Files
SlimeRanger/Hooks/Hooks.cs
ALittlePatate 3c09f97675 Added a lot of features (see description)
Added infinite jetpack, upgrade plot on buy, override max slot, change time multiplier
2022-07-08 17:57:14 +02:00

188 lines
6.0 KiB
C#

using UnityEngine;
using HarmonyLib;
using SlimeRanger.Settings;
using SlimeRanger.Helpers;
using System.Runtime;
using System.Linq;
using System.Reflection;
using System;
namespace SlimeRanger.Hooks
{
internal class Hooks
{
// Used for TPs to home
[HarmonyPatch(typeof(DisplayOnMap))]
[HarmonyPatch(nameof(DisplayOnMap.ShowOnMap))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class DisplayOnMap_ShowOnMap
{
static void Postfix(ref bool __result)
{
if (Settings.Settings.map_reveal)
{
__result = true;
}
return;
}
}
[HarmonyPatch(typeof(GordoDisplayOnMap))]
[HarmonyPatch(nameof(GordoDisplayOnMap.ShowOnMap))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class GordoDisplayOnMap_ShowOnMap
{
static void Postfix(ref bool __result)
{
if (Settings.Settings.map_reveal)
{
__result = true;
}
return;
}
}
// Used to delete the fog
[HarmonyPatch(typeof(PlayerState))]
[HarmonyPatch(nameof(PlayerState.HasUnlockedMap))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class PlayerState_HasUnlockedMap
{
static void Postfix(ref bool __result)
{
if (Settings.Settings.map_reveal)
{
__result = true;
}
return;
}
}
// Used for the godmode
[HarmonyPatch(typeof(PlayerState))]
[HarmonyPatch(nameof(PlayerState.CanBeDamaged))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class PlayerState_CanBeDamaged
{
static void Postfix(ref bool __result)
{
__result = !Settings.Settings.godmode;
return;
}
}
[HarmonyPatch(typeof(PlayerState))]
[HarmonyPatch(nameof(PlayerState.AddRads))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class PlayerState_AddRads
{
static void Prefix(ref float rads)
{
if (Settings.Settings.no_rad)
{
rads = 0f;
}
return;
}
}
[HarmonyPatch(typeof(PlayerState))]
[HarmonyPatch(nameof(PlayerState.SpendEnergy))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class PlayerState_SpendEnergy
{
static void Prefix(ref float energy)
{
if (Settings.Settings.infinite_energy)
{
energy = 0f;
}
return;
}
}
[HarmonyPatch(typeof(EnergyJetpack))]
[HarmonyPatch("CanStart_Jetpack")] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class EnergyJetpack_CanStart_Jetpack
{
static void Postfix(ref bool __result)
{
if (Settings.Settings.fly)
{
__result = false;
}
return;
}
}
[HarmonyPatch(typeof(EnergyJetpack))]
[HarmonyPatch("DownwardExtraGravity")] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class EnergyJetpack_DownwardExtraGravity
{
static void Prefix(ref float y, ref float yVel)
{
if (Settings.Settings.infinite_jetpack)
{
yVel = 0f;
y = 0f;
}
return;
}
}
[HarmonyPatch(typeof(LandPlotUI))]
[HarmonyPatch("BuyPlot")] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class LandPlotUI_BuyPlot
{
static void Prefix(ref LandPlotUI.PlotPurchaseItem plot)
{
if (Settings.Settings.max_plot)
{
Settings.Settings.plot = plot;
}
return;
}
}
[HarmonyPatch(typeof(LandPlotUI))]
[HarmonyPatch("BuyPlot")] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class LandPlotUI_BuyPlot_post
{
static void Postfix(ref bool __result)
{
if (__result == true && Settings.Settings.plot != null && Settings.Settings.max_plot)
{
Settings.Settings.plot.plotPrefab.gameObject.SetActive(true);
LandPlot landPlot = UnityEngine.Object.FindObjectOfType<LandPlot>();
foreach (LandPlot.Upgrade upgrade in Enum.GetValues(typeof(LandPlot.Upgrade)))
{
if (upgrade == LandPlot.Upgrade.SOLAR_SHIELD) //yeah nah we don't want solar shield, most of the slimes don't need that
{
continue;
}
landPlot.AddUpgrade(upgrade);
}
}
return;
}
}
[HarmonyPatch(typeof(AmmoModel))]
[HarmonyPatch(nameof(AmmoModel.GetSlotMaxCount))] //annotation boiler plate to tell Harmony what to patch. Refer to docs.
static class AmmoModel_GetSlotMaxCount
{
static void Postfix(ref int __result)
{
if (Settings.Settings.max_slot_override)
{
__result = (int)Settings.Settings.max_slot;
}
return;
}
}
}
}