public void Awake()
        {
            On.RoR2.Console.Awake += (orig, self) =>
            {
                CommandHelper.RegisterCommands(self);
                orig(self);
            };

            confScalar = Config.Wrap("Scalars",
                                     "printerScalar",
                                     "1.0 = Reduces spawn-rate of printers for each extra player over 4. 16 players results in 25% of the normal spawns, 8 players results in 50% of the normal. Using a scalar value of 4.0 with 16 players results in no change to the spawnrate.",
                                     1.0
                                     );

            /// Credits to Fluffatron for getting an effective hook working.
            On.RoR2.DirectorCardCategorySelection.SumAllWeightsInCategory += (orig, self, category) =>
            {
                var numberOfPlayers = RoR2.Run.instance.participatingPlayerCount;
                if (numberOfPlayers > 4) //only make changes if > 4 players
                {
                    AddInfoLog($"Making changes based on {numberOfPlayers} players");
                    var cardsToBeAdjusted = new List <string>
                    {
                        CardNames.Duplicator,
                        CardNames.DuplicatorLarge,
                        CardNames.DuplicatorMilitary,
                        CardNames.LunarChest
                    };
                    foreach (var card in cardsToBeAdjusted)
                    {
                        AddDebugLog($"Player count is > 4. Adjusting value for {card}");
                        AdjustSelectionWeight(category, card, numberOfPlayers);
                    }
                }
                else
                {
                    AddDebugLog("No changes made to weighting.");
                }
                float num = 0.0f;
                for (int index = 0; index < category.cards.Length; ++index)
                {
                    var name   = category.cards[index].spawnCard.name;
                    int weight = category.cards[index].selectionWeight;
                    num += (float)category.cards[index].selectionWeight;
                }
                return(num);
            };
        }
Ejemplo n.º 2
0
        /*private static ConfigWrapper<float> MyConfig;
         * private float myConfig
         * {
         *  get { return GetValue(MyConfig.Value, 10.0f, 20.0f); }
         * }
         * private float GetValue(float value, float min, float max)
         * {
         *  if(value < min) { return min; }
         *  if(value > max) { return max; }
         *  return value;
         * }*/

        public void Awake()
        {
            On.RoR2.Console.Awake += (orig, self) =>
            {
                CommandHelper.RegisterCommands(self);
                orig(self);
            };
            cStickyMultiplier      = Config.Wrap("Multipliers", "StickybombMultiplier", $"Modifies the damage multiplier of the stickybomb: >{_stickyMin}f, 1.8f vanilla, {_stickyMultiplier}f default, <={_stickyMax}f", _stickyMultiplier);
            cBleedMultiplier       = Config.Wrap("Multipliers", "BleedDamageMultiplier", $"Modifies the damage multiplier value of tri-tip: >{_bleedDamageMin}f, 1.0f vanilla, {_bleedDamageMultiplier}f default <={_bleedDamageMax}f", _bleedDamageMultiplier);
            cBleedChancePerStack   = Config.Wrap("Multipliers", "BleedChancePerStack", $"Modifies the chance of inflicting bleed with tri-tip: >{_bleedChanceMin}f, 15f vanilla, {_bleedChancePerStack}f default, <={_bleedChanceMax}f", _bleedChancePerStack);
            cBleedProcChain        = Config.Wrap("Multipliers", "BleedProcChainEnabled", $"Enables proc-chain triggered bleeds", true);
            cIceRingMultiplier     = Config.Wrap("Multipliers", "IceRingMultiplier", $"Modifies the damage multiplier of the Ice Band: >{_iceRingMin}f, 1.25f vanilla, {_iceRingMultiplier}f default, <={_iceRingMax}f", _iceRingMultiplier);
            cUkuleleMultiplier     = Config.Wrap("Multipliers", "UkeleleMultiplier", $"Modifies the damage multiplier of the Ukulele: >{_ukuleleMin}f, 0.8f vanilla, {_ukuleleMultiplier}f default, <={_ukuleleMax}f", _ukuleleMultiplier);
            _stickyMultiplier      = (cStickyMultiplier.Value > _stickyMin && cStickyMultiplier.Value <= _stickyMax) ? cStickyMultiplier.Value : _stickyMultiplier;
            _bleedDamageMultiplier = (cBleedMultiplier.Value > _bleedDamageMin && cBleedMultiplier.Value <= _bleedDamageMax) ? cBleedMultiplier.Value : _bleedDamageMultiplier;
            _bleedChancePerStack   = (cBleedChancePerStack.Value > _bleedChanceMin && cBleedChancePerStack.Value <= _bleedChanceMax) ? cBleedChancePerStack.Value : _bleedChancePerStack;
            _iceRingMultiplier     = (cIceRingMultiplier.Value > _iceRingMin && cIceRingMultiplier.Value <= _iceRingMax) ? cIceRingMultiplier.Value : _iceRingMultiplier;
            _ukuleleMultiplier     = (cUkuleleMultiplier.Value > _ukuleleMin && cUkuleleMultiplier.Value <= _ukuleleMax) ? cUkuleleMultiplier.Value : _ukuleleMultiplier;

            cCrowbarDeminishingThreshold = Config.Wrap("Crowbar", "CrowbarDeminishingThresholdEnabled", "Enables a variable threshold for Crowbars which scales with deminishing returns, similar to a teddy.", true);
            cCrowbarScalar = Config.Wrap("Crowbar", "CrowbarScalar", $"Modifies the per stack scalar with deminishing returns: >{_crowbarScalarMin}f, {_crowbarScalar}f default, <={_crowbarScalarMax}f", _crowbarScalar);
            cCrowbarCap    = Config.Wrap("Crowbar", "CrowbarCap", $"Modifies the cap of the maximum health for which the crowbars effect is applied, as a % of fullHP: >{_crowbarCapMin}f, {_crowbarCap}f default, <={_crowbarCapMax}f", _crowbarCap);
            _crowbarScalar = (cCrowbarScalar.Value > _crowbarScalarMin && cCrowbarScalar.Value <= _crowbarScalarMax) ? cCrowbarScalar.Value : _crowbarScalar;
            _crowbarCap    = (cCrowbarCap.Value > _crowbarCapMin && cCrowbarCap.Value <= _crowbarCapMax) ? cCrowbarCap.Value : _crowbarCap;


            cGuillotineDeminishingThreshold = Config.Wrap("Guillotine", "GuillotineThresholdEnabled", "Enables a variable threshold for Guillotine which scales with deminishing returns, similar to a teddy.", true);
            cGuillotineScalar = Config.Wrap("Guillotine", "GuillotineScalar", $"Modifies the per stack scalar with deminishing returns: >{_guilotineScalarMin}f, {_guilotineScalar}f default, <={_guilotineScalarMax}f", _guilotineScalar);
            cGuillotineCap    = Config.Wrap("Guillotine", "GuillotineCap", $"Modifies the cap of the minimum health for which the crowbars effect is applied, as a % of fullHP: >{_guilotineCapMin}f, {_guilotineCap}f default, <={_guilotineCapMax}f", _guilotineCap);
            _guilotineScalar  = (cGuillotineScalar.Value > _guilotineScalarMin && cGuillotineScalar.Value <= _guilotineScalarMax) ? cGuillotineScalar.Value : _guilotineScalar;
            _guilotineCap     = (cGuillotineCap.Value > _guilotineCapMin && cGuillotineCap.Value <= _guilotineCapMax) ? cGuillotineCap.Value : _guilotineCap;

            cPredatoryEnabled       = Config.Wrap("Predatory", "PredatoryEnabled", "Enables linear predatory scaling: 3,6,9...", true);
            cPredatoryBuffsPerStack = Config.Wrap("Predatory", "PredatoryBuffsPerStack", $"Alters the scaling of predatory isntincts to scale linearly instead of 3+2xStacks: >{_predatoryMin}i, {_predatoryBuffsPerStack}i default, <={_predatoryMax}", _predatoryBuffsPerStack);
            _predatoryBuffsPerStack = (cPredatoryBuffsPerStack.Value > _predatoryMin && cPredatoryBuffsPerStack.Value <= _predatoryMax) ? cPredatoryBuffsPerStack.Value : _predatoryBuffsPerStack;

            cAPElites = Config.Wrap("APRounds", "APElitesEnabled", "Alters the AP rounds to be inclusive of elite mobs", true);
            cAPDamage = Config.Wrap("APRounds", "APDamageScalar", $"Alters the AP damage scalar to be lower than default due to increased effectiveness: >{_APMin}f, {_APScalar}f default, <={_APMax}f", _APScalar);
            _APScalar = (cAPDamage.Value > _APMin && cAPDamage.Value <= _APMax) ? cAPDamage.Value : _APScalar;

            cCursedOSP = Config.Wrap("OSP", "CursedOSPDisabled", "Disables One Shot Protection for Cursed characters(read as shaped glass, lunar potion curse)", true);

            cAegisDecay = Config.Wrap("Barrier", "DisableAegisDecay", "Barrier given by Aegis does not decay", true);
            cAegisBuff  = Config.Wrap("Barrier", "BuffAegis", "Aegis provides 33% instead of 20% of FullCombinedHealth as barrier", true);
            cBrooch     = Config.Wrap("Barrier", "BroochBarrierVal", $"The value of barrier restored per kill: >{_broochMin}f, {_brooch}f default, <={_broochMax}f", _brooch);
            _brooch     = (cBrooch.Value > _broochMin && cBrooch.Value <= _broochMax) ? cBrooch.Value : _brooch;

            cChronoFix    = Config.Wrap("ChronoBauble", "ChronoReworkEnabled", "Reworks the chronobauble to apply slow stacks to enemies onHit", true);
            cChronoChance = Config.Wrap("ChronoBauble", "ChronoProcChance", "The chance per hit per item to apply a single slow stack", _chronoChance);
            _chronoChance = (cChronoChance.Value > _chronoMin && cChronoChance.Value <= _chronoMax) ? cChronoChance.Value : _chronoChance;



            IL.RoR2.GlobalEventManager.OnHitEnemy += (il) =>
            {
                var c = new ILCursor(il);
                c.Index = 0;

                //Bleed procchain
                if (cBleedProcChain.Value)
                {
                    c.GotoNext(
                        x => x.MatchLdarg(1),
                        x => x.MatchLdflda <DamageInfo>("procChainMask"),
                        x => x.MatchLdcI4(5),
                        x => x.MatchCall <ProcChainMask>("HasProc")
                        );
                    c.Next.OpCode = OpCodes.Nop;
                    c.Index++;
                    c.RemoveRange(3);
                    c.Emit(OpCodes.Ldc_I4_0);
                }

                //BleedChance
                c.GotoNext(
                    x => x.MatchLdcR4(15f),
                    x => x.MatchLdloc(19),
                    x => x.MatchConvR4()
                    );
                c.Remove();
                c.Emit(OpCodes.Ldc_R4, _bleedChancePerStack);

                //BleedDmg
                c.GotoNext(
                    x => x.MatchLdarg(1),
                    x => x.MatchLdfld <DamageInfo>("procCoefficient"),
                    x => x.MatchMul(),
                    x => x.MatchLdcR4(1f)
                    );
                //BleedProcChain
                if (cBleedProcChain.Value)
                {
                    c.RemoveRange(2);
                    c.Emit(OpCodes.Ldloc_0);
                    c.Emit(OpCodes.Ldarg_1);
                    c.EmitDelegate <Func <CharacterBody, DamageInfo, float> >((attacker, damageInfo) => {
                        if (attacker.teamComponent.teamIndex == TeamIndex.Player)
                        {
                            return(1f);
                        }
                        return(damageInfo.procCoefficient);
                    });
                    c.Index += 1;
                    c.Remove();
                }
                else
                {
                    c.Index += 3;
                    c.Remove();
                }
                c.Emit(OpCodes.Ldloc_0);
                c.Emit(OpCodes.Ldarg_1);
                c.EmitDelegate <Func <CharacterBody, DamageInfo, float> >((attacker, damageInfo) =>
                {
                    if (attacker.teamComponent.teamIndex == TeamIndex.Player)
                    {
                        return(_bleedDamageMultiplier);
                    }
                    return(1f);
                });
                //c.Emit(OpCodes.Ldc_R4, _bleedDamageMultiplier);

                //Chrono
                if (cChronoFix.Value)
                {
                    int arg1, icount;
                    c.GotoNext(
                        x => x.MatchLdloc(out arg1),
                        x => x.MatchLdcI4(26),
                        x => x.MatchLdcR4(2f),
                        x => x.MatchLdloc(out icount),
                        x => x.MatchConvR4(),
                        x => x.MatchMul(),
                        x => x.MatchCallvirt <CharacterBody>("AddTimedBuff")
                        );
                    c.RemoveRange(7);
                }

                //Ukulele
                c.GotoNext(
                    x => x.MatchLdcR4(0.8f),
                    x => x.MatchStloc(24)
                    );
                c.Remove();
                c.Emit(OpCodes.Ldc_R4, _ukuleleMultiplier);

                //StickyDmg
                c.GotoNext(
                    x => x.MatchLdcR4(1.8f),
                    x => x.MatchStloc(37)// (OpCodes.Stloc_S, (byte)37)
                    );
                c.Remove();
                c.Emit(OpCodes.Ldc_R4, _stickyMultiplier);

                //IceBand
                c.GotoNext(
                    x => x.MatchLdcR4(1.25f),
                    x => x.MatchLdcR4(1.25f),
                    x => x.MatchLdloc(39)
                    );
                c.RemoveRange(2);
                c.Emit(OpCodes.Ldc_R4, _iceRingMultiplier);
                c.Emit(OpCodes.Ldc_R4, 2.5f);
            };

            //Brooch
            IL.RoR2.GlobalEventManager.OnCharacterDeath += (il) => {
                ILCursor c = new ILCursor(il);
                int      val, val2;
                c.GotoNext(
                    x => x.MatchLdloc(out val),
                    x => x.MatchCallvirt <CharacterBody>("get_healthComponent"),
                    x => x.MatchLdcR4(20f),
                    x => x.MatchLdloc(out val2),
                    x => x.MatchConvR4()
                    );
                c.Index       += 2;
                c.Next.Operand = _brooch;
            };

            //Predatory Stacks
            IL.RoR2.CharacterBody.AddTimedBuff += (il) =>
            {
                var c = new ILCursor(il);
                if (cPredatoryEnabled.Value)
                {
                    c.GotoNext(
                        x => x.MatchLdloc(2),
                        x => x.MatchLdcI4(1),
                        x => x.MatchLdloc(1),
                        x => x.MatchLdcI4(2)
                        );
                    c.Index += 1;
                    c.Remove();
                    c.Index += 1;
                    c.Remove();
                    c.Emit(OpCodes.Ldc_I4, _predatoryBuffsPerStack);
                    c.Index += 1;
                    c.Remove();
                }
            };

            //cBar, AP, OSP
            IL.RoR2.HealthComponent.TakeDamage += (il) =>
            {
                ILCursor c = new ILCursor(il);
                #region Crowbar
                if (cCrowbarDeminishingThreshold.Value)
                {
                    c.GotoNext(
                        x => x.MatchLdarg(0),
                        x => x.MatchCallvirt <HealthComponent>("get_combinedHealth"),
                        x => x.MatchLdarg(0),
                        x => x.MatchCallvirt <HealthComponent>("get_fullCombinedHealth"),
                        x => x.MatchLdcR4(0.9f)
                        );
                    c.Index += 4;
                    c.Remove();
                    c.Emit(OpCodes.Ldloc_1);
                    c.EmitDelegate <Func <CharacterBody, float> >((cb) =>
                    {
                        if (cb.master.inventory)
                        {
                            int bars = cb.master.inventory.GetItemCount(ItemIndex.Crowbar);
                            if (bars > 0)
                            {
                                return(1f - ((1f - 1f / (_crowbarScalar * (float)bars + 1f)) * _crowbarCap));
                            }
                        }
                        return(0.9f);
                    });
                }
                #endregion

                #region AP
                if (cAPElites.Value)
                {
                    //Debug.Log(il);
                    ILLabel lab1 = il.DefineLabel();
                    ILLabel lab2 = il.DefineLabel();
                    c.GotoNext(
                        x => x.MatchLdarg(0),
                        x => x.MatchLdfld <HealthComponent>("body"),
                        x => x.MatchCallvirt <CharacterBody>("get_isBoss")
                        );

                    c.Index += 3;
                    c.Remove();
                    c.Emit(OpCodes.Brtrue_S, lab1);
                    c.Emit(OpCodes.Ldarg_0);
                    c.Emit(OpCodes.Ldfld, typeof(HealthComponent).GetFieldCached("body"));
                    c.Emit(OpCodes.Callvirt, typeof(CharacterBody).GetMethodCached("get_isElite"));
                    c.Emit(OpCodes.Brfalse_S, lab2);

                    //c.Index = 1;
                    c.MarkLabel(lab1);

                    //AP Multiplier
                    c.GotoNext(
                        x => x.MatchLdloc(4),
                        x => x.MatchLdcR4(1.0f),
                        x => x.MatchLdcR4(0.2f)
                        );
                    //Debug.Log(c);
                    c.Index += 2;
                    c.Remove();
                    c.Emit(OpCodes.Ldc_R4, _APScalar);

                    //Return label
                    c.GotoNext(
                        x => x.MatchLdarg(1),
                        x => x.MatchLdfld <DamageInfo>("crit")
                        );
                    c.MarkLabel(lab2);

                    //Debug.Log(il);
                }
                #endregion

                #region OSP
                if (cCursedOSP.Value)
                {
                    c.GotoNext(
                        x => x.MatchLdloc(4),
                        x => x.MatchLdarg(0),
                        x => x.MatchCallvirt <HealthComponent>("get_fullCombinedHealth"),
                        x => x.MatchLdcR4(0.9f),
                        x => x.MatchMul()
                        );
                    c.Index += 5;
                    c.Emit(OpCodes.Ldarg_0);
                    c.Emit(OpCodes.Ldfld, typeof(HealthComponent).GetFieldCached("body"));
                    c.Emit(OpCodes.Callvirt, typeof(CharacterBody).GetMethodCached("get_cursePenalty"));
                    c.Emit(OpCodes.Mul);
                }
                #endregion

                #region Guilotine
                if (cGuillotineDeminishingThreshold.Value)
                {
                    c.GotoNext(
                        x => x.MatchLdloc(1),
                        x => x.MatchCallvirt <CharacterBody>("get_executeEliteHealthFraction"),
                        x => x.MatchStloc(29)
                        );
                    c.Index++;
                    c.Remove();
                    c.EmitDelegate <Func <CharacterBody, float> >((cb) =>
                    {
                        if (cb.inventory && cb.inventory.GetItemCount(ItemIndex.ExecuteLowHealthElite) > 0)
                        {
                            return((1f - 1f / (_guilotineScalar * (float)cb.inventory.GetItemCount(ItemIndex.ExecuteLowHealthElite) + 1f)) * _guilotineCap);
                        }
                        return(cb.executeEliteHealthFraction);
                    });
                }
                //Debug.Log(il);
                #endregion
            };

            //Aegis
            IL.RoR2.HealthComponent.Heal += (il) =>
            {
                ILCursor c = new ILCursor(il);
                c.GotoNext(MoveType.After,
                           x => x.MatchLdfld <HealthComponent>("barrierOnOverHealCount"),
                           x => x.MatchConvR4(),
                           x => x.MatchMul(),
                           x => x.MatchLdcR4(0.2f)
                           );
                if (cAegisBuff.Value)
                {
                    c.Prev.Operand = _aegisMultiplier;
                }
            };

            //AegisDecay & multiplier
            IL.RoR2.HealthComponent.ServerFixedUpdate += (il) =>
            {
                ILCursor c = new ILCursor(il);
                c.GotoNext(
                    x => x.MatchLdarg(0),
                    x => x.MatchLdfld <HealthComponent>("barrier"),
                    x => x.MatchLdcR4(0)
                    );
                c.Index += 2;
                //Debug.Log(c);
                c.Remove();
                //Debug.Log(c);
                c.Emit(OpCodes.Ldarg_0);
                c.EmitDelegate <Func <HealthComponent, float> >((hc) =>
                {
                    if (hc.body && hc.body.inventory && cAegisDecay.Value)
                    {
                        return(hc.fullCombinedHealth * (hc.body.inventory.GetItemCount(ItemIndex.BarrierOnOverHeal) * (cAegisBuff.Value ? _aegisMultiplier : 0.2f)));
                    }
                    return(0f);
                });
                Debug.Log(c);
            };

            if (cChronoFix.Value)
            {
                On.RoR2.GlobalEventManager.OnHitEnemy += GlobalEventManager_OnHitEnemy;
            }
        }
Ejemplo n.º 3
0
        public static List <EquipmentIndex> eblackList = new List <EquipmentIndex>();                          //EquipmentBlacklist

        public void Awake()
        {
            //Setup banned items & equipment
            initConf();

            //Don't know what this does but we need it.
            On.RoR2.Console.Awake += (orig, self) =>
            {
                CommandHelper.RegisterCommands(self);

                orig(self);
            };

            /*
             * We are completely rewriting BuildDropTable to avoid using IL. During various tests it was discovered that
             * modifying the tierDropTables directly resulted in client sync issues, which would make clients unable to join
             * the lobby, although the changes were working fine in singleplayer. Similarly amonst other tests we found that
             * using a standard eventhook didn't really work as we would modify the droplist before it was created, this
             * removing non-existant entries from the droplist; or we would modify it too late and the list would be readOnly
             * and changes would not be effective. The following solution appears to allow clients to join a lobby without
             * having the mod installed.
             * Massive thanks to Atlas_ and the entire modding discord for their help and support. Without Atlas_ this hook
             * would not have been possible.
             */
            On.RoR2.Run.BuildDropTable += (On.RoR2.Run.orig_BuildDropTable orig, Run self) =>
            {
                self.availableTier1DropList.Clear();
                self.availableTier2DropList.Clear();
                self.availableTier3DropList.Clear();
                self.availableLunarDropList.Clear();
                self.availableEquipmentDropList.Clear();

                List <ItemIndex>      itemList  = new List <ItemIndex>();
                List <EquipmentIndex> equipList = new List <EquipmentIndex>();

                /*
                 * Loop through ItemsIndex and omit adding banned items to the itemDropList.
                 */
                for (ItemIndex itemIndex = ItemIndex.Syringe; itemIndex < ItemIndex.Count; itemIndex++)
                {
                    if (iblackList.IndexOf(itemIndex) < 0)
                    {
                        itemList.Add(itemIndex);
                    }
                }
                foreach (ItemIndex itemIndex in itemList)
                {
                    if (self.availableItems.HasItem(itemIndex))
                    {
                        ItemDef            itemDef = ItemCatalog.GetItemDef(itemIndex);
                        List <PickupIndex> list    = null;
                        switch (itemDef.tier)
                        {
                        case ItemTier.Tier1:
                            list = self.availableTier1DropList;
                            break;

                        case ItemTier.Tier2:
                            list = self.availableTier2DropList;
                            break;

                        case ItemTier.Tier3:
                            list = self.availableTier3DropList;
                            break;

                        case ItemTier.Lunar:
                            list = self.availableLunarDropList;
                            break;
                        }
                        if (list != null)
                        {
                            list.Add(new PickupIndex(itemIndex));
                        }
                    }
                }

                /*
                 * Loop through EquipmentIndex and omit adding banned equipment to the eqipmentDropList.
                 */
                for (EquipmentIndex equipIndex = EquipmentIndex.CommandMissile; equipIndex < EquipmentIndex.Count; equipIndex++)
                {
                    if (eblackList.IndexOf(equipIndex) < 0)
                    {
                        equipList.Add(equipIndex);
                    }
                }
                foreach (EquipmentIndex equipmentIndex in equipList)
                {
                    if (self.availableEquipment.HasEquipment(equipmentIndex))
                    {
                        EquipmentDef equipmentDef = EquipmentCatalog.GetEquipmentDef(equipmentIndex);
                        if (equipmentDef.canDrop)
                        {
                            if (!equipmentDef.isLunar)
                            {
                                self.availableEquipmentDropList.Add(new PickupIndex(equipmentIndex));
                            }
                            else
                            {
                                self.availableLunarDropList.Add(new PickupIndex(equipmentIndex));
                            }
                        }
                    }
                }
                self.smallChestDropTierSelector.Clear();
                self.smallChestDropTierSelector.AddChoice(self.availableTier1DropList, 0.8f);
                self.smallChestDropTierSelector.AddChoice(self.availableTier2DropList, 0.2f);
                self.smallChestDropTierSelector.AddChoice(self.availableTier3DropList, 0.01f);
                self.mediumChestDropTierSelector.Clear();
                self.mediumChestDropTierSelector.AddChoice(self.availableTier2DropList, 0.8f);
                self.mediumChestDropTierSelector.AddChoice(self.availableTier3DropList, 0.2f);
                self.largeChestDropTierSelector.Clear();
            };
        }