Compare commits
7 Commits
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2291d1c162 |
51
MxValheim/EventSystem/Experience.cs
Normal file
51
MxValheim/EventSystem/Experience.cs
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@@ -0,0 +1,51 @@
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using MxValheim.Patch.HUD;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace MxValheim.EventSystem
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{
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internal class Experience
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{
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public static int GetRequiredExpByLevel(int level)
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{
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return (level * 100);
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}
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public static void AddExperience(string playerid, int amount)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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int level = Profiles.playerLevel;
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int exp = Profiles.playerExperience;
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exp += amount;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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exp = Profiles.playerExperience;
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int maxexp = GetRequiredExpByLevel(level);
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UpdateProgressBar(playerid);
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if (exp >= maxexp)
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{
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exp -= maxexp;
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level++;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserLevel", playerid, level);
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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UpdateProgressBar(playerid);
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}
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}
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public static void UpdateProgressBar(string playerid)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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float expPercentage = ((float)Profiles.playerExperience / GetRequiredExpByLevel(Profiles.playerLevel));
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if (Clock.m_barFill != null)
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{
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Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
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Clock.m_barFill.offsetMin = Vector2.zero;
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Clock.m_barFill.offsetMax = Vector2.zero;
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}
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}
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}
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}
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161
MxValheim/EventSystem/Patch.cs
Normal file
161
MxValheim/EventSystem/Patch.cs
Normal file
@@ -0,0 +1,161 @@
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using HarmonyLib;
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using Splatform;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Controls;
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using UnityEngine;
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using UnityEngine.UI;
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using static MxValheimMod;
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using Canvas = UnityEngine.Canvas;
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using Image = UnityEngine.UI.Image;
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namespace MxValheim.EventSystem
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{
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internal class EventSystem_Patch
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{
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// --- 3. HARMONY PATCHES ---
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[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
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public static class PlayerAwakePatch
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{
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static void Postfix(Player __instance)
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{
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// Only trigger for the actual human player, not NPCs/Dummies
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if (__instance == Player.m_localPlayer)
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{
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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ZLog.Log($"[ProfileSystem] Spawning finished. Requesting profile for {pid}");
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", pid);
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}
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}
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}
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
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public static class DebugRaidFrequency
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{
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static void Prefix(RandEventSystem __instance)
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{
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// Use a small timer check so we don't spam the logic every single frame
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// though for debugging, forcing these values is fine.
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//__instance.m_eventIntervalMin = 10f;
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//__instance.m_eventChance = 100f;
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}
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}
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
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public static class TimerFreezePatch
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{
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static void Prefix(RandEventSystem __instance)
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{
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}
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}
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[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
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public static class Hud_MonitorPatch
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{
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private static RandomEvent _lastKnownEvent = null;
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static void Postfix()
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{
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// 1. Safety check: Ensure the system exists
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if (RandEventSystem.instance == null) return;
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RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
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// 2. Logic: Detection
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if (activeEvent != null && _lastKnownEvent == null)
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{
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Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}");
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_lastKnownEvent = activeEvent;
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// Force HUD Creation and Display
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//UpdateWave(true);
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}
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else if (activeEvent == null && _lastKnownEvent != null)
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{
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Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
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Reward.GiveItemStatic("Coins",Reward.CalculateRewardCoin(Profiles.playerLevel, currentBiome));
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System.Random rand = new System.Random();
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Reward.GiveItemStatic("Feathers", rand.Next(1,10));
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if (rand.Next(100) < 50)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "food"), 1);
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}
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if (rand.Next(100) < 25)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "heal"), 1);
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}
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if (rand.Next(100) < 10)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "metal"), 1);
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}
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_lastKnownEvent = null;
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}
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}
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}
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[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
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public static class DeathNotifier
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{
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static void Postfix(Character __instance)
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{
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// Check if the character is dead or just died
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if (__instance.GetHealth() <= 0f)
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{
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ZNetView nview = __instance.GetComponent<ZNetView>();
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// This check should now pass because ApplyDamage happens before the object is invalidated
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if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
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// 2. Check if a raid is active
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RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
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if (activeEvent == null) return;
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Debug.Log("MxEvent: Confirmed Active Event!");
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Vector3 playerPos = Player.m_localPlayer.transform.position;
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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Debug.Log($"EventSystem:ApplyDamage User {pid}");
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float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
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Debug.Log($"MxEvent: Distance: {distance}");
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if (distance <= 96f)
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{
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int level = __instance.GetLevel();
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int exp =
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(level == 1) ? 2:
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(level == 2) ? 3:
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(level == 3) ? 4:
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5;
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Experience.AddExperience(pid, exp);
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/* Send the update
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ZRoutedRpc.instance.InvokeRoutedRPC(
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ZRoutedRpc.Everybody,
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"RPC_UpdateRaidHUD",
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$"PHASE: {CurrentPhase}",
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KillsInCurrentPhase,
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GetTargetForPhase(CurrentPhase)
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);*/
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}
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}
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}
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}
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// Hide HUD when raid ends
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
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[HarmonyPostfix]
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static void OnRaidEnd()
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{
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||||
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||||
}
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||||
}
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||||
}
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167
MxValheim/EventSystem/Profiles.cs
Normal file
167
MxValheim/EventSystem/Profiles.cs
Normal file
@@ -0,0 +1,167 @@
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.IO;
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||||
using System.Linq;
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using System.Text;
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||||
using System.Threading.Tasks;
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||||
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||||
namespace MxValheim.EventSystem
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{
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internal class Profiles
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{
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public class ProfileRoot
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{
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public string playerid { get; set; }
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public string player_name { get; set; }
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public int level { get; set; }
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public int experience { get; set; }
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}
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||||
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public static bool userExists = false;
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public static int playerLevel = 1;
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public static int playerExperience = 0;
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||||
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||||
public static void ServerUserExists(string playerid)
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{
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// Check to ensure this is actually the server running this
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ZNet zn = new ZNet();
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if (!zn.IsDedicated()) return;
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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if (File.Exists(profilePath)) userExists = true;
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}
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public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
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{
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// Check to ensure this is actually the server running this
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ZNet zn = new ZNet();
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if (!zn.IsDedicated()) return;
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||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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ProfileRoot pr = new ProfileRoot
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{
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playerid = playerid,
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player_name = playerName,
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||||
level = 1,
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||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
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}
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|
||||
public static void ServerHandleProfileRequest(long sender, string playerid)
|
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{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
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if (!zn.IsDedicated()) return;
|
||||
|
||||
ZNetPeer peer = ZNet.instance.GetPeer(sender);
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
|
||||
if (File.Exists(profilePath))
|
||||
{
|
||||
string rawJson = File.ReadAllText(profilePath);
|
||||
// Send ONLY to the 'sender' who requested it
|
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ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = peer.m_playerName,
|
||||
level = 1,
|
||||
experience = 0
|
||||
};
|
||||
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
}
|
||||
}
|
||||
|
||||
public static void RequestCreateUser(string playerid, Player player)
|
||||
{
|
||||
string playerName = player.GetHoverName();
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
|
||||
}
|
||||
|
||||
public static void ClientLoadProfile(long sender, string json)
|
||||
{
|
||||
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
|
||||
|
||||
playerLevel = loadedProfile.level;
|
||||
playerExperience = loadedProfile.experience;
|
||||
|
||||
//ZLog.Log($"[Client] Profile loaded! Level: {loadedProfile.level}");
|
||||
}
|
||||
|
||||
public static void CreateUser(string playerid, Player player)
|
||||
{
|
||||
// We only send the raw data; we let the server handle the file I/O
|
||||
string playerName = player?.GetHoverName() ?? "Unknown";
|
||||
|
||||
// Invoke the RPC on the Server (0 is the server ID)
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
|
||||
}
|
||||
|
||||
public static void ServerSetUserExperience(long sender, string playerid, int exp)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = pro.level,
|
||||
experience = exp
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
|
||||
}
|
||||
|
||||
public static void SetUserExperience(string playerid, int exp)
|
||||
{
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = pro.level,
|
||||
experience = exp
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
}
|
||||
|
||||
public static void ServerSetUserLevel(long sender, string playerid, int level)
|
||||
{
|
||||
// Check to ensure this is actually the server running this
|
||||
ZNet zn = new ZNet();
|
||||
if (!zn.IsDedicated()) return;
|
||||
|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
||||
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
||||
ProfileRoot pr = new ProfileRoot
|
||||
{
|
||||
playerid = playerid,
|
||||
player_name = pro.player_name,
|
||||
level = level,
|
||||
experience = pro.experience
|
||||
};
|
||||
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
||||
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
|
||||
}
|
||||
}
|
||||
}
|
||||
87
MxValheim/EventSystem/Reward.cs
Normal file
87
MxValheim/EventSystem/Reward.cs
Normal file
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
||||
internal class Reward
|
||||
{
|
||||
public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
|
||||
{
|
||||
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
|
||||
{
|
||||
{ 1, 10 },
|
||||
{ 2, 20 },
|
||||
{ 4, 30 },
|
||||
{ 8, 40 },
|
||||
{ 16, 50 },
|
||||
{ 512, 60 },
|
||||
{ 64, 70 },
|
||||
};
|
||||
|
||||
int rewardCoin = biomeBase[((int)biome)] * level;
|
||||
|
||||
return rewardCoin;
|
||||
}
|
||||
|
||||
public static string GetRewardPrefab(int level, string type)
|
||||
{
|
||||
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
|
||||
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
|
||||
string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
|
||||
|
||||
System.Random rng = new System.Random();
|
||||
int foodTier = rng.Next(1, foodList.Length);
|
||||
int healTier = rng.Next(1, healList.Length);
|
||||
int metalTier = rng.Next(1, metalList.Length);
|
||||
|
||||
if (type == "food") return foodList[foodTier];
|
||||
if (type == "heal") return healList[healTier];
|
||||
if (type == "metal") return metalList[metalTier];
|
||||
return "Wood";
|
||||
}
|
||||
|
||||
public static void GiveItemRandom(string itemName, int qty)
|
||||
{
|
||||
System.Random rng = new System.Random();
|
||||
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
public static void GiveItemStatic(string itemName, int qty)
|
||||
{
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,12 @@
|
||||
using BepInEx;
|
||||
using BepInEx.Configuration;
|
||||
using HarmonyLib;
|
||||
using MxValheim.EventSystem;
|
||||
using MxValheim.KillFeed;
|
||||
using MxValheim.Patch;
|
||||
using MxValheim.Patch.HUD;
|
||||
using Newtonsoft.Json;
|
||||
using Splatform;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@@ -15,6 +17,7 @@ using System.Xml;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static MxValheim.Patch.Doors_Patch;
|
||||
|
||||
[BepInPlugin(ModGUID, ModName, ModVersion)]
|
||||
public class MxValheimMod : BaseUnityPlugin
|
||||
@@ -25,7 +28,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
private const string ModGUID = "ovh.mxdev.mxvalheim";
|
||||
private const string ModName = "MxValheim";
|
||||
public const string ModVersion = "1.5.6";
|
||||
private const string ModVersion = "1.6.1";
|
||||
|
||||
public static ConfigEntry<bool> Config_Locked;
|
||||
public static ConfigEntry<int> Config_OreMultiplier;
|
||||
@@ -38,9 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||
private static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string internalDataPath = Path.Combine(modPath, "Data");
|
||||
public static string internalDataEventSystemPath = Path.Combine(internalDataPath, "EventSystem");
|
||||
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||
public static DoorRoot CachedConfig;
|
||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||
|
||||
public static bool initExpBar = true;
|
||||
|
||||
// Data structures
|
||||
public class KillData
|
||||
{
|
||||
@@ -76,8 +85,8 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier",2.0f,"Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_OreMultiplier = Config.Bind("General", "OreMultiplier", 3, "How many items should drop for every 1 ore/scrap found.");
|
||||
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier", 2.0f, "Multiplier for the workbench build/crafting range. Default is 2x.");
|
||||
Config_bowDrawSpeedBonusPerLevel = Config.Bind("General", "BowDrawSpeedBonusPercentPerLevel", 1.0f, "Shorten the bow draw speed by this percent for every bow upgrade level.");
|
||||
Config_rainDamage = Config.Bind("General", "RainDamage", true, "Set to true to stop rain damage, false to return to vanilla behavior.");
|
||||
Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
|
||||
@@ -86,6 +95,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
LoadLocalization();
|
||||
LoadJsonConfig();
|
||||
LoadDoorConfig();
|
||||
|
||||
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||
|
||||
@@ -111,17 +121,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
string text = __instance.m_input.text;
|
||||
if (text.ToLower() == "listicons")
|
||||
{
|
||||
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
||||
|
||||
if (spriteAsset != null)
|
||||
{
|
||||
Debug.Log($"--- Listing all sprites in {spriteAsset.name} ---");
|
||||
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
|
||||
{
|
||||
var sprite = spriteAsset.spriteCharacterTable[i];
|
||||
Debug.Log($"Index: {i} | Name: {sprite.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -137,13 +137,25 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
|
||||
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
|
||||
|
||||
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
||||
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_UpdateProgressBar", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserExperience", Profiles.ServerSetUserExperience);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserLevel", Profiles.ServerSetUserLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
}
|
||||
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
@@ -162,6 +174,12 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
clk.CreateOverlay();
|
||||
if (initExpBar)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
initExpBar = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Clock.m_textComponent != null)
|
||||
@@ -169,7 +187,8 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
Clock clk = new Clock();
|
||||
string timeString = clk.GetFormattedTime();
|
||||
int day = EnvMan.instance.GetDay();
|
||||
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.playerLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -232,7 +251,11 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
}
|
||||
// KillFeed Logic
|
||||
/////////////////
|
||||
}
|
||||
|
||||
public static long GetUserPlayerID(Player player)
|
||||
{
|
||||
return player.GetPlayerID();
|
||||
}
|
||||
|
||||
public static void LoadLocalization()
|
||||
@@ -304,6 +327,15 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadDoorConfig()
|
||||
{
|
||||
if (System.IO.File.Exists(AutoDoorConfigPath))
|
||||
{
|
||||
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
|
||||
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void ShowKillMessage(string v)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
|
||||
@@ -35,16 +35,25 @@
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_googleanalytics">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_guiutils_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_valheim_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="gui_framework">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -59,7 +68,9 @@
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -74,7 +85,9 @@
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||
@@ -85,6 +98,10 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EventSystem\Experience.cs" />
|
||||
<Compile Include="EventSystem\Patch.cs" />
|
||||
<Compile Include="EventSystem\Profiles.cs" />
|
||||
<Compile Include="EventSystem\Reward.cs" />
|
||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
@@ -99,7 +116,9 @@
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
using BepInEx;
|
||||
using HarmonyLib;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Diagnostics;
|
||||
using static MxValheimMod;
|
||||
@@ -9,6 +12,11 @@ namespace MxValheim.Patch
|
||||
{
|
||||
public class Doors_Patch
|
||||
{
|
||||
public class DoorRoot
|
||||
{
|
||||
public List<string> ignoreList { get; set; }
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
|
||||
public static class DoorTracker
|
||||
{
|
||||
@@ -21,7 +29,8 @@ namespace MxValheim.Patch
|
||||
int prefabHash = nview.GetZDO().GetPrefab();
|
||||
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
|
||||
|
||||
if (prefabName == "piece_crypt_door") return;
|
||||
if (MxValheimMod.CachedConfig?.ignoreList != null)
|
||||
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
|
||||
|
||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace MxValheim.Patch.HUD
|
||||
{
|
||||
public static GameObject m_canvasObject;
|
||||
public static Text m_textComponent;
|
||||
public static RectTransform m_barFill;
|
||||
|
||||
// This replaces the missing GetTimeString() method
|
||||
public string GetFormattedTime()
|
||||
@@ -29,68 +30,62 @@ namespace MxValheim.Patch.HUD
|
||||
|
||||
public void CreateOverlay()
|
||||
{
|
||||
// 1. Root Canvas
|
||||
m_canvasObject = new GameObject("ModdedCanvas");
|
||||
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 999;
|
||||
|
||||
// 2. Background Panel
|
||||
// --- CLOCK PANEL ---
|
||||
GameObject panelObj = new GameObject("TextBackground");
|
||||
panelObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
|
||||
|
||||
Image panelImage = panelObj.AddComponent<Image>();
|
||||
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
|
||||
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.padding = new RectOffset(15, 15, 5, 5);
|
||||
|
||||
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
panelRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top
|
||||
panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
|
||||
panelRect.anchoredPosition = new Vector2(0, -5);
|
||||
|
||||
// 3. Text (Attached to Panel)
|
||||
// --- TEXT ---
|
||||
GameObject textObj = new GameObject("ModdedText");
|
||||
textObj.transform.SetParent(panelObj.transform, false);
|
||||
|
||||
m_textComponent = textObj.AddComponent<Text>();
|
||||
// Attempt to find Valheim's specific font, fallback to Arial if not found
|
||||
Font valheimFont = null;
|
||||
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
|
||||
{
|
||||
if (f.name == "AveriaSerifLibre-Bold")
|
||||
{
|
||||
valheimFont = f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Corrected fallback for older Unity versions used in Valheim
|
||||
if (valheimFont == null)
|
||||
{
|
||||
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
}
|
||||
|
||||
m_textComponent.font = valheimFont;
|
||||
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
m_textComponent.fontSize = 18;
|
||||
m_textComponent.color = Color.white;
|
||||
m_textComponent.alignment = TextAnchor.MiddleCenter;
|
||||
m_textComponent.supportRichText = true;
|
||||
|
||||
// Add Shadow so it's visible in snow
|
||||
var shadow = textObj.AddComponent<Shadow>();
|
||||
shadow.effectColor = Color.black;
|
||||
shadow.effectDistance = new Vector2(2, 2);
|
||||
// --- PROGRESS BAR CONTAINER ---
|
||||
// This sits under the main rectangle
|
||||
GameObject barBgObj = new GameObject("BarBackground");
|
||||
barBgObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
|
||||
|
||||
// FIX: Correct way to make text fill the parent panel
|
||||
RectTransform textRect = textObj.GetComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero; // (0, 0)
|
||||
textRect.anchorMax = Vector2.one; // (1, 1)
|
||||
textRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
|
||||
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
|
||||
barBgRect.anchoredPosition = new Vector2(0, -45);
|
||||
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
|
||||
|
||||
// Resetting these to zero ensures the text box matches the panel exactly
|
||||
textRect.offsetMin = Vector2.zero;
|
||||
textRect.offsetMax = Vector2.zero;
|
||||
// --- PROGRESS BAR FILL ---
|
||||
GameObject fillObj = new GameObject("BarFill");
|
||||
fillObj.transform.SetParent(barBgObj.transform, false);
|
||||
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
|
||||
|
||||
m_barFill = fillObj.GetComponent<RectTransform>();
|
||||
m_barFill.anchorMin = new Vector2(0, 0);
|
||||
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
|
||||
m_barFill.pivot = new Vector2(0, 0.5f);
|
||||
m_barFill.offsetMin = Vector2.zero;
|
||||
m_barFill.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ Official **MxValheim Server** Mod.
|
||||
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
|
||||
|
||||
## Features
|
||||
- Enhanced Event System with level and reward based on current biome.
|
||||
- Display the day and the formated time in-game.
|
||||
- Use your client language with built-in localization.
|
||||
- Kill Feed with custom UI showing player kill and death.
|
||||
@@ -16,8 +17,8 @@ Official **MxValheim Server** Mod.
|
||||
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
|
||||
|
||||
## How-To Install
|
||||
1. Download the latest dll.
|
||||
2. Copy it to your (Client/Server) "BepInEx\plugins\MxValheim\".
|
||||
1. Download the latest zip.
|
||||
2. Copy the zip content to your (Client/Server) "BepInEx\plugins\MxValheim\".
|
||||
3. Run your (Client/Server) at least one time.
|
||||
4. Tweaks the config in "BepInEx\config\ovh.mxdev.mxvalheim.cfg" to your liking.
|
||||
5. Enjoy!
|
||||
Reference in New Issue
Block a user