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); }
static void Prefix(LG_PopulateArea __instance) { EnemyPopulationTypeTweaker.HandleEnemyPopChanges(__instance); }