Implement auto buying missing blocks for a given tech snapshot

This commit is contained in:
2025-02-25 15:30:31 +01:00
parent 573c517dac
commit 9d40375b8c
3 changed files with 138 additions and 0 deletions

View File

@@ -15,6 +15,7 @@ namespace TerraTech {
private const string PluginVersion = "1.0.0";
public static ConfigEntry<bool> debug;
public static ConfigEntry<bool> debugBuyAll;
public static ConfigEntry<float> xpMultiplier;
public static ConfigEntry<float> moneyMultiplier;
public static ConfigEntry<float> heartbeatIntervalMultiplier;
@@ -25,6 +26,7 @@ namespace TerraTech {
public void Awake() {
debug = Config.Bind("General", "Debug", false);
debugBuyAll = Config.Bind("General", "Debug Buy All", false);
float min = 0.01f;
float max = 32f;

View File

@@ -60,6 +60,7 @@
<Compile Include="ModuleFuelTankManager.cs" />
<Compile Include="ProjectilePatch.cs" />
<Compile Include="TankManager.cs" />
<Compile Include="UISnapshotPanelBuyAll.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
@@ -74,6 +75,9 @@
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(GAME_MANAGED)/UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(GAME_MANAGED)/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>$(GAME_MANAGED)/UnityEngine.Networking.dll</HintPath>
</Reference>

View File

@@ -0,0 +1,132 @@
using System;
using System.Collections.Generic;
using HarmonyLib;
using Snapshots;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TerraTech {
[HarmonyPatch]
public class UISnapshotPanelBuyAll {
public static UISnapshotPanel panel;
public static Traverse panelTraverse;
public static SnapshotLiveData selectedData;
[HarmonyPostfix]
[HarmonyPatch(typeof(UISnapshotPanel), "OnPool")]
public static void PostfixCreate(UISnapshotPanel __instance) {
if (Main.debugBuyAll.Value)
Console.WriteLine("UISnapshotPanel.OnPool: {0}", __instance);
panel = __instance;
panelTraverse = Traverse.Create(__instance);
var placeButton = panelTraverse.Field("m_PlaceButton").GetValue<Button>();
placeButton.gameObject.AddComponent<RightClickHandler>();
}
[HarmonyPostfix]
[HarmonyPatch(typeof(UISnapshotPanel), "OnSelectedChanged")]
public static void PostfixCreate(UISnapshotPanel __instance, ref SnapshotLiveData selectedData) {
if (Main.debugBuyAll.Value)
Console.WriteLine("UISnapshotPanel.OnSelectedChanged: {0}", __instance);
UISnapshotPanelBuyAll.selectedData = selectedData;
}
}
public class RightClickHandler : MonoBehaviour, IPointerClickHandler {
public static Traverse m_TechAvailLookupTraverse;
public static Dictionary<Snapshot, TechDataAvailValidation> m_TechAvailLookup;
private void Awake() {
var trav = Traverse.Create(Singleton.Manager<ManSnapshots>.inst);
m_TechAvailLookupTraverse = trav.Field("m_TechAvailLookup");
m_TechAvailLookup = m_TechAvailLookupTraverse.GetValue<Dictionary<Snapshot, TechDataAvailValidation>>();
}
public void OnPointerClick(PointerEventData eventData) {
if (Main.debugBuyAll.Value)
Console.WriteLine("UISnapshotPanel.OnPointerClick: {0} {1}", gameObject.name, eventData.button);
try {
if (eventData.button == PointerEventData.InputButton.Right) {
SnapshotLiveData selectedSnapshotData = UISnapshotPanelBuyAll.selectedData;
if (selectedSnapshotData == null) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Selected snapshot data is null wtf??: {0} {1}", gameObject.name,
eventData.button);
return;
}
Snapshot selectedSnapshot = selectedSnapshotData.m_Snapshot;
if (selectedSnapshot == null) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Selected snapshot is null wtf??: {0} {1}", gameObject.name,
eventData.button);
return;
}
TechDataAvailValidation techDataAvail;
bool ok = m_TechAvailLookup.TryGetValue(selectedSnapshot, out techDataAvail);
if (!ok) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Failed to find TechDataAvailValidation for snapshot: {0}",
selectedSnapshot);
return;
}
var trav = Traverse.Create(techDataAvail);
var m_BlockAvailabilityField = trav.Field("m_BlockAvailability");
var m_BlockAvailability =
m_BlockAvailabilityField
.GetValue<Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability>>();
Dictionary<BlockTypes, int> missing = new Dictionary<BlockTypes, int>();
int totalCost = 0;
RecipeManager recipeManager = Singleton.Manager<RecipeManager>.inst;
foreach (var kvp in m_BlockAvailability) {
if (kvp.Value.numRequired - kvp.Value.numInInventory > 0) {
int numMissing = kvp.Value.numRequired - kvp.Value.numInInventory;
missing.Add(kvp.Key, numMissing);
if (Main.debugBuyAll.Value)
Console.WriteLine("Missing {0} of {1}", numMissing, kvp.Key);
int cost = recipeManager.GetBlockBuyPrice(kvp.Key) * numMissing;
totalCost += cost;
if (Main.debugBuyAll.Value)
Console.WriteLine("{0} of {1} would cost {2}, total now {3}", numMissing, kvp.Key, cost,
totalCost);
}
}
if (totalCost > 0) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Total cost: {0}", totalCost);
}
else {
if (Main.debugBuyAll.Value)
Console.WriteLine("No blocks missing, nothing to do");
return;
}
ManPlayer player = Singleton.Manager<ManPlayer>.inst;
if (player.GetCurrentMoney() < totalCost) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Not enough money, have {0} but need {1}, nothing to do",
player.GetCurrentMoney(), totalCost);
return;
}
player.PayMoney(totalCost);
foreach (var kvp in missing) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Buying {0} of {1}", kvp.Value, kvp.Key);
player.PlayerInventory.HostAddItem(kvp.Key, kvp.Value);
}
}
}
catch (Exception e) {
if (Main.debugBuyAll.Value)
Console.WriteLine("Shit exploded fml: {0}", e);
}
}
}
}