remove(__instance);
		}
	}

	public const string ModId = "dev.crystal.deathpenalty";

	public static ConfigEntry<float> SkillLossPercent;

	public static ConfigEntry<bool> ResetLevelProgress;

	public static ConfigEntry<float> MercyEffectDuration;

	public static ConfigEntry<float> SafetyEffectDuration;

	private static Harmony sSkillsLevelHarmony;

	private static Harmony sSkillsAccumulatorHarmony;

	private static Harmony sPlayerHarmony;

	private static Harmony sTombStoneHarmony;

	private static readonly List<Player> sPlayers;

	private static readonly List<TombStone> sTombStones;

	static DeathPenaltyPlugin()
	{
		sPlayers = new List<Player>();
		sTombStones = new List<TombStone>();
	}

	private void Awake()
	{
		//IL_00ee: Unknown result type (might be due to invalid IL or missing references)
		//IL_00f8: Expected O, but got Unknown
		//IL_00fd: Unknown result type (might be due to invalid IL or missing references)
		//IL_0107: Expected O, but got Unknown
		//IL_010c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0116: Expected O, but got Unknown
		//IL_011b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0125: Expected O, but got Unknown
		SkillLossPercent = ((BaseUnityPlugin)this).Config.Bind<float>("Death", "SkillLossPercent", 5f, "The percent loss suffered to the level of all skills when the player dies. Range 0-100. 0 disables skill loss. 50 reduces all skills by half. 100 resets all skills to 0. Game default is 5.");
		SkillLossPercent.SettingChanged += SkillLossPercent_SettingChanged;
		ResetLevelProgress = ((BaseUnityPlugin)this).Config.Bind<bool>("Death", "ResetLevelProgress", true, "Whether to reset progress towards the next level for all skills when the player dies. This is independent of the loss of skill levels. Game default is true.");
		ResetLevelProgress.SettingChanged += ResetLevelProgress_SettingChanged;
		MercyEffectDuration = ((BaseUnityPlugin)this).Config.Bind<float>("Death", "MercyEffectDuration", 600f, "The duration, in seconds, of the \"No Skill Loss\" status effect that is granted on death which prevents further loss of skills via subsequent deaths. Game default is 600.");
		MercyEffectDuration.SettingChanged += MercyEffectDuration_SettingChanged;
		SafetyEffectDuration = ((BaseUnityPlugin)this).Config.Bind<float>("Death", "SafetyEffectDuration", 50f, "The duration, in seconds, of the \"Corpse Run\" status effect that is granted upon looting a tombstone which boosts regen and other stats. Game default is 50.");
		SafetyEffectDuration.SettingChanged += SafetyEffectDuration_SettingChanged;
		ClampConfig();
		sSkillsLevelHarmony = new Harmony("dev.crystal.deathpenalty_Skills_Level");
		sSkillsAccumulatorHarmony = new Harmony("dev.crystal.deathpenalty_Skills_Accumulator");
		sPlayerHarmony = new Harmony("dev.crystal.deathpenalty_Player");
		sTombStoneHarmony = new Harmony("dev.crystal.deathpenalty_TombStone");
		sSkillsLevelHarmony.PatchAll(typeof(Skills_Level_Patches));
		sPlayerHarmony.PatchAll(typeof(Player_Patches));
		sTombStoneHarmony.PatchAll(typeof(TombStone_Patches));
		if (!ResetLevelProgress.Value)
		{
			sSkillsAccumulatorHarmony.PatchAll(typeof(Skills_Accumulator_Patches));
		}
	}

	private void OnDestroy()
	{
		sSkillsLevelHarmony.UnpatchSelf();
		sSkillsAccumulatorHarmony.UnpatchSelf();
		sPlayerHarmony.UnpatchSelf();
		sTombStoneHarmony.UnpatchSelf();
	}

	private void SkillLossPercent_SettingChanged(object sender, EventArgs e)
	{
		ClampConfig();
		foreach (Player sPlayer in sPlayers)
		{
			((Character)sPlayer).GetSkills().m_DeathLowerFactor = SkillLossPercent.Value * 0.01f;
		}
	}

	private void ResetLevelProgress_SettingChanged(object sender, EventArgs e)
	{
		if (ResetLevelProgress.Value)
		{
			sSkillsAccumulatorHarmony.UnpatchSelf();
		}
		else
		{
			sSkillsAccumulatorHarmony.PatchAll(typeof(Skills_Accumulator_Patches));
		}
	}

	private void MercyEffectDuration_SettingChanged(object sender, EventArgs e)
	{
		ClampConfig();
		foreach (Player sPlayer in sPlayers)
		{
			sPlayer.m_hardDeathCooldown = MercyEffectDuration.Value;
		}
	}

	private void SafetyEffectDuration_SettingChanged(object sender, EventArgs e)
	{
		ClampConfig();
		foreach (TombStone sTombStone in sTombStones)
		{
			sTombStone.m_lootStatusEffect.m_ttl = SafetyEffectDuration.Value;
		}
	}

	private static void ClampConfig()
	{
		if (SkillLossPercent.Value < 0f)
		{
			SkillLossPercent.Value = 0f;
		}
		if (SkillLossPercent.Value > 100f)
		{
			SkillLossPercent.Value = 100f;
		}
		if (MercyEffectDuration.Value < 0f)
		{
			MercyEffectDuration.Value = 0f;
		}
		if (float.IsPositiveInfinity(MercyEffectDuration.Value))
		{
			MercyEffectDuration.Value = float.MaxValue;
		}
		if (SafetyEffectDuration.Value < 0f)
		{
			SafetyEffectDuration.Value = 0f;
		}
		if (float.IsPositiveInfinity(SafetyEffectDuration.Value))
		{
			SafetyEffectDuration.Value = float.MaxValue;
		}
	}
}