public static void HandleEnemyPopChanges(LG_PopulateArea __instance)
        {
            if (!SNet.IsMaster || SpawnModeConfiguration.currentMode == null)
            {
                return;
            }
            Dictionary <int, float> enemyIDs = SpawnModeConfiguration.currentMode.possibleEnemyTypes;

            if (enemyIDs == null || enemyIDs.Count < 1)
            {
                LoggerWrapper.Log("No enemy population tweaks, aborting setup...");
                return;
            }

            // Not working as of yet, game will require restart if switching back to mode with no population tweaks
            //EnemyGroupData.TryAddDataBlock(__instance.m_groupPlacement.groupData);
            SetupRandomizedGroupsByIDs(__instance, enemyIDs);
        }
        private static void SetupRandomizedGroupsByIDs(LG_PopulateArea area, Dictionary <int, float> enemyIDs)
        {
            if (enemyIDs == null || enemyIDs.Count < 1)
            {
                LoggerWrapper.Log("No enemy population tweaks, aborting setup...");
                return;
            }

            HashSet <pAvailableEnemyTypes> validTypes;

            validTypes = GetValidGroups(enemyIDs);


            Dictionary <pAvailableEnemyTypes, float> weightedGroups = SetupWeighting(validTypes, enemyIDs);

            pAvailableEnemyTypes dataGroup = weightedGroups.RandomElementByWeight(e => e.Value).Key;


            LoggerWrapper.Log(dataGroup.ToString(), LogLevel.Debug);

            if (!enemyIDs.ContainsKey((int)dataGroup.enemyID))
            {
                return;
            }

            area.m_groupPlacement.groupData.Difficulty = dataGroup.difficulty;
            area.m_groupPlacement.groupData.Type       = GetValidGroupTypeFromRole(dataGroup.role);



            foreach (EnemyGroupCompositionData enemyGroupCompositionData in area.m_groupPlacement.groupData.Roles)
            {
                eEnemyRole role = dataGroup.role;
                EnsureValidRole(area.m_groupPlacement.groupData.Type, area.m_groupPlacement.groupData.Difficulty, ref role);
                enemyGroupCompositionData.Role = role;
            }


            LoggerWrapper.Log($"Setting enemyDataGroup: Diff:{area.m_groupPlacement.groupData.Difficulty} Role:{area.m_groupPlacement.groupData.Type} Type:{dataGroup.role}", LogLevel.Debug);
        }
Пример #3
0
 static void Prefix(LG_PopulateArea __instance)
 {
     EnemyPopulationTypeTweaker.HandleEnemyPopChanges(__instance);
 }