Added basement variant

Fixed knight ghost to sprint when you ain't looking
Fixed Gohei to detect enemies
This commit is contained in:
LadyAliceMargatroid 2025-01-11 03:45:12 -08:00
parent 83d0d8a737
commit e28f3ca2db
21 changed files with 466 additions and 96 deletions

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@ -0,0 +1,25 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.10.35122.118
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DungeonBasement", "DungeonBasement\DungeonBasement.csproj", "{6224A905-0B6F-4435-9BCF-5428E5D05717}"
EndProject
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{6224A905-0B6F-4435-9BCF-5428E5D05717}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6224A905-0B6F-4435-9BCF-5428E5D05717}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6224A905-0B6F-4435-9BCF-5428E5D05717}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6224A905-0B6F-4435-9BCF-5428E5D05717}.Release|Any CPU.Build.0 = Release|Any CPU
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@ -0,0 +1,69 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{6224A905-0B6F-4435-9BCF-5428E5D05717}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>DungeonBasement</RootNamespace>
<AssemblyName>DungeonBasement</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\..\..\Libraries\0Harmony.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>..\..\..\Libraries\BepInEx.dll</HintPath>
</Reference>
<Reference Include="BepInEx.Harmony">
<HintPath>..\..\..\Libraries\BepInEx.Harmony.dll</HintPath>
</Reference>
<Reference Include="LethalConfig">
<HintPath>..\..\..\Libraries\LethalConfig.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\Libraries\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\Libraries\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.ImageConversionModule">
<HintPath>..\..\..\Libraries\UnityEngine.ImageConversionModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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@ -0,0 +1,54 @@
using BepInEx;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using UnityEngine;
using System.Reflection;
using BepInEx.Logging;
using HarmonyLib.Tools;
namespace DungeonBasement {
[BepInDependency("ainavt.lc.lethalconfig", "1.4.2")]
[BepInPlugin(modGUID, modName, modVersion)]
public class Plugin : BaseUnityPlugin {
public const string modGUID = "dev.ladyalice.scarletmansion.basement";
private const string modName = "Scarlet Basement";
private const string modVersion = "1.0.0";
public static ManualLogSource logger { get; internal set; }
void Awake(){
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
logger.LogInfo($"Plugin {modName} has been added!");
// the entire purpose this plugin is so I have a unique assembly for Lethal Config
var assemblyPath = Assembly.GetExecutingAssembly().Location;
var path = Path.Combine(Path.GetDirectoryName(assemblyPath), "basement.png");
var texture2D = LoadTexture(path);
var icon = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
LethalConfig.LethalConfigManager.SetModIcon(icon);
LethalConfig.LethalConfigManager.SetModDescription("This is the config for the Scarlet Devil Mansion's Basement dungeon variant.");
}
Texture2D LoadTexture(string FilePath) {
Texture2D Tex2D;
byte[] FileData;
if (File.Exists(FilePath)){
FileData = File.ReadAllBytes(FilePath);
Tex2D = new Texture2D(2, 2);
Tex2D.LoadImage(FileData);
return Tex2D;
}
return null;
}
}
}

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// アセンブリに関する一般情報は以下を通して制御されます
// 制御されます。アセンブリに関連付けられている情報を変更するには、
// これらの属性値を変更してください。
[assembly: AssemblyTitle("DungeonBasement")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("DungeonBasement")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// ComVisible を false に設定すると、このアセンブリ内の型は COM コンポーネントから
// 参照できなくなります。COM からこのアセンブリ内の型にアクセスする必要がある場合は、
// その型の ComVisible 属性を true に設定してください。
[assembly: ComVisible(false)]
// このプロジェクトが COM に公開される場合、次の GUID が typelib の ID になります
[assembly: Guid("6224a905-0b6f-4435-9bcf-5428e5d05717")]
// アセンブリのバージョン情報は、以下の 4 つの値で構成されています:
//
// メジャー バージョン
// マイナー バージョン
// ビルド番号
// リビジョン
//
// すべての値を指定するか、次を使用してビルド番号とリビジョン番号を既定に設定できます
// 既定値にすることができます:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@ -208,8 +208,12 @@ namespace ScarletMansion {
}
Plugin.ConfigFoyer.dungeon = Load<DungeonFlow>("SDMLevel");
Plugin.ConfigFoyer.dunGenExtender = Load<DunGenExtender>("DunGenExtender");
Plugin.ConfigFoyer.dungeon = Load<DungeonFlow>("sdmFoyer");
Plugin.ConfigFoyer.dunGenExtender = Load<DunGenExtender>("foyerExtender");
Plugin.ConfigBasement.dungeon = Load<DungeonFlow>("sdmBasement");
Plugin.ConfigBasement.dunGenExtender = Load<DunGenExtender>("basementExtender");
networkObjectList = Load<NetworkObjectListScriptableObject>("SDMList");
entranceAudioClip = Load<AudioClip>("entrance_ogg");

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@ -236,7 +236,7 @@ namespace ScarletMansion.Configs {
);
public static ConfigEntryBundle<float> mapHazardsMultiplier = new ConfigEntryBundle<float>(
dungeonEnemiesPrefix,
dungeonBalancePrefix,
"Map Hazards Multiplier",
1.6f,
"Multiplies the total amount of map hazards (landmines, turrets) for the dungeon.",
@ -245,7 +245,7 @@ namespace ScarletMansion.Configs {
);
public static ConfigEntryBundle<int> minIndoorEnemySpawnCount = new ConfigEntryBundle<int>(
dungeonEnemiesPrefix,
dungeonBalancePrefix,
"Minimum Indoor Enemy Spawn Count",
1,
"Increases the minimum amount of indoor enemies that spawn with each spawn wave. For reference, Eclipse is +3.",
@ -254,7 +254,7 @@ namespace ScarletMansion.Configs {
);
public static ConfigEntryBundle<int> paintingCount = new ConfigEntryBundle<int>(
dungeonPaintingEventPrefix,
dungeonBalancePrefix,
"Painting Count",
2,
"The maximum amount of demonic paintings that spawn in the dungeon.",
@ -263,7 +263,7 @@ namespace ScarletMansion.Configs {
);
public static ConfigEntryBundleMinMax<int> paintingExtraLoot = new ConfigEntryBundleMinMax<int>(
dungeonPaintingEventPrefix,
dungeonBalancePrefix,
"Painting Extra Loot Min",
"Painting Extra Loot Max",
0,
@ -338,6 +338,22 @@ namespace ScarletMansion.Configs {
public static List<ChangeList> dungeonGenerationChangeList = new List<ChangeList>();
public static List<ChangeList> dungeonLightingChangeList = new List<ChangeList>();
public static List<string> CreateDungeonGenerationPresetDescriptions(){
var list = new List<string>();
foreach(var c in dungeonGenerationChangeList) {
list.Add($"<b>{c.name}</b>\n{c.description}");
}
return list;
}
public static List<string> CreateDungeonLightingPresetDescriptions(){
var list = new List<string>();
foreach(var c in dungeonLightingChangeList) {
list.Add($"<b>{c.name}</b>\n{c.description}");
}
return list;
}
public static string GetEnumNames<T>() where T: Enum {
var str = string.Empty;
var enums = Enum.GetNames(typeof(T)).Select(e => $"\"{e}\"");

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@ -0,0 +1,171 @@
using BepInEx.Configuration;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ScarletMansion.Configs
{
public class ConfigDungeonBasement : ConfigDungeon<ConfigDungeonBasement> {
public ConfigDungeonBasement(ConfigFile cfg) : base(cfg) {
AutoGenerateOnChangeConfig(cfg, dungeonGenerationPreset, dungeonLightingPreset);
CreateDungeonGenerationChangeList();
CreateDungeonLightingChangeList();
dungeonGenerationPreset.Bind(cfg, this);
dungeonLightingPreset.Bind(cfg, this);
}
public static void CreateDungeonGenerationChangeList(){
var customChangeList = new ChangeList("Custom", "Disables auto loading of preset config values.");
var defaultGeneration = new ChangeList(
"Default",
"The default generation values. Intended for lobbies with 3+ players.",
new ChangeInt ( dunGenWidthBase, 120 ),
new ChangeInt ( dunGenLengthBase, 80 ),
new ChangeFloat ( dunGenWidthMultiFactor, 0.5f ),
new ChangeFloat ( dunGenLengthMultiFactor, 0.3333333f ),
new ChangeInt ( mainPathCount, 3 ),
new ChangeMinMaxInt ( mainPathLength, 4, 5 ),
new ChangeBranchingPath( branchPathSectionOne, 2, 4, 1, 2 ),
new ChangeBranchingPath( branchPathSectionTwo, 1, 2, 1, 2 ),
new ChangeBranchingPath( branchPathSectionThree, 0, 1, 0, 1 ),
new ChangeFloat ( lootMultiplier, 1.2f ),
new ChangeFloat( mapHazardsMultiplier, 1.6f ),
new ChangeInt( minIndoorEnemySpawnCount, 1 ),
new ChangeInt ( paintingCount, 2 ),
new ChangeMinMaxInt( paintingExtraLoot, 0, 2 ),
new ChangeInt( treasureRoomCount, 2 ),
new ChangeMinMaxInt( treasureRoomLoot, 2, 3 )
);
var smallGeneration = new ChangeList(
"Small",
"A smaller variation of the default generation values. Intended for lobbies with 1-3 players.",
defaultGeneration,
new ChangeInt ( mainPathCount, 2 ),
new ChangeFloat ( lootMultiplier, 1.1f ),
new ChangeFloat ( mapHazardsMultiplier, 1.3f )
);
var moreLootGeneration = new ChangeList(
"More Loot, More Danger",
"Increases the amount of loot, map hazards, and starting enemies in the mansion. Intended for lobbies with 3+ players.",
defaultGeneration,
new ChangeFloat ( lootMultiplier, 1.4f ),
new ChangeFloat ( mapHazardsMultiplier, 2.2f ),
new ChangeInt ( minIndoorEnemySpawnCount, 2 ),
new ChangeInt ( paintingCount, 3 ),
new ChangeMinMaxInt( paintingExtraLoot, 1 , 3 ),
new ChangeInt( treasureRoomCount, 3 ),
new ChangeMinMaxInt( treasureRoomLoot, 3, 4 )
);
var bitMoreLootGeneration = new ChangeList(
"Bit More Loot, Bit More Danger",
"Increases the amount of loot, map hazards, and starting enemies in the mansion a bit. Intended for lobbies with 1-3 players.",
smallGeneration,
new ChangeFloat ( lootMultiplier, 1.3f ),
new ChangeFloat ( mapHazardsMultiplier, 1.9f ),
new ChangeInt ( minIndoorEnemySpawnCount, 2 ),
new ChangeInt ( paintingCount, 3 ),
new ChangeInt( treasureRoomCount, 3 )
);
var vanillaGeneration = new ChangeList(
"Vanilla",
"Changes the dungeon generation to match closer to a vanilla dungeon.",
defaultGeneration,
//new ChangeMinMaxFloat ( PluginConfig.dunGenMultiplier, float.MaxValue, 10f ),
new ChangeInt ( dunGenWidthBase, 200 ),
new ChangeInt ( dunGenLengthBase, 200 ),
new ChangeFloat ( dunGenWidthMultiFactor, 4f ),
new ChangeFloat ( dunGenLengthMultiFactor, 4f ),
new ChangeInt ( mainPathCount, 1 ),
new ChangeMinMaxInt ( mainPathLength, 6, 8 ),
new ChangeBranchingPath( branchPathSectionOne, 3, 5, 2, 3 ),
new ChangeBranchingPath( branchPathSectionTwo, 2, 3, 1, 2 ),
new ChangeBranchingPath( branchPathSectionThree, 1, 2, 0, 1 ),
new ChangeFloat ( lootMultiplier, 1f ),
new ChangeFloat ( mapHazardsMultiplier, 1f ),
new ChangeInt ( minIndoorEnemySpawnCount, 0 )
);
dungeonGenerationChangeList = new List<ChangeList>() {
customChangeList,
defaultGeneration,
smallGeneration,
moreLootGeneration,
bitMoreLootGeneration,
vanillaGeneration
};
}
public static void CreateDungeonLightingChangeList(){
var customChangeList = new ChangeList("Custom", "Disables auto loading of preset config values.");
var defaultLighting = new ChangeList(
"Default",
"The default lighting values.",
new ChangeInt ( hallwayLightsWeight, 150 ),
new ChangeInt ( ceilingLightsWeight, 150 ),
new ChangeInt ( lightsSpawnZeroWeight, 1 ),
new ChangeInt ( lightsSpawnOneWeight, 8 ),
new ChangeInt ( lightsSpawnTwoWeight, 2 )
);
var brightLighting = new ChangeList(
"Bright",
"Makes light sources much more common.",
new ChangeInt ( hallwayLightsWeight, 450 ),
new ChangeInt ( ceilingLightsWeight, 450 ),
new ChangeInt ( lightsSpawnZeroWeight, 0 ),
new ChangeInt ( lightsSpawnOneWeight, 7 ),
new ChangeInt ( lightsSpawnTwoWeight, 3 )
);
var darkLighting = new ChangeList(
"Dark",
"Makes light sources much less common.",
new ChangeInt ( hallwayLightsWeight, 50 ),
new ChangeInt ( ceilingLightsWeight, 50 ),
new ChangeInt ( lightsSpawnZeroWeight, 2 ),
new ChangeInt ( lightsSpawnOneWeight, 8 ),
new ChangeInt ( lightsSpawnTwoWeight, 0 )
);
dungeonLightingChangeList = new List<ChangeList>() {
customChangeList,
defaultLighting,
brightLighting,
darkLighting
};
}
}
}

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@ -20,7 +20,6 @@ namespace ScarletMansion.DunGenPatch {
public static class Patch {
public static bool active;
public static bool callAlternative;
public static DungeonGenerator generatorInstance;
public static RandomStream GetRandomStream(){
@ -37,13 +36,7 @@ namespace ScarletMansion.DunGenPatch {
public static void Activate(DungeonGenerator generator){
active = true;
callAlternative = true;
generatorInstance = generator;
var scale = generator.LengthMultiplier;
var mainPathLength = generator.DungeonFlow.Length;
Plugin.logger.LogDebug($"Length of main path be: {GetLength(mainPathLength, scale)}");
}
public static string GetLength(IntRange range, float multi){
@ -52,7 +45,6 @@ namespace ScarletMansion.DunGenPatch {
public static void Deactivate(bool ignoreScarletPlayer = false){
active = false;
callAlternative = false;
generatorInstance = null;
GamePatch.JesterAIPatch.active = false;
@ -68,6 +60,8 @@ namespace ScarletMansion.DunGenPatch {
}
public static void UpdateDunGenExtenderProperties<T>(ConfigDungeon<T> dungeonConfig, DunGenExtenderProperties props, EventCallbackScenario callback) where T: ConfigDungeon<T> {
Plugin.CurrentConfigDungeon = dungeonConfig;
if (callback.IsDevDebug) return;
props.MainPathProperties.MainPathCount = dungeonConfig.mainPathCountValue;

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@ -223,7 +223,7 @@ namespace ScarletMansion.GamePatch.Components {
var sysRandom = DunGenPatch.Patch.CreateSystemRandom();
Utility.Shuffle(sysRandom, itemSpawns);
var count = sysRandom.Next(Plugin.GetConfigDungeon.GetPaintingExtraLoot.min, Plugin.GetConfigDungeon.GetPaintingExtraLoot.max + 1);
var count = sysRandom.Next(Plugin.CurrentConfigDungeon.GetPaintingExtraLoot.min, Plugin.CurrentConfigDungeon.GetPaintingExtraLoot.max + 1);
bonusItems = AngerManager.CreateAngerLoot(count, sysRandom);
bonusEnemy = GetRandomEnemy(sysRandom);

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@ -51,7 +51,8 @@ namespace ScarletMansion {
return;
}
var targetLookingAtMe = !Physics.Linecast(transform.position + Vector3.up * 0.5f, targetPlayer.gameplayCamera.transform.position, StartOfRound.Instance.collidersAndRoomMaskAndDefault) && Vector3.Distance(base.transform.position, targetPlayer.transform.position) < 30f;
// whoops i didn't copy from knight code properly lmaoz
var targetLookingAtMe = targetPlayer.HasLineOfSightToPosition(transform.position + Vector3.up * 1.6f, 68f, 60);
var newBehaviourState = targetLookingAtMe ? 1 : 0;
if (targetLookingAtMe) {
targetPlayer.JumpToFearLevel(0.75f, true);

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@ -11,7 +11,7 @@ namespace ScarletMansion.GamePatch.FixValues {
public void Awake(){
var weight = target.Props.Weights[1];
var value = Plugin.GetConfigDungeon.GetCeilingLightsWeight;
var value = Plugin.CurrentConfigDungeon.GetCeilingLightsWeight;
weight.MainPathWeight = value;
weight.BranchPathWeight = value;
}

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@ -11,7 +11,7 @@ namespace ScarletMansion.GamePatch.FixValues {
public void Awake(){
var weight = target.Props.Weights[1];
var value = Plugin.GetConfigDungeon.GetHallwayLightsWeight;
var value = Plugin.CurrentConfigDungeon.GetHallwayLightsWeight;
weight.MainPathWeight = value;
weight.BranchPathWeight = value;
}

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@ -10,7 +10,7 @@ namespace ScarletMansion.GamePatch.FixValues
{
public class FixTreasureRoom : FixBaseClass<LocalPropSetBasic> {
public void Awake(){
var loot = Plugin.GetConfigDungeon.GetTreasureRoomLoot;
var loot = Plugin.CurrentConfigDungeon.GetTreasureRoomLoot;
target.propCount = new IntRange(loot.min, loot.max);
}

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@ -31,7 +31,15 @@ namespace ScarletMansion.GamePatch.Items {
// check enemies
//var enemies = RoundManager.Instance.SpawnedEnemies;
var enemies = Physics.OverlapSphere(transform.position, enemyCheckRange, enemyLayerMask);
var foundEnemy = enemies.Select(e => e.GetComponent<EnemyAI>()).Any(e => e && !e.isEnemyDead);
var enemyScripts = enemies.Select(e => {
var script = e.GetComponent<EnemyAI>();
if (script != null) return script;
var collisionScript = e.GetComponent<EnemyAICollisionDetect>();
if (collisionScript != null) return collisionScript.mainScript;
return null;
});
var foundEnemy = enemyScripts.Any(e => e && !e.isEnemyDead);
// found enemy
if (foundEnemy){

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@ -73,7 +73,7 @@ namespace ScarletMansion.GamePatch.Managers {
}
public void OnDungeonComplete(Dungeon dungeon) {
Anger(Plugin.GetConfigDungeon.GetMinIndoorEnemySpawnCount);
Anger(Plugin.CurrentConfigDungeon.GetMinIndoorEnemySpawnCount);
}
public void TriggerAngerLightBrief(float duration){

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@ -40,14 +40,14 @@ namespace ScarletMansion.GamePatch {
public static float ModifyScrapCount(float count){
if (DunGenPatch.Patch.active == false) return count;
Plugin.logger.LogDebug($"Scrap: {count} -> {count * Plugin.GetConfigDungeon.GetLootMultiplier}");
return count * Plugin.GetConfigDungeon.GetLootMultiplier;
Plugin.logger.LogDebug($"Scrap: {count} -> {count * Plugin.CurrentConfigDungeon.GetLootMultiplier}");
return count * Plugin.CurrentConfigDungeon.GetLootMultiplier;
}
public static float ModifyMapCount(float count){
if (DunGenPatch.Patch.active == false) return count;
Plugin.logger.LogDebug($"Map Hazards: {count} -> {count * Plugin.GetConfigDungeon.GetMapHazardsMultiplier}");
return count * Plugin.GetConfigDungeon.GetMapHazardsMultiplier;
Plugin.logger.LogDebug($"Map Hazards: {count} -> {count * Plugin.CurrentConfigDungeon.GetMapHazardsMultiplier}");
return count * Plugin.CurrentConfigDungeon.GetMapHazardsMultiplier;
}
}

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@ -25,11 +25,6 @@ namespace ScarletMansion {
public List<Item> scrapItems;
public List<EnemyType> enemies;
[Header("DunGen")]
public TileSet mayorRegularTileset;
public TileSet mayorVanillaTileset;
public GraphNode gardenEntranceGraphNode;
[Header("Main Prefabs")]
public GameObject scarletNetworkManager;

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@ -19,7 +19,7 @@ using Microsoft.CSharp;
using System.CodeDom.Compiler;
namespace ScarletMansion.ModPatch {
public class LethalConfigPatch<T> : ModPatch where T: ConfigDungeon<T> {
public class LethalConfigPatch<T> : ModPatch where T: ConfigManager<T> {
public const string section = "_Presets";
public const string descriptionPrefix = "These are a set of preset config values for your convience. Your config values will automatically update to these preset values every time SDM is loaded. These config values are a brighter shade of red. To disable this feature, set this value to Custom.";
@ -109,12 +109,12 @@ namespace ScarletMansion.ModPatch {
LethalConfigManager.AddConfigItem(entry, assembly);
}
public static void CreatePresetConfig<U>(Assembly assembly, ConfigEntry<U> configEntry, List<ConfigManager<T>.ChangeList> changeList) where U: Enum {
public static void CreatePresetConfig<U>(Assembly assembly, ConfigEntry<U> configEntry, List<string> changeDescriptions) where U: Enum {
configEntry.SettingChanged += (obj, args) => ForceUIUpdate();
var description = $"{requiresNewLobby}\n\n{descriptionPrefix}\n\n";
foreach(var c in changeList) {
description += $"<b>{c.name}</b>\n{c.description}\n\n";
foreach(var c in changeDescriptions) {
description += $"{c}\n\n";
}
var options = new LethalConfig.ConfigItems.Options.EnumDropDownOptions{
@ -145,19 +145,26 @@ namespace ScarletMansion.ModPatch {
}
public override void AddPatch() {
var genericType = typeof(T);
if (genericType == typeof(ConfigMain)) {
LethalConfigManager.SkipAutoGen();
LethalConfigManager.SetModDescription("Adds the Scarlet Devil Mansion from Touhou as a possible dungeon to the snow maps.\n\nThis is the master config for the entire mod.");
var mainAssembly = typeof(Plugin).Assembly;
var dungeonAssembly = typeof(DungeonFoyer.Plugin).Assembly;
CreatePresetConfig(dungeonAssembly, ConfigDungeon<T>.dungeonGenerationPreset.config, ConfigDungeon<T>.dungeonGenerationChangeList);
CreatePresetConfig(dungeonAssembly, ConfigDungeon<T>.dungeonLightingPreset.config, ConfigDungeon<T>.dungeonLightingChangeList);
AutoGenerateConfigs<ConfigMain>(mainAssembly);
AutoGenerateConfigs<T>(dungeonAssembly, ConfigDungeon<T>.dungeonGenerationPreset, ConfigDungeon<T>.dungeonLightingPreset);
} else if (genericType == typeof(ConfigDungeonFoyer)) {
var foyerAssembly = typeof(DungeonFoyer.Plugin).Assembly;
CreatePresetConfig(foyerAssembly, ConfigDungeon<ConfigDungeonFoyer>.dungeonGenerationPreset.config, ConfigDungeon<ConfigDungeonFoyer>.CreateDungeonGenerationPresetDescriptions());
CreatePresetConfig(foyerAssembly, ConfigDungeon<ConfigDungeonFoyer>.dungeonLightingPreset.config, ConfigDungeon<ConfigDungeonFoyer>.CreateDungeonLightingPresetDescriptions());
AutoGenerateConfigs<T>(foyerAssembly, ConfigDungeon<ConfigDungeonFoyer>.dungeonGenerationPreset, ConfigDungeon<ConfigDungeonFoyer>.dungeonLightingPreset);
} else if (genericType == typeof(ConfigDungeonBasement)){
var basementAssembly = typeof(DungeonBasement.Plugin).Assembly;
CreatePresetConfig(basementAssembly, ConfigDungeon<ConfigDungeonBasement>.dungeonGenerationPreset.config, ConfigDungeon<ConfigDungeonBasement>.CreateDungeonGenerationPresetDescriptions());
CreatePresetConfig(basementAssembly, ConfigDungeon<ConfigDungeonBasement>.dungeonLightingPreset.config, ConfigDungeon<ConfigDungeonBasement>.CreateDungeonLightingPresetDescriptions());
AutoGenerateConfigs<T>(basementAssembly, ConfigDungeon<ConfigDungeonBasement>.dungeonGenerationPreset, ConfigDungeon<ConfigDungeonBasement>.dungeonLightingPreset);
}
try {
//Plugin.Instance.harmony.PatchAll(typeof(LethalConfigPatch));
} catch (Exception e) {

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@ -18,7 +18,10 @@ namespace ScarletMansion.ModPatch {
public static readonly ModPatch[] modPatches = new ModPatch[] {
//new AdvancedCompanyPatch(advancedCompanyGuid),
new LethalConfigPatch<ConfigMain>(lethalConfigGuid),
new LethalConfigPatch<ConfigDungeonFoyer>(lethalConfigGuid),
new LethalConfigPatch<ConfigDungeonBasement>(lethalConfigGuid),
new FacilityMeltdownPatch(facilityMeldownGuid),
new ReservedFlashlightPatch(reserveFlashlightGuid),
new ReservedKeyPatch(reserveKeyGuid)

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@ -17,6 +17,7 @@ using ScarletMansion.ModPatch;
using ScarletMansion.DunGenPatch;
using ScarletMansion.GamePatch.Managers;
using ScarletMansion.Configs;
using DunGen.Graph;
namespace ScarletMansion {
@ -26,7 +27,7 @@ namespace ScarletMansion {
[BepInDependency("evaisa.lethallib", "0.13.2")]
[BepInDependency("dev.ladyalice.dungenplus", "1.3.3")]
[BepInDependency("dev.ladyalice.scarletmansion.foyer")]
[BepInDependency("dev.ladyalice.scarletmansion.basement")]
//[BepInDependency(ModCompability.advancedCompanyGuid, BepInDependency.DependencyFlags.SoftDependency)]
[BepInDependency(ModCompability.lethalConfigGuid, BepInDependency.DependencyFlags.SoftDependency)]
[BepInDependency(ModCompability.facilityMeldownGuid, BepInDependency.DependencyFlags.SoftDependency)]
@ -44,12 +45,9 @@ namespace ScarletMansion {
public static ConfigMain ConfigMain { get; internal set; }
public static ConfigDungeonFoyer ConfigFoyer { get; internal set; }
public static ConfigDungeonBasement ConfigBasement { get; internal set; }
public static IConfigDungeon GetConfigDungeon {
get {
return ConfigFoyer;
}
}
public static IConfigDungeon CurrentConfigDungeon { get; internal set; }
public static ManualLogSource logger { get; internal set; }
@ -64,7 +62,8 @@ namespace ScarletMansion {
var foyerFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.foyer.cfg"), true);
ConfigFoyer = new ConfigDungeonFoyer(foyerFile);
//MyConfig.SerializerTest();
var basementFile = new ConfigFile(Path.Combine(Paths.ConfigPath, $"{modGUID}.basement.cfg"), true);
ConfigBasement = new ConfigDungeonBasement(basementFile);
ModCompability.GetActiveMods();
ModCompability.ActivateActiveMods();
@ -85,6 +84,7 @@ namespace ScarletMansion {
harmony.PatchAll(typeof(ConfigMain));
harmony.PatchAll(typeof(ConfigDungeonFoyer));
harmony.PatchAll(typeof(ConfigDungeonBasement));
SetupForNetcodePatcher();
@ -93,28 +93,21 @@ namespace ScarletMansion {
var dungeonMatchPropeties = ScriptableObject.CreateInstance<DungeonMatchingProperties>();
dungeonMatchPropeties.authorNames.Add(new StringWithRarity("Alice", 10));
/*
var itemLevelMatchProperties = ScriptableObject.CreateInstance<LevelMatchingProperties>();
foreach(var item in Assets.items){
item.stringWithRarity = new StringWithRarity("Alice", 0);
itemLevelMatchProperties.authorNames.Add(item.stringWithRarity);
}
*/
var sdmLevelMatchProperties = ScriptableObject.CreateInstance<LevelMatchingProperties>();
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Dine", 300));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Rend", 300));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Titan", 69));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Sanguine", 900));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Scarlet Devil Mansion", 900));
var extendedContent = new List<ExtendedContent>();
ExtendedDungeonFlow CreateExtendedDungeonFlow<T>(T configDungeon, string dungeonName, int dineWeight, int rendWeight, int titanWeight) where T: ConfigDungeon<T> {
var extendedDungeon = ScriptableObject.CreateInstance<ExtendedDungeonFlow>();
extendedDungeon.name = "Scarlet Devil Mansion";
extendedDungeon.DungeonName = "Scarlet Devil Mansion";
extendedDungeon.DungeonFlow = ConfigFoyer.dungeon;
extendedDungeon.name = dungeonName;
extendedDungeon.DungeonName = dungeonName;
extendedDungeon.DungeonFlow = configDungeon.dungeon;
extendedDungeon.FirstTimeDungeonAudio = Assets.entranceAudioClip;
var sdmLevelMatchProperties = ScriptableObject.CreateInstance<LevelMatchingProperties>();
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Dine", dineWeight));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Rend", rendWeight));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Titan", titanWeight));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Sanguine", 900));
sdmLevelMatchProperties.planetNames.Add(new StringWithRarity("Scarlet Devil Mansion", 900));
extendedDungeon.LevelMatchingProperties = sdmLevelMatchProperties;
extendedDungeon.DynamicDungeonSizeMinMax = new Vector2(1f, 2f);
@ -122,38 +115,28 @@ namespace ScarletMansion {
extendedDungeon.GenerateAutomaticConfigurationOptions = true;
extendedContent.Add(extendedDungeon);
configDungeon.dungeonExtended = extendedDungeon;
// items
/*
foreach(var item in Assets.items){
var extendedItem = ScriptableObject.CreateInstance<ExtendedItem>();
extendedItem.Item = item.item;
extendedItem.DungeonMatchingProperties = dungeonMatchPropeties;
//extendedItem.LevelMatchingProperties = itemLevelMatchProperties;
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(GeneratePathPatch.GeneratePatch);
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(LoadAssetsIntoLevelPatch.AddItemsLocal);
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(LoadAssetsIntoLevelPatch.AddEnemiesLocal);
extendedContent.Add(extendedItem);
DunGenPlus.API.AddDunGenExtender(configDungeon.dungeon, configDungeon.dunGenExtender);
configDungeon.dunGenExtender.Events.OnModifyDunGenExtenderProperties.AddListener((props, callback) => DunGenPatch.Patch.UpdateDunGenExtenderProperties(configDungeon, props, callback));
return extendedDungeon;
}
*/
extendedContent.Add(CreateExtendedDungeonFlow(ConfigFoyer, "Scarlet Foyer", 200, 100, 30));
extendedContent.Add(CreateExtendedDungeonFlow(ConfigBasement, "Scarlet Basement", 100, 200, 30));
var extendedMod = ExtendedMod.Create("Scarlet Devil Mansion", "Alice", extendedContent.ToArray());
PatchedContent.RegisterExtendedMod(extendedMod);
Assets.extendedMod = extendedMod;
ConfigFoyer.dungeonExtended = extendedDungeon;
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(GeneratePathPatch.GeneratePatch);
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(LoadAssetsIntoLevelPatch.AddItemsLocal);
DungeonManager.GlobalDungeonEvents.onBeforeDungeonGenerate.AddListener(LoadAssetsIntoLevelPatch.AddItemsGlobal);
extendedDungeon.DungeonEvents.onBeforeDungeonGenerate.AddListener(LoadAssetsIntoLevelPatch.AddEnemiesLocal);
//DoorwayManager.onMainEntranceTeleportSpawnedEvent.AddEvent("DoorwayCleanup", DoorwayManager.onMainEntranceTeleportSpawnedFunction);
DunGenPlus.API.AddDunGenExtender(ConfigFoyer.dungeon, ConfigFoyer.dunGenExtender);
ConfigFoyer.dunGenExtender.Events.OnModifyDunGenExtenderProperties.AddListener((props, callback) => DunGenPatch.Patch.UpdateDunGenExtenderProperties(ConfigFoyer, props, callback));
}
void SetupForNetcodePatcher(){

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@ -49,6 +49,9 @@
<Reference Include="DunGenPlus">
<HintPath>..\..\..\Libraries\DunGenPlus.dll</HintPath>
</Reference>
<Reference Include="DungeonBasement">
<HintPath>..\..\..\Libraries\DungeonBasement.dll</HintPath>
</Reference>
<Reference Include="DungeonFoyer">
<HintPath>..\..\..\Libraries\DungeonFoyer.dll</HintPath>
</Reference>
@ -154,6 +157,7 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Assets.cs" />
<Compile Include="Configs\ConfigDungeonBasement.cs" />
<Compile Include="Configs\ConfigMain.cs" />
<Compile Include="Configs\ConfigManager.cs" />
<Compile Include="Configs\ConfigDungeonFoyer.cs" />