Ejemplo n.º 1
0
            public static void Postfix(Player __instance)
            {
                bool featureEnabled = ModMain.settings.autoTowersSettings.enabled.Value;
                bool modEnabled     = ModMain.settings.enabled.Value;

                if (!featureEnabled || !modEnabled)
                {
                    ResetAutoTowers();
                    return;
                }

                switch (autoTowersState)
                {
                case 0:
                    // Open all archer and ballista towers.
                    if (ModMain.InvasionInProgress())
                    {
                        OpenClosedTowers();
                        autoTowersState = 1;
                    }
                    break;

                case 1:
                    // Close towers that were closed before the invasion.
                    if (!ModMain.InvasionInProgress())
                    {
                        CloseOpenedTowers();
                        autoTowers.Clear();
                        autoTowersState = 0;
                    }
                    break;

                default:
                    break;
                }
            }
Ejemplo n.º 2
0
            public static void Postfix(ChamberOfWar __instance)
            {
                bool featureEnabled = ModMain.settings.autoHazardPaySettings.enabled.Value;
                bool modEnabled     = ModMain.settings.enabled.Value;

                if (!featureEnabled || !modEnabled)
                {
                    ResetAutoHazardPay();
                    return;
                }

                try
                {
                    // Refer to ChamberOfWarUI::Update if hazard pay requirements change.
                    int  goldNeeded    = 50;
                    bool fullyStaffed  = (double)__instance.b.GetWorkerPercent() > 0.95;
                    bool hasEnoughGold = World.GetLandmassOwner(__instance.b.LandMass()).Gold >= goldNeeded;
                    bool canActivate   = fullyStaffed && hasEnoughGold;

                    switch (hazardPayState)
                    {
                    case 0:
                        // Activation state
                        // If an invasion starts and hazard pay is not activated, auto-activates it if the
                        // requirements are met, then maximizes tax rates. Else if hazard pay is already activated,
                        // prevents from auto-deactivation.
                        if (!Player.inst.hazardPay && ModMain.InvasionInProgress() && canActivate)
                        {
                            // Refer to: ChamberOfWarUI::OnHazardButtonToggled if hazard pay activation changes.
                            World.GetLandmassOwner(__instance.b.LandMass()).Gold -= goldNeeded;
                            SfxSystem.inst.PlayFromBank("ui_merchant_sellto", Camera.main.transform.position);
                            Player.inst.ChangeHazardPayActive(true, true);
                            ModMain.chamberOfWarUI_hazardPayToggle_m_IsOn.SetValue(false);

                            // Crank up the tax rates to maximum in order to afford hazard pay. Save the previous
                            // rates to restore them when the invasion is over.
                            MaximizeTaxRates();
                            hazardPayState = 1;
                        }
                        else if (Player.inst.hazardPay || Player.inst.hazardPayWarmup.Enabled)
                        {
                            hazardPayState = 3;
                        }
                        break;

                    case 1:
                        // Activation warmup state
                        // Hazard pay must finish activation before auto-deactivation.
                        if (!Player.inst.hazardPayWarmup.Enabled && Player.inst.hazardPay)
                        {
                            ModMain.chamberOfWarUI_hazardPayToggle_m_IsOn.SetValue(true);
                            hazardPayState = 2;
                        }
                        break;

                    case 2:
                        // Deactivation state
                        // If the invasion is over, deactivates an auto-activated hazard pay. Else if hazard pay is
                        // deactivated during an invasion (manually or out of gold), prevents auto-activation until
                        // the next invasion. Restores tax rates to original in both cases.
                        if (Player.inst.hazardPay && !ModMain.InvasionInProgress())
                        {
                            Player.inst.ChangeHazardPayActive(false, false);
                            ModMain.chamberOfWarUI_hazardPayToggle_m_IsOn.SetValue(false);
                            RestoreTaxRates();
                            hazardPayState = 0;
                        }
                        else if (!Player.inst.hazardPay)
                        {
                            ModMain.chamberOfWarUI_hazardPayToggle_m_IsOn.SetValue(false);
                            RestoreTaxRates();
                            hazardPayState = 3;
                        }
                        break;

                    case 3:
                        // Auto-activation/deactivation disabled state
                        // Waits out the current invasion before going back to the activation state. Goes to this
                        // state when hazard pay is activated before, or deactivated during an invasion.
                        if (!ModMain.InvasionInProgress())
                        {
                            hazardPayState = 0;
                        }
                        break;

                    default:
                        break;
                    }
                }
                catch (Exception e)
                {
                    ModMain.helper.Log("ERROR: Exception raised in AutoHazardPayPatch.");
                    ModMain.helper.Log(e.ToString());
                }
            }