using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using RoR2;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.1.3.0")]
namespace Local.Difficulty.Selection;
[BepInPlugin("local.difficulty.selection", "DifficultySelection", "0.1.3")]
public class Plugin : BaseUnityPlugin
{
public const string versionNumber = "0.1.3";
private static ConfigFile configuration;
public void Awake()
{
configuration = ((BaseUnityPlugin)this).Config;
Harmony.CreateAndPatchAll(typeof(Plugin), (string)null);
}
[HarmonyPatch(typeof(RuleCatalog), "Init")]
[HarmonyFinalizer]
private static void Initialize(Exception __exception)
{
if (__exception != null)
{
throw __exception;
}
UpdateSelection();
}
[HarmonyPatch(typeof(PreGameController), "ResolveChoiceMask")]
[HarmonyPrefix]
private static void UpdateSelection()
{
//IL_00a8: Unknown result type (might be due to invalid IL or missing references)
//IL_00b2: Expected O, but got Unknown
//IL_0161: Unknown result type (might be due to invalid IL or missing references)
//IL_0168: Invalid comparison between Unknown and I4
RuleDef val = RuleCatalog.allRuleDefs?.FirstOrDefault();
List<RuleChoiceDef> list = val?.choices;
if (list == null)
{
Console.WriteLine("ERROR: Unable to update difficulty selection.");
return;
}
string[] array = list.Select((RuleChoiceDef choice) => choice.localName).ToArray();
string value = configuration.Bind<string>("General", "Default Difficulty", list.Find((RuleChoiceDef choice) => (int)choice.difficultyIndex == 2)?.localName, new ConfigDescription("If no other option is chosen in the lobby, this one will be selected by default.", (AcceptableValueBase)(object)new AcceptableValueList<string>(array), Array.Empty<object>())).Value;
foreach (RuleChoiceDef item in list)
{
IEnumerable<char> values = item.localName.Where(delegate(char letter)
{
bool flag;
switch (letter)
{
case '\t':
case '\n':
case '"':
case '\'':
case '=':
case '[':
case '\\':
case ']':
flag = true;
break;
default:
flag = false;
break;
}
return !flag;
});
ConfigFile obj = configuration;
string text = string.Join("", values);
string text2 = "Adjust this value to " + (item.excludeByDefault ? "show" : "hide") + " the \"" + Language.GetString(item.tooltipNameToken) + "\" difficulty option in the lobby.";
item.excludeByDefault = !obj.Bind<bool>("Options", text, (int)item.difficultyIndex == 10 || !item.excludeByDefault, text2).Value;
if (value == item.localName)
{
val.defaultChoiceIndex = item.localIndex;
item.excludeByDefault = false;
}
}
}
}