2 Commits

Author SHA1 Message Date
mikx
db06cf19ad (1.6.1) Removed a debug logic 2026-02-15 04:10:42 -05:00
mikx
aaf9bf22dd (1.6.0) Release Commit 2026-02-15 03:06:48 -05:00
11 changed files with 443 additions and 611 deletions

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@@ -1,129 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Annotations;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventHud
{
private static GameObject _eventRoot;
private static Text _eventTitleText;
private static Text _eventProgressText;
private static Image _progressBar;
private static CanvasGroup _canvasGroup;
public static void CreateEventHud()
{
// 1. Setup Root (Stacked under your KillFeed which is at -30)
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
UnityEngine.Canvas c = _eventRoot.AddComponent<UnityEngine.Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999; // Just behind killfeed
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// 2. Main Panel (Positioned at -80 to sit below the KillFeed)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new UnityEngine.Color(0, 0, 0, 0.7f);
// Find Valheim Sprite
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -80); // Lowered to avoid overlap
pRect.sizeDelta = new Vector2(450, 60); // Slightly taller for progress bar
// 3. Vertical Layout for Title + Progress Bar
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = UnityEngine.TextAnchor.MiddleCenter;
layout.spacing = 5f;
layout.padding = new RectOffset(10, 10, 5, 5);
// 4. Title Text
_eventTitleText = CreateText(panel.transform, "EVENT ACTIVE", 14, UnityEngine.Color.yellow);
// 5. Progress Bar Background
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new UnityEngine.Color(0.2f, 0.2f, 0.2f, 0.8f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(400, 10);
// 6. Actual Progress Fill
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = UnityEngine.Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
RectTransform fRect = _progressBar.GetComponent<RectTransform>();
fRect.anchorMin = Vector2.zero;
fRect.anchorMax = Vector2.one;
fRect.sizeDelta = Vector2.zero;
// 7. Counter Text (e.g., 12/20)
_eventProgressText = CreateText(panel.transform, "0 / 0", 10, UnityEngine.Color.white);
_eventRoot.SetActive(false);
}
public static Text CreateText(Transform parent, string content, int size, UnityEngine.Color col)
{
GameObject txtObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = UnityEngine.TextAnchor.MiddleCenter;
t.font = GetValheimFont();
return t;
}
public static UnityEngine.Font GetValheimFont()
{
foreach (UnityEngine.Font f in Resources.FindObjectsOfTypeAll<UnityEngine.Font>())
if (f.name == "AveriaSerifLibre-Bold") return f;
return Resources.GetBuiltinResource<UnityEngine.Font>("Arial.ttf");
}
public static void UpdateDisplay(string title, int current, int total, Color barColor)
{
if (_eventRoot == null) return;
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title.ToUpper();
_eventProgressText.text = $"{current} / {total}";
_progressBar.fillAmount = (float)current / total;
_progressBar.color = barColor;
}
public static void Hide() => _canvasGroup.alpha = 0f;
}
}

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@@ -1,48 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class EventList
{
public static void SetupCustomRaid(RandEventSystem system)
{
// 1. Create the Event Data
RandomEvent myCustomRaid = new RandomEvent
{
m_name = "MxEvent_God1",
m_enabled = true,
m_duration = 600f, // 10 minutes
m_nearBaseOnly = true, // Must be near player structures
m_pauseIfNoPlayerInArea = true,
m_forceMusic = "Music_Boss_Moder", // Use specific music
m_startMessage = "The gods themselves challenge you...",
m_endMessage = "The gods are satisfied.",
m_forceEnvironment = "SnowStorm" // Force weather
};
// 2. Define what spawns during this event
SpawnSystem.SpawnData frostWraith = new SpawnSystem.SpawnData
{
m_name = "Frost Wraith",
m_prefab = ZNetScene.instance.GetPrefab("Wraith"), // Get the Wraith prefab
m_maxSpawned = 5, // Max alive at once
m_spawnInterval = 10f, // Try to spawn every 10s
m_spawnDistance = 30f, // Distance from player
m_spawnRadiusMax = 10f,
m_spawnRadiusMin = 5f,
m_groupSizeMin = 1,
m_groupSizeMax = 2,
m_enabled = true
};
myCustomRaid.m_spawn = new List<SpawnSystem.SpawnData> { frostWraith };
// 3. Add to the game's master list
system.m_events.Add(myCustomRaid);
}
}
}

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@@ -0,0 +1,51 @@
using MxValheim.Patch.HUD;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Experience
{
public static int GetRequiredExpByLevel(int level)
{
return (level * 100);
}
public static void AddExperience(string playerid, int amount)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
int level = Profiles.playerLevel;
int exp = Profiles.playerExperience;
exp += amount;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
exp = Profiles.playerExperience;
int maxexp = GetRequiredExpByLevel(level);
UpdateProgressBar(playerid);
if (exp >= maxexp)
{
exp -= maxexp;
level++;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserLevel", playerid, level);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
UpdateProgressBar(playerid);
}
}
public static void UpdateProgressBar(string playerid)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
float expPercentage = ((float)Profiles.playerExperience / GetRequiredExpByLevel(Profiles.playerLevel));
if (Clock.m_barFill != null)
{
Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
Clock.m_barFill.offsetMin = Vector2.zero;
Clock.m_barFill.offsetMax = Vector2.zero;
}
}
}
}

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@@ -1,4 +1,5 @@
using HarmonyLib;
using Splatform;
using System;
using System.Collections;
using System.Collections.Generic;
@@ -16,207 +17,24 @@ namespace MxValheim.EventSystem
{
internal class EventSystem_Patch
{
public static GameObject _eventRoot;
public static Text _eventTitleText;
public static Text _eventProgressText;
public static Image _progressBar;
public static CanvasGroup _canvasGroup;
// --- STATE DATA ---
public enum RaidPhase
{
None,
Scouts,
EliteGuard,
BossInbound,
Completed
}
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
// --- 1. HUD CREATION (Your Style) ---
public static void CreateEventHud()
{
if (_eventRoot != null) return;
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
Canvas c = _eventRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999;
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// Background Panel (Positioned -90 to sit below KillFeed at -30)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.7f);
// Styling with Valheim Assets
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -90); // Stacks below your KillFeed
pRect.sizeDelta = new Vector2(400, 55);
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = TextAnchor.MiddleCenter;
layout.spacing = 2f;
layout.padding = new RectOffset(10, 10, 5, 5);
// Title
_eventTitleText = CreateText(panel.transform, "RAID STATUS", 14, Color.yellow);
// Progress Bar
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(350, 8);
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
_progressBar.GetComponent<RectTransform>().anchorMin = Vector2.zero;
_progressBar.GetComponent<RectTransform>().anchorMax = Vector2.one;
_progressBar.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
// Progress Text
_eventProgressText = CreateText(panel.transform, "0 / 0", 11, Color.white);
}
private static Text CreateText(Transform parent, string content, int size, Color col)
{
GameObject txtObj = new GameObject("Text", typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = TextAnchor.MiddleCenter;
Font valFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
if (f.name == "AveriaSerifLibre-Bold") valFont = f;
t.font = valFont ?? Resources.GetBuiltinResource<Font>("Arial.ttf");
return t;
}
// --- 2. WAVE LOGIC ---
public static void UpdateWave(bool reset = false)
{
Debug.Log($"MxEvent:UpdateWave Seen a wave start.");
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForPhase(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Scouts) ? Color.magenta : Color.red;
UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
public static int GetTargetForPhase(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5; // 5 kills to clear scouts
case RaidPhase.EliteGuard: return 10; // 10 kills for elite guard
case RaidPhase.BossInbound: return 1; // Just the boss
default: return 0;
}
}
public static void AdvancePhase()
{
KillsInCurrentPhase = 0; // Reset counter for the new phase
if (CurrentPhase == RaidPhase.Scouts) CurrentPhase = RaidPhase.EliteGuard;
else if (CurrentPhase == RaidPhase.EliteGuard) CurrentPhase = RaidPhase.BossInbound;
else CurrentPhase = RaidPhase.Completed;
if (CurrentPhase == RaidPhase.Scouts)
{
// Spawn Eikthyr at the player's location
GameObject boarPrefab = ZNetScene.instance.GetPrefab("Boar");
if (boarPrefab != null)
{
UnityEngine.Object.Instantiate(boarPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 20f, Quaternion.identity);
}
}
if (CurrentPhase == RaidPhase.BossInbound)
{
// Spawn Eikthyr at the player's location
GameObject bossPrefab = ZNetScene.instance.GetPrefab("Eikthyr");
if (bossPrefab != null)
{
UnityEngine.Object.Instantiate(bossPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 10f, Quaternion.identity);
}
}
Debug.Log($"MxEvent: Advancing to {CurrentPhase}");
// Play a sound to notify the player (The 'Quest Update' sound)
Player.m_localPlayer?.Message(MessageHud.MessageType.Center, $"$inventory_newphase: {CurrentPhase}");
if (CurrentPhase == RaidPhase.Completed)
{
Debug.Log("MxEvent: All phases complete. Ending vanilla raid.");
EndRaidManually();
}
}
public static void UpdateDisplay(string title, int curr, int total, Color col)
{
Debug.Log($"MxEvent:UpdateDisplay Something reached my display update logic.");
if (_eventRoot == null) CreateEventHud();
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title;
_eventProgressText.text = $"{curr} / {total}";
_progressBar.fillAmount = (float)curr / total;
_progressBar.color = col;
}
public static void EndRaidManually()
{
if (RandEventSystem.instance != null)
{
// This tells Valheim the time is up
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
activeEvent.m_time = 0;
}
}
FadeOutHud(); // Start your fade out
}
// --- 3. HARMONY PATCHES ---
[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
public static class PlayerAwakePatch
{
static void Postfix(Player __instance)
{
// Only trigger for the actual human player, not NPCs/Dummies
if (__instance == Player.m_localPlayer)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
ZLog.Log($"[ProfileSystem] Spawning finished. Requesting profile for {pid}");
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", pid);
}
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class DebugRaidFrequency
{
@@ -224,8 +42,8 @@ namespace MxValheim.EventSystem
{
// Use a small timer check so we don't spam the logic every single frame
// though for debugging, forcing these values is fine.
__instance.m_eventIntervalMin = 10f;
__instance.m_eventChance = 100f;
//__instance.m_eventIntervalMin = 10f;
//__instance.m_eventChance = 100f;
}
}
@@ -234,32 +52,7 @@ namespace MxValheim.EventSystem
{
static void Prefix(RandEventSystem __instance)
{
RandomEvent activeEvent = __instance.GetActiveEvent();
// If we are in our custom phases and haven't reached "Completed" yet
if (activeEvent != null && CurrentPhase != RaidPhase.Completed)
{
// Valheim subtracts time in FixedUpdate.
// We add it back using the engine's global fixedDeltaTime.
activeEvent.m_time += Time.fixedDeltaTime;
}
}
}
// Ensure HUD is ready when the game UI loads
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
[HarmonyPostfix]
static void InitHud() => CreateEventHud();
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
[HarmonyPostfix]
static void CheckForExistingRaid()
{
// If the HUD isn't visible but a raid IS active, force it to show
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
{
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing...");
UpdateWave(true);
}
}
@@ -282,13 +75,29 @@ namespace MxValheim.EventSystem
_lastKnownEvent = activeEvent;
// Force HUD Creation and Display
UpdateWave(true);
//UpdateWave(true);
}
else if (activeEvent == null && _lastKnownEvent != null)
{
Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
Reward.GiveItemStatic("Coins",Reward.CalculateRewardCoin(Profiles.playerLevel, currentBiome));
System.Random rand = new System.Random();
Reward.GiveItemStatic("Feathers", rand.Next(1,10));
if (rand.Next(100) < 50)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "food"), 1);
}
if (rand.Next(100) < 25)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "heal"), 1);
}
if (rand.Next(100) < 10)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "metal"), 1);
}
_lastKnownEvent = null;
FadeOutHud();
}
}
}
@@ -312,85 +121,41 @@ namespace MxValheim.EventSystem
Debug.Log("MxEvent: Confirmed Active Event!");
Vector3 playerPos = Player.m_localPlayer.transform.position;
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Debug.Log($"EventSystem:ApplyDamage User {pid}");
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
Debug.Log($"MxEvent: Distance: {distance}");
if (distance <= 96f)
{
KillsInCurrentPhase++;
int target = GetTargetForPhase(CurrentPhase);
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2:
(level == 2) ? 3:
(level == 3) ? 4:
5;
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed)
{
AdvancePhase();
}
Experience.AddExperience(pid, exp);
// Send the update
/* Send the update
ZRoutedRpc.instance.InvokeRoutedRPC(
ZRoutedRpc.Everybody,
"RPC_UpdateRaidHUD",
$"PHASE: {CurrentPhase}",
KillsInCurrentPhase,
GetTargetForPhase(CurrentPhase)
);
);*/
}
}
}
}
public static bool IsEventCreature(Character character)
{
ZNetView nview = character.GetComponent<ZNetView>();
if (nview == null || nview.GetZDO() == null) return false;
// Layer 1: Check the networked boolean (The standard way)
if (nview.GetZDO().GetBool("eventcreature")) return true;
// Layer 2: Check the BaseAI component (The local way)
BaseAI ai = character.GetComponent<BaseAI>();
if (ai != null)
{
bool isRaidMob = (bool)AccessTools.Field(typeof(BaseAI), "m_eventCreature").GetValue(ai);
if (isRaidMob) return true;
}
return false;
}
// Hide HUD when raid ends
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
[HarmonyPostfix]
static void OnRaidEnd()
{
FadeOutHud();
CurrentPhase = RaidPhase.None;
}
private static IEnumerator FadeOutHud()
{
Debug.Log("MxEvent: Starting Fade Out...");
// Safety check for the component
if (_canvasGroup == null)
{
_eventRoot.SetActive(false);
yield break;
}
float startAlpha = _canvasGroup.alpha;
float rate = 1.0f / 1.5f; // Fade over 1.5 seconds
float progress = 0.0f;
while (progress < 1.0f)
{
progress += Time.deltaTime * rate;
_canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
yield return null;
}
_canvasGroup.alpha = 0;
_eventRoot.SetActive(false); // Fully disable to ensure it's gone
Debug.Log("MxEvent: HUD Hidden and Deactivated.");
}
}
}

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@@ -0,0 +1,167 @@
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class Profiles
{
public class ProfileRoot
{
public string playerid { get; set; }
public string player_name { get; set; }
public int level { get; set; }
public int experience { get; set; }
}
public static bool userExists = false;
public static int playerLevel = 1;
public static int playerExperience = 0;
public static void ServerUserExists(string playerid)
{
// 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");
if (File.Exists(profilePath)) userExists = true;
}
public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
{
// 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 pr = new ProfileRoot
{
playerid = playerid,
player_name = playerName,
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
}
public static void ServerHandleProfileRequest(long sender, string playerid)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
ZNetPeer peer = ZNet.instance.GetPeer(sender);
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
if (File.Exists(profilePath))
{
string rawJson = File.ReadAllText(profilePath);
// Send ONLY to the 'sender' who requested it
ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
}
else
{
ProfileRoot pr = new ProfileRoot
{
playerid = playerid,
player_name = peer.m_playerName,
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(profilePath, raw);
}
}
public static void RequestCreateUser(string playerid, Player player)
{
string playerName = player.GetHoverName();
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
}
public static void ClientLoadProfile(long sender, string json)
{
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
playerLevel = loadedProfile.level;
playerExperience = loadedProfile.experience;
//ZLog.Log($"[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);
}
}
}

View 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!");
}
}
}
}

View File

@@ -1,66 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
public enum RaidPhase { None, Scouts, Siege, Boss, Victory }
public static class WaveManager
{
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
public static int TotalInPhase = 20;
public static void AdvanceWave()
{
KillsInCurrentPhase = 0;
CurrentPhase++;
switch (CurrentPhase)
{
case RaidPhase.Scouts:
//
break;
case RaidPhase.Siege:
//
break;
case RaidPhase.Boss:
//
//SpawnBoss();
break;
case RaidPhase.Victory:
//
break;
}
}
public static void UpdateWave(bool reset = false)
{
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForWave(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Boss) ? Color.magenta : Color.red;
EventHud.UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
private static int GetTargetForWave(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5;
case RaidPhase.Siege: return 15;
case RaidPhase.Boss: return 1;
default: return 0;
}
}
}
}

View File

@@ -6,6 +6,7 @@ using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json;
using Splatform;
using System;
using System.Collections.Generic;
using System.IO;
@@ -27,7 +28,7 @@ public class MxValheimMod : BaseUnityPlugin
private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim";
private const string ModVersion = "1.6.0";
private const string ModVersion = "1.6.1";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -40,11 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
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
{
@@ -80,8 +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.");
@@ -98,20 +103,6 @@ public class MxValheimMod : BaseUnityPlugin
harmony.PatchAll();
}
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total)
{
Color phaseColor;
switch (phaseName)
{
case "SCOUTS": phaseColor = Color.green; break;
case "ELITEGUARD": phaseColor = Color.yellow; break;
case "BOSSINBOUND": phaseColor = Color.red; break;
default: phaseColor = Color.white; break;
}
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor);
}
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch
{
@@ -146,21 +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);
}
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD);
Debug.Log("MxRaid: RPC Registered successfully.");
}
EventSystem_Patch.CreateEventHud();
}
}
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)
{
@@ -179,6 +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)
@@ -186,7 +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>";
}
}
@@ -249,13 +251,11 @@ public class MxValheimMod : BaseUnityPlugin
}
// KillFeed Logic
/////////////////
}
if (RandEventSystem.instance.GetActiveEvent() == null)
{
EventSystem_Patch._canvasGroup.alpha = 0;
EventSystem_Patch._eventRoot.SetActive(false);
}
public static long GetUserPlayerID(Player player)
{
return player.GetPlayerID();
}
public static void LoadLocalization()

View File

@@ -35,9 +35,16 @@
<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>
@@ -91,10 +98,10 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="EventSystem\EventHud.cs" />
<Compile Include="EventSystem\EventList.cs" />
<Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\WaveManager.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" />
@@ -109,7 +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>

View File

@@ -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;
}
}
}

View File

@@ -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.