Decompiled source of DeathPenalty v1.1.4

DeathPenalty.dll

Decompiled 2 weeks ago
using System;
using System.Collections;
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("1.1.4.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyVersion("1.1.4.0")]
namespace DeathPenalty;

[BepInPlugin("dev.crystal.deathpenalty", "Death Penalty", "1.1.4.0")]
[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
		}

		[CompilerGenerated]
		private sealed class <LowerAllSkills_Transpiler>d__1 : IEnumerable<CodeInstruction>, IEnumerable, IEnumerator<CodeInstruction>, IDisposable, IEnumerator
		{
			private int <>1__state;

			private CodeInstruction <>2__current;

			private int <>l__initialThreadId;

			private IEnumerable<CodeInstruction> instructions;

			public IEnumerable<CodeInstruction> <>3__instructions;

			private TranspilerState <state>5__2;

			private CodeInstruction <previousInstruction>5__3;

			private IEnumerator<CodeInstruction> <>7__wrap3;

			private CodeInstruction <instruction>5__5;

			CodeInstruction IEnumerator<CodeInstruction>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <LowerAllSkills_Transpiler>d__1(int <>1__state)
			{
				this.<>1__state = <>1__state;
				<>l__initialThreadId = Environment.CurrentManagedThreadId;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				int num = <>1__state;
				if (num == -3 || (uint)(num - 1) <= 3u)
				{
					try
					{
					}
					finally
					{
						<>m__Finally1();
					}
				}
				<previousInstruction>5__3 = null;
				<>7__wrap3 = null;
				<instruction>5__5 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				try
				{
					switch (<>1__state)
					{
					default:
						return false;
					case 0:
						<>1__state = -1;
						<state>5__2 = TranspilerState.Searching;
						<previousInstruction>5__3 = null;
						<>7__wrap3 = instructions.GetEnumerator();
						<>1__state = -3;
						goto IL_01af;
					case 1:
						<>1__state = -3;
						goto IL_01a8;
					case 2:
						<>1__state = -3;
						<>2__current = <instruction>5__5;
						<>1__state = 3;
						return true;
					case 3:
						<>1__state = -3;
						<state>5__2 = TranspilerState.Searching;
						goto IL_0180;
					case 4:
						{
							<>1__state = -3;
							goto IL_01a8;
						}
						IL_01af:
						if (<>7__wrap3.MoveNext())
						{
							<instruction>5__5 = <>7__wrap3.Current;
							switch (<state>5__2)
							{
							case TranspilerState.Searching:
								break;
							case TranspilerState.Updating:
								goto IL_00f7;
							case TranspilerState.Finishing:
								<>2__current = <instruction>5__5;
								<>1__state = 4;
								return true;
							default:
								goto IL_01a8;
							}
							if (<instruction>5__5.opcode == OpCodes.Ldc_R4 && (float)<instruction>5__5.operand == 0f)
							{
								<previousInstruction>5__3 = <instruction>5__5;
								<state>5__2 = TranspilerState.Updating;
								goto IL_01a8;
							}
							<>2__current = <instruction>5__5;
							<>1__state = 1;
							return true;
						}
						<>m__Finally1();
						<>7__wrap3 = null;
						return false;
						IL_0180:
						<previousInstruction>5__3 = null;
						goto IL_01a8;
						IL_00f7:
						if (<instruction>5__5.opcode == OpCodes.Stfld && ((FieldInfo)<instruction>5__5.operand).Name == "m_accumulator")
						{
							<state>5__2 = TranspilerState.Finishing;
							goto IL_0180;
						}
						<>2__current = <previousInstruction>5__3;
						<>1__state = 2;
						return true;
						IL_01a8:
						<instruction>5__5 = null;
						goto IL_01af;
					}
				}
				catch
				{
					//try-fault
					((IDisposable)this).Dispose();
					throw;
				}
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			private void <>m__Finally1()
			{
				<>1__state = -1;
				if (<>7__wrap3 != null)
				{
					<>7__wrap3.Dispose();
				}
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}

			[DebuggerHidden]
			IEnumerator<CodeInstruction> IEnumerable<CodeInstruction>.GetEnumerator()
			{
				<LowerAllSkills_Transpiler>d__1 <LowerAllSkills_Transpiler>d__;
				if (<>1__state == -2 && <>l__initialThreadId == Environment.CurrentManagedThreadId)
				{
					<>1__state = 0;
					<LowerAllSkills_Transpiler>d__ = this;
				}
				else
				{
					<LowerAllSkills_Transpiler>d__ = new <LowerAllSkills_Transpiler>d__1(0);
				}
				<LowerAllSkills_Transpiler>d__.instructions = <>3__instructions;
				return <LowerAllSkills_Transpiler>d__;
			}

			[DebuggerHidden]
			IEnumerator IEnumerable.GetEnumerator()
			{
				return ((IEnumerable<CodeInstruction>)this).GetEnumerator();
			}
		}

		[IteratorStateMachine(typeof(<LowerAllSkills_Transpiler>d__1))]
		[HarmonyPatch("LowerAllSkills")]
		[HarmonyTranspiler]
		private static IEnumerable<CodeInstruction> LowerAllSkills_Transpiler(IEnumerable<CodeInstruction> instructions)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <LowerAllSkills_Transpiler>d__1(-2)
			{
				<>3__instructions = instructions
			};
		}
	}

	[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;
		}
	}
}