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Decompiled source of LessGuaranteedAccessNodes v1.0.0
plugins/LessGuaranteedAccessNodes/LessGuaranteedAccessNodes.dll
Decompiled 3 months agousing System; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using BepInEx.Logging; using IL.RoR2; using Microsoft.CodeAnalysis; using Mono.Cecil.Cil; using MonoMod.Cil; using RoR2; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("LessGuaranteedAccessNodes")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+4ef438676309b73f5a5a9a05422149e05c0dfea6")] [assembly: AssemblyProduct("LessGuaranteedAccessNodes")] [assembly: AssemblyTitle("LessGuaranteedAccessNodes")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace RoR2LessGuaranteedAccessNodes { internal static class Log { private static ManualLogSource _logSource; internal static void Init(ManualLogSource logSource) { _logSource = logSource; } internal static void Debug(object data) { _logSource.LogDebug(data); } internal static void Error(object data) { _logSource.LogError(data); } internal static void Fatal(object data) { _logSource.LogFatal(data); } internal static void Info(object data) { _logSource.LogInfo(data); } internal static void Message(object data) { _logSource.LogMessage(data); } internal static void Warning(object data) { _logSource.LogWarning(data); } } [BepInPlugin("SSM24.LessGuaranteedAccessNodes", "LessGuaranteedAccessNodes", "1.0.0")] public class RoR2LessGuaranteedAccessNodes : BaseUnityPlugin { public const string PluginGUID = "SSM24.LessGuaranteedAccessNodes"; public const string PluginAuthor = "SSM24"; public const string PluginName = "LessGuaranteedAccessNodes"; public const string PluginVersion = "1.0.0"; private static readonly Dictionary<string, float> defaultStageConfigs = new Dictionary<string, float> { ["Scorched Acres"] = 0.2f, ["Rallypoint Delta"] = 0.5f, ["Sulfur Pools"] = 0.33f, ["Iron Alluvium/Aurora"] = 0.75f, ["Repurposed Crater"] = 0.6f, ["Fogbound Lagoon"] = 0.33f, ["Remote Village"] = 0.33f }; private static readonly HashSet<string> moddedStages = new HashSet<string> { "Fogbound Lagoon", "Remote Village" }; private static readonly Dictionary<string, float> stageConfigs = new Dictionary<string, float>(); private const string RejectedAccessNodesOnce = "ssm_RejectedAccessNodes"; private const string SeenAccessNodesOnce = "ssm_SeenAccessNodes"; public void Awake() { //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Expected O, but got Unknown Log.Init(((BaseUnityPlugin)this).Logger); InitializeSettings(); AccessCodesMissionController.OnStartServer += new Manipulator(IL_ModifyAccessCodesMissionController); } public void OnDestroy() { //IL_0007: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Expected O, but got Unknown AccessCodesMissionController.OnStartServer -= new Manipulator(IL_ModifyAccessCodesMissionController); } private void InitializeSettings() { foreach (KeyValuePair<string, float> defaultStageConfig in defaultStageConfigs) { string key = defaultStageConfig.Key; string text = (moddedStages.Contains(key) ? "Modded Stages" : "Default Stages"); ConfigEntry<float> val = ((BaseUnityPlugin)this).Config.Bind<float>(text, key, defaultStageConfig.Value, "Chance for spawn on " + key); stageConfigs[key] = val.Value; } } private void IL_ModifyAccessCodesMissionController(ILContext il) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0007: Expected O, but got Unknown //IL_0039: Unknown result type (might be due to invalid IL or missing references) //IL_0058: Unknown result type (might be due to invalid IL or missing references) //IL_0064: Unknown result type (might be due to invalid IL or missing references) ILCursor val = new ILCursor(il); if (val.TryGotoNext((MoveType)2, new Func<Instruction, bool>[1] { (Instruction instr) => ILPatternMatchingExt.MatchStloc(instr, 0) })) { val.Emit(OpCodes.Ldloc_0); val.EmitDelegate<Func<bool>>((Func<bool>)ShouldAccessNodesSpawn); val.Emit(OpCodes.And); val.Emit(OpCodes.Stloc_0); } } private bool ShouldAccessNodesSpawn() { if (Run.instance.GetEventFlag("ssm_RejectedAccessNodes") && !Run.instance.GetEventFlag("ssm_SeenAccessNodes")) { ((BaseUnityPlugin)this).Logger.LogInfo((object)"Guaranteeing Access Node spawn..."); Run.instance.SetEventFlag("ssm_SeenAccessNodes"); return true; } string baseSceneName = SceneCatalog.GetSceneDefForCurrentScene().baseSceneName; float num = baseSceneName switch { "wispgraveyard" => stageConfigs["Scorched Acres"], "frozenwall" => stageConfigs["Rallypoint Delta"], "sulfurpools" => stageConfigs["Sulfur Pools"], "ironalluvium" => stageConfigs["Iron Alluvium/Aurora"], "ironalluvium2" => stageConfigs["Iron Alluvium/Aurora"], "FBLScene" => stageConfigs["Fogbound Lagoon"], "agatevillage" => stageConfigs["Remote Village"], "repurposedcrater" => stageConfigs["Repurposed Crater"], _ => 0.5f, }; float nextNormalizedFloat = Run.instance.stageRng.nextNormalizedFloat; ((BaseUnityPlugin)this).Logger.LogDebug((object)$"{baseSceneName}: rolled {nextNormalizedFloat} (needed: <{num})"); if (nextNormalizedFloat < num) { Run.instance.SetEventFlag("ssm_SeenAccessNodes"); return true; } Run.instance.SetEventFlag("ssm_RejectedAccessNodes"); return false; } } }