424 lines
18 KiB
C#
424 lines
18 KiB
C#
using BepInEx;
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using HarmonyLib;
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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.Reflection.Emit;
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using System.Threading;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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using UnityEngine.UI;
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using static MxValheimMod;
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namespace MxValheim.KillFeed
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{
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public class KillFeed_Patch
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{
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public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
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{
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if (ZRoutedRpc.instance != null)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, victimInternalName, weaponPrefab, encodedType);
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}
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}
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public void OnReceiveKillMsg(long sender, string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
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{
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ZNet zn = new ZNet();
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if (zn.IsDedicated()) return;
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if (attacker == "The World") return;
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float distance = (encodedType / 1000) / 10.0f;
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int remainder = encodedType % 1000;
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bool isBoss = (remainder >= 100);
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int level = (remainder % 100) / 10;
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int type = remainder % 10;
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Sprite victimIcon = GetCreatureIcon(victimInternalName);
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GameObject prefab = ZNetScene.instance.GetPrefab(victimInternalName);
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string localizedVictim = victimInternalName;
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if (prefab != null)
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{
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Character c = prefab.GetComponent<Character>();
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if (c != null) localizedVictim = c.m_name;
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}
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// Message Format Variables
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string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
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string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
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string finalMsg = "";
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string attackerFormat = "";
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string victimFormat = "";
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string distanceFormat = "";
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string starFormat = "";
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string crossFormat = "";
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// Format Message in Divided Section
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starFormat = "<color=#fffb00>★</color>";
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crossFormat = "<color=#a0a3a1>✝</color>";
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attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
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if (type == 1)
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{
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victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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} else if(type == 2)
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{
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switch (level)
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{
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case 1:
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victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>";
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break;
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case 2:
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victimFormat = $"{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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case 3:
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victimFormat = $"{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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case 4:
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victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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case 5:
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victimFormat = $"{starFormat}{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
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break;
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}
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}
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distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
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finalMsg =
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(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
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(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
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$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
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Sprite weaponIcon = null;
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if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
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{
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GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
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if (itemObj != null)
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{
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ItemDrop itemDrop = itemObj.GetComponent<ItemDrop>();
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if (itemDrop != null && itemDrop.m_itemData.m_shared.m_icons.Length > 0)
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{
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weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
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}
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} else
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{
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}
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}
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if (type == 1)
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{ // Player
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borderColor = new Color(0.545f, 0f, 0f);
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}
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else if (isBoss)
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{ // Boss
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borderColor = new Color(0.545f, 0.361f, 0f);
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}
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else if (level >= 2)
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{ // 1-Star +
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borderColor = new Color(0.525f, 0.545f, 0f);
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}
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else if (level < 2)
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{
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borderColor = new Color(0.141f, 0.141f, 0.153f);
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}
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lock (_msgQueue)
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{
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_msgQueue.Enqueue(finalMsg);
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_borderColQueue.Enqueue(borderColor);
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_iconQueue.Enqueue(weaponIcon);
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_victimIconQueue.Enqueue(victimIcon);
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}
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}
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public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
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{
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if (_hudRoot == null) CreateCustomHud();
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// Re-check for font here just in case it wasn't loaded during Awake
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if (_killText.font.name != "AveriaSerifLibre-Bold")
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{
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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_killText.font = f;
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break;
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}
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}
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}
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_killText.text = msg;
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_border.effectColor = borderColor;
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_border.enabled = true;
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// Weapon icon (Left)
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_weaponIconSlot.sprite = weaponIcon;
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_weaponIconSlot.enabled = (weaponIcon != null);
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// Victim icon (Right)
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if (_victimIconSlot != null)
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{
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_victimIconSlot.sprite = victimIcon;
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_victimIconSlot.enabled = (victimIcon != null);
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}
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_weaponIconSlot.gameObject.SetActive(weaponIcon != null);
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_victimIconSlot.gameObject.SetActive(victimIcon != null);
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_panelImage.rectTransform.localScale = (borderColor != Color.white) ? new Vector3(1.1f, 1.1f, 1.1f) : Vector3.one;
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_hudRoot.SetActive(true);
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_canvasGroup.alpha = 1f;
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_displayTimer = 5.0f;
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}
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private Sprite GetCreatureIcon(string creatureName)
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{
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if (ObjectDB.instance == null) return null;
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// Clean the name (remove "(Clone)" if it somehow slipped through)
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string cleanName = creatureName.Replace("(Clone)", "").Trim();
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// List of common trophies that don't follow the exact pattern if needed
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// But for most (Boar, Greyling, Neck, Deer), this works:
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string replace = cleanName.Replace("_","");
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string trophyName = "Trophy" + replace;
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GameObject trophyObj = ObjectDB.instance.GetItemPrefab(trophyName);
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if (trophyObj != null)
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{
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ItemDrop item = trophyObj.GetComponent<ItemDrop>();
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return item?.m_itemData?.m_shared?.m_icons[0];
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}
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return null;
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}
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[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
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public static class DamageTracker
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{
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static void Prefix(Character __instance, HitData hit)
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{
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if (__instance == null || hit == null) return;
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Character attacker = hit.GetAttacker();
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if (attacker != null)
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{
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string weaponId = "";
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if (attacker is Player p)
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{
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// IMPORTANT: Use .m_dropPrefab.name to get "AxeStone"
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// Do NOT use .m_shared.m_name which returns "$item_axe_stone"
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ItemDrop.ItemData currentWeapon = p.GetCurrentWeapon();
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if (currentWeapon != null && currentWeapon.m_dropPrefab != null)
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{
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weaponId = currentWeapon.m_dropPrefab.name;
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}
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}
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_activeTrackers[__instance] = new KillData
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{
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attackerName = attacker.GetHoverName(),
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weaponPrefabName = weaponId
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};
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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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// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
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static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
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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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// Prevent inter-npc kill
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if (!__instance.IsPlayer() && !hit.GetAttacker().IsPlayer()) return;
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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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float distance = 0f;
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Character attacker = hit.GetAttacker();
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if (attacker != null)
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{
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Debug.Log($"KillFeed:ApplyDamage Attacker is {attacker} {attacker.transform.position}/{__instance.transform.position}");
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distance = Vector3.Distance(attacker.transform.position, __instance.transform.position);
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}
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// Use Utils.GetPrefabName to get "Boar" instead of "Sanglier" or "Boar(Clone)"
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string internalName = __instance.gameObject.name;
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int cloneIndex = internalName.IndexOf("(Clone)");
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if (cloneIndex != -1)
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{
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internalName = internalName.Substring(0, cloneIndex);
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}
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_activeTrackers.TryGetValue(__instance, out KillData data);
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string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
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string weaponName = "";
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if (data != null && !string.IsNullOrEmpty(data.weaponPrefabName))
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{
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weaponName = data.weaponPrefabName;
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}
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else if (hit.GetAttacker() is Player p)
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{
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// Fallback: If tracker missed it, get current player's weapon
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weaponName = p.GetCurrentWeapon()?.m_dropPrefab?.name ?? "";
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}
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string victimName = __instance.GetHoverName();
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int type = 0;
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if (__instance.IsPlayer()) type = 1;
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else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
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int level = __instance.GetLevel();
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bool isBoss = __instance.IsBoss();
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int distInt = (int)(Math.Min(distance, 999f) * 10);
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int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000);
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if (ZRoutedRpc.instance != null)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
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attackerName, victimName, internalName, weaponName, encodedType);
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}
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_activeTrackers.Remove(__instance);
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}
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}
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}
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private void CreateCustomHud()
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{
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GameObject oldRoot = GameObject.Find("MxKillFeed_Root");
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if (oldRoot != null) UnityEngine.Object.Destroy(oldRoot);
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_hudRoot = new GameObject("MxKillFeed_Root");
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UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
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Canvas c = _hudRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 10000;
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CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f; // Start invisible for the fade-in
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// 1. Smaller, sleeker Panel
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_hudRoot.transform, false);
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_panelImage = panel.GetComponent<Image>();
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_panelImage.color = new Color(0, 0, 0, 0.6f); // More transparent/sleek
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// 1. Add Layout Group to handle the horizontal row
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HorizontalLayoutGroup layout = panel.AddComponent<HorizontalLayoutGroup>();
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layout.childAlignment = TextAnchor.MiddleCenter;
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layout.spacing = 10f;
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layout.padding = new RectOffset(15, 15, 5, 5); // Internal margins
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layout.childControlWidth = true; // Let the layout control widths
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layout.childControlHeight = true;
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layout.childForceExpandWidth = false;
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// 2. Add the Content Size Fitter (The "Stretcher")
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ContentSizeFitter fitter = panel.AddComponent<ContentSizeFitter>();
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fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
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fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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// Try to find the "sunken" wood panel style if shout_field isn't your vibe
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "item_background")
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{ // This gives a nice square framed look
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_panelImage.sprite = s;
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_panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
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pRect.anchoredPosition = new Vector2(0, -30); // Closer to top
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pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
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pRect.localScale = Vector3.one;
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// 2. Compact Icon
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GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
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iconObj.transform.SetParent(panel.transform, false);
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_weaponIconSlot = iconObj.GetComponent<Image>();
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_weaponIconSlot.preserveAspect = true;
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LayoutElement weaponLayout = iconObj.AddComponent<LayoutElement>();
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weaponLayout.preferredWidth = 24;
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weaponLayout.preferredHeight = 24;
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RectTransform iRect = iconObj.GetComponent<RectTransform>();
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iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
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iRect.anchoredPosition = new Vector2(8, 0);
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iRect.sizeDelta = new Vector2(25, 25); // Smaller icon
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// 3. Elegant Text
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GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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textObj.transform.SetParent(panel.transform, false);
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_killText = textObj.GetComponent<Text>();
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// Important: Text needs to have its "Horizontal Overflow" set to Wrap or Overflow
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_killText.horizontalOverflow = HorizontalWrapMode.Overflow;
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// Attempt to find Valheim's specific font, fallback to Arial if not found
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Font valheimFont = null;
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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valheimFont = f;
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break;
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}
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}
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// Corrected fallback for older Unity versions used in Valheim
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if (valheimFont == null)
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{
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valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
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}
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_killText.font = valheimFont;
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_killText.fontSize = 12;
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_killText.alignment = TextAnchor.MiddleLeft;
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_killText.supportRichText = true;
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_killText.color = Color.white;
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// 4. Victim Portrait Slot
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GameObject victimObj = new GameObject("VictimIcon", typeof(RectTransform), typeof(Image));
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victimObj.transform.SetParent(panel.transform, false);
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_victimIconSlot = victimObj.GetComponent<Image>();
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_victimIconSlot.preserveAspect = true;
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LayoutElement victimLayout = victimObj.AddComponent<LayoutElement>();
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victimLayout.preferredWidth = 24;
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victimLayout.preferredHeight = 24;
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RectTransform vRect = victimObj.GetComponent<RectTransform>();
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vRect.anchorMin = vRect.anchorMax = vRect.pivot = new Vector2(1, 0.5f);
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vRect.anchoredPosition = new Vector2(-8, 0);
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vRect.sizeDelta = new Vector2(30, 30);
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RectTransform tRect = textObj.GetComponent<RectTransform>();
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tRect.anchorMin = Vector2.zero;
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tRect.anchorMax = Vector2.one;
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tRect.offsetMin = new Vector2(40, 0);
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tRect.offsetMax = new Vector2(-40, 0);
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_border = panel.AddComponent<Outline>();
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_border.effectDistance = new Vector2(2, 2);
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_border.enabled = false; // Off by default
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_hudRoot.SetActive(false);
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}
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}
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} |