static bool Prefix(SettlementState __instance, ref bool __result, BlueprintSettlementBuilding building, int ___m_SlotsLeft)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    if (!KingdomCurrencyFallback.CanSpend(__instance.GetActualCost(building)))
                    {
                        UberDebug.LogSystem("[KingdomResolution] SettlementState_CanBuild_Patch: Cannot spend");
                        __result = false;
                        return(false);
                    }

                    SpecialSlotType specialSlot = building.SpecialSlot;

                    if (specialSlot != SpecialSlotType.None)
                    {
                        if (__instance.IsSpecialSlotFilled(specialSlot))
                        {
                            return(false);
                        }
                    }
                    else if (___m_SlotsLeft < building.SlotCount)
                    {
                        return(false);
                    }

                    __result = CanBuildByLevel(__instance, building);
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
            static bool Prefix(SettlementState __instance, ref bool __result, BlueprintSettlementBuilding building)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    __result = KingdomCurrencyFallback.CanSpend(__instance.GetActualCost(building)) && building.MinLevel <= __instance.Level && __instance.Buildings.Any(b => b.Blueprint.UpgradesTo == building);
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
            static bool Prefix(SettlementState __instance, ref SettlementBuilding __result,
                               BlueprintSettlementBuilding building, SettlementGridTopology.Slot slot, bool force,
                               ref int ___m_SlotsLeft, BuildingsCollection ___m_Buildings)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    var removedBuilding = true;

                    if (!force)
                    {
                        if (!__instance.CanBuild(building))
                        {
                            __result = null;
                            return(false);
                        }

                        BuildingSlot slotObject = slot.GetSlotObject();

                        if (slotObject?.CanBuildHere(building) != true)
                        {
                            return(false);
                        }

                        KingdomCurrencyFallback.SpendPoints(__instance.GetActualCost(building));

                        removedBuilding = __instance.FreeBuildings.Remove(building) || KingdomState.Instance.FreeBuildings.Remove(building);
                    }

                    SettlementBuilding settlementBuilding = ___m_Buildings.Build(building);
                    settlementBuilding.BuildOnSlot(slot);

                    if (building.SpecialSlot == SpecialSlotType.None)
                    {
                        ___m_SlotsLeft -= building.SlotCount;
                    }

                    if (!force && !removedBuilding || SellDiscountedBuildingGetter(__instance) != building)
                    {
                        SellDiscountedBuildingSetter(__instance, null);
                    }

                    __instance.Update();

                    EventBus.RaiseEvent((ISettlementBuildingHandler h) => h.OnBuildingStarted(__instance, settlementBuilding));

                    __result = settlementBuilding;
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
Exemple #4
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 public bool source_CanBuildUprgade(BlueprintSettlementBuilding building)
 {
     throw new DeadEndException("source_CanBuildUprgade");
 }
            static bool Prefix(object __instance, BlueprintSettlementBuilding building, SettlementBuilding settlementBuilding, SettlementState settlement,
                               Image ___Slots, TextMeshProUGUI ___Cost, Image ___DiscountLayer)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    string costFormat      = KingdomCurrencyFallback.costFormat;
                    string costSplitFormat = KingdomCurrencyFallback.costSplitFormat;

                    ___Slots.sprite = KingdomUIRoot.Instance.Settlement.GetSlotSprite(building.SlotCount);

                    if (settlementBuilding == null)
                    {
                        int actualCost = settlement.GetActualCost(building, out bool isDiscounted);
                        ___DiscountLayer?.gameObject?.SetActive(actualCost == 0 || isDiscounted);

                        if (actualCost == 0)
                        {
                            ___Cost.text = string.Format(costFormat, KingdomUIRoot.Instance.Texts.BuildFreeCost);
                        }
                        else
                        {
                            Tuple <int, int> costSplit = KingdomCurrencyFallback.SplitCost(actualCost);

                            LocalizedString format = isDiscounted ? KingdomUIRoot.Instance.Texts.BuildPointsDiscountFormat : KingdomUIRoot.Instance.Texts.BuildPointsFormat;

                            if (costSplit.Item2 == 0)
                            {
                                ___Cost.text = string.Format(costFormat, string.Format(format, costSplit.Item1));
                            }
                            else
                            {
                                ___Cost.text = string.Format(costSplitFormat, string.Format(format, costSplit.Item1), costSplit.Item2);
                            }
                        }
                    }
                    else
                    {
                        try
                        {
                            ___DiscountLayer.gameObject.SetActive(false);
                        }
                        catch (NullReferenceException) {
                            //accessing ___DiscountLayer.gameObject after the gameObject has been destroyed causes the getter to throw an exception
                        }
                        ___Cost.text = string.Format(costFormat, string.Format(KingdomUIRoot.Instance.Texts.BuildPointsFormat, settlementBuilding.Owner.GetSellPrice(building)));
                    }

                    SetColor(__instance, building, settlementBuilding, settlement);
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
Exemple #6
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 public SettlementBuilding source_Build(BlueprintSettlementBuilding building, SettlementGridTopology.Slot slot, bool force = false)
 {
     throw new DeadEndException("source_Build");
 }
Exemple #7
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 private bool alias_CanBuildByLevel(BlueprintSettlementBuilding building)
 {
     throw new DeadEndException("source_CanBuildByLevel");
 }
Exemple #8
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 private void alias_SetColor(BlueprintSettlementBuilding building, SettlementBuilding settlementBuilding, SettlementState settlement)
 {
     throw new DeadEndException("source_SetColor");
 }
Exemple #9
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 public void source_Initialize(BlueprintSettlementBuilding building, SettlementBuilding settlementBuilding, SettlementState settlement)
 {
     throw new DeadEndException("source_Initialize");
 }
        public static BlueprintScriptableObject[] Tooltip()
        {
            TooltipData contextTooltipData = Game.Instance.UI.TooltipsController.ContextTooltipData;

            if (contextTooltipData == null)
            {
                return((BlueprintScriptableObject[])null);
            }
            ItemEntity itemEntity = contextTooltipData.Item;

            if (itemEntity != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)itemEntity.Blueprint
                       }
            }
            ;
            BlueprintFeatureBase feature = contextTooltipData.Feature;

            if (feature != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)feature
                       }
            }
            ;
            Ability ability = contextTooltipData.Ability;

            if (ability != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)ability.Blueprint
                       }
            }
            ;
            BlueprintFeatureSelection featureSelection = contextTooltipData.FeatureSelection;

            if (featureSelection != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)featureSelection
                       }
            }
            ;
            AbilityData abilityData = contextTooltipData.AbilityData;

            if (abilityData != (AbilityData)null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)abilityData.Blueprint
                       }
            }
            ;
            ActivatableAbility activatableAbility = contextTooltipData.ActivatableAbility;

            if (activatableAbility != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)activatableAbility.Blueprint
                       }
            }
            ;
            Buff buff = contextTooltipData.Buff;

            if (buff != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)buff.Blueprint
                       }
            }
            ;
            BlueprintAbility blueprintAbility = contextTooltipData.BlueprintAbility;

            if (blueprintAbility != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)blueprintAbility
                       }
            }
            ;
            BlueprintCookingRecipe recipe = contextTooltipData.Recipe;

            if (recipe != (UnityEngine.Object)null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)recipe
                       }
            }
            ;
            KingdomBuff kingdomBuff = contextTooltipData.KingdomBuff;

            if (kingdomBuff != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)kingdomBuff.Blueprint
                       }
            }
            ;
            UnitEntityData unit = contextTooltipData.Unit;

            if (unit != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)unit.Blueprint
                       }
            }
            ;
            BlueprintCharacterClass blueprintCharacterClass = contextTooltipData.Class;

            if (blueprintCharacterClass != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)blueprintCharacterClass
                       }
            }
            ;
            BlueprintRace race = contextTooltipData.Race;

            if (race != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)race
                       }
            }
            ;
            BlueprintSettlementBuilding settlementBuildingBp = contextTooltipData.SettlementBuildingBp;

            if (settlementBuildingBp != null)
            {
                return new BlueprintScriptableObject[1]
                       {
                           (BlueprintScriptableObject)settlementBuildingBp
                       }
            }
            ;
            SettlementBuilding settlementBuilding = contextTooltipData.SettlementBuilding;

            if (settlementBuilding == null)
            {
                return((BlueprintScriptableObject[])contextTooltipData.TutorialPage ?? (BlueprintScriptableObject[])null);
            }
            return(new BlueprintScriptableObject[1]
            {
                (BlueprintScriptableObject)settlementBuilding.Blueprint
            });
        }
    }
}