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VIPBehaviour.cs
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using Mono.Cecil.Cil;
using MonoMod.Cil;
using RoR2;
using RoR2.CharacterAI;
using RoR2.Stats;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Networking;
using Random = UnityEngine.Random;
namespace ProtectTheVIP
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Run))]
class VIPBehaviour : MonoBehaviour
{
private bool IsOnVIPSelectionStage
{
get {
return run.stageClearCount == 0 && SceneCatalog.GetSceneDefForCurrentScene().baseSceneName == "limbo";
}
}
private Run run;
private SceneCollection initialStartingScenes;
public List<CharacterSpawnCard> characterAllies = new List<CharacterSpawnCard>();
private List<GameObject> spawnedBarrels;
private CombatSquad allySquad;
private List<CharacterMaster> allies;
protected void Awake()
{
run = GetComponent<Run>();
initialStartingScenes = run.startingSceneGroup;
//run.startingSceneGroup = ScriptableObject.CreateInstance<SceneCollection>();
//run.startingSceneGroup.SetSceneEntries(new SceneCollection.SceneEntry[] {
// new SceneCollection.SceneEntry {
// sceneDef = SceneCatalog.GetSceneDefFromSceneName("limbo"),
// weight = 1,
// },
//});
allySquad = gameObject.AddComponent<CombatSquad>();
allySquad.onMemberLost += AllySquad_onMemberLost;
allies = new List<CharacterMaster>();
On.RoR2.Run.PickNextStageScene += Run_ForceVIPScene;
IL.RoR2.TeamComponent.SetupIndicator += TeamComponent_SetupIndicator;
Stage.onStageStartGlobal += Stage_onStageStartGlobal;
Run.onServerGameOver += Run_onServerGameOver;
On.RoR2.Run.OnServerBossAdded += Run_OnServerBossAdded;
On.RoR2.RunReport.Generate += RunReport_Generate;
On.RoR2.BarrelInteraction.OnInteractionBegin += BarrelInteraction_OnInteractionBegin;
}
private void Run_ForceVIPScene(On.RoR2.Run.orig_PickNextStageScene orig, Run self, WeightedSelection<SceneDef> choices)
{
Debug.Log("Forcing scene to 'limbo'");
self.nextStageScene = SceneCatalog.GetSceneDefFromSceneName("limbo");
// Remove ourselves
On.RoR2.Run.PickNextStageScene -= Run_ForceVIPScene;
}
protected void OnDestroy()
{
IL.RoR2.TeamComponent.SetupIndicator -= TeamComponent_SetupIndicator;
Stage.onStageStartGlobal -= Stage_onStageStartGlobal;
On.RoR2.Run.OnServerBossAdded -= Run_OnServerBossAdded;
On.RoR2.RunReport.Generate -= RunReport_Generate;
On.RoR2.BarrelInteraction.OnInteractionBegin -= BarrelInteraction_OnInteractionBegin;
On.EntityStates.Missions.BrotherEncounter.Phase1.OnEnter -= Phase1_OnEnter;
}
private void TeamComponent_SetupIndicator(ILContext il)
{
ILCursor cursor = new ILCursor(il);
cursor.GotoNext(x => x.MatchCallvirt(typeof(CharacterBody), "get_isPlayerControlled"));
cursor.Next.OpCode = OpCodes.Nop;
cursor.EmitDelegate<Func<CharacterBody, bool>>((body) =>
{
return body.isPlayerControlled || body.master.GetComponent<AllyMaster>() != null;
});
}
private void AllySquad_onMemberLost(CharacterMaster master)
{
string[] standardDeathQuoteTokens = (string[])typeof(GlobalEventManager)
.GetField("standardDeathQuoteTokens", BindingFlags.Static | BindingFlags.NonPublic)
.GetValue(null);
Chat.SendBroadcastChat(new Chat.PlayerDeathChatMessage
{
subjectAsCharacterBody = master.GetBody(),
baseToken = standardDeathQuoteTokens[Random.Range(0, standardDeathQuoteTokens.Length)]
});
if (allySquad.memberCount == 0)
{
foreach (var controller in PlayerCharacterMasterController.instances)
{
CharacterMaster characterMaster = controller.master;
if (!characterMaster.IsDeadAndOutOfLivesServer())
{
CharacterBody characterBody = characterMaster.GetBody();
if (characterBody)
{
EffectManager.SpawnEffect(Resources.Load<GameObject>("Prefabs/Effects/BrittleDeath"), new EffectData
{
origin = characterBody.corePosition,
rotation = Quaternion.identity,
scale = characterBody.bestFitRadius * 2f
}, true);
}
characterMaster.TrueKill(null, null, DamageType.VoidDeath);
}
}
TriggerGameOver();
}
}
private void Run_onServerGameOver(Run arg1, GameEndingDef arg2)
{
allies.Clear();
allySquad.onMemberLost -= AllySquad_onMemberLost;
}
private RunReport RunReport_Generate(On.RoR2.RunReport.orig_Generate orig, Run run, GameEndingDef gameEnding)
{
// Temporarily add the allies as a "player"
// Sadly, singleplayer runs don't make this show up still...
try
{
foreach (var ally in allies)
{
if (ally.gameObject.GetComponent<PlayerCharacterMasterController>() == null)
{
ally.gameObject.AddComponent<PlayerCharacterMasterController>();
}
if (ally.gameObject.GetComponent<PlayerStatsComponent>() == null)
{
ally.gameObject.AddComponent<PlayerStatsComponent>();
}
}
return orig(run, gameEnding);
}
finally
{
foreach (var ally in allies)
{
PlayerCharacterMasterController controller = ally.gameObject.GetComponent<PlayerCharacterMasterController>();
if (controller)
{
PlayerStatsComponent stats = controller.gameObject.GetComponent<PlayerStatsComponent>();
if (stats)
{
Destroy(stats);
}
Destroy(controller);
}
}
}
}
private void TriggerGameOver()
{
run.BeginGameOver(RoR2Content.GameEndings.StandardLoss);
}
private void Stage_onStageStartGlobal(Stage stage)
{
if (!NetworkServer.active)
{
return;
}
if (IsOnVIPSelectionStage)
{
spawnedBarrels = new List<GameObject>(characterAllies.Count);
foreach (var masterController in PlayerCharacterMasterController.instances)
{
SetGodMode(masterController.master, true);
masterController.master.money = 0;
}
foreach (var masterController in PlayerCharacterMasterController.instances)
{
if (masterController.master.GetBody())
{
SpawnVIPSelections(masterController.master);
StartCoroutine(SendChat(6f,
new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"<color=#{ColorUtility.ToHtmlStringRGB(Color.gray)}>Select an ally you would like to " +
$"protect for the run. Select the portal slot to choose no ally (disabling the mod).</color>"
}));
break;
}
}
}
else if (run.stageClearCount == 0)
{
foreach (var masterController in PlayerCharacterMasterController.instances)
{
SetGodMode(masterController.master, false);
masterController.master.GiveMoney(run.ruleBook.startingMoney);
}
foreach (var master in allies)
{
SetGodMode(master, false);
}
spawnedBarrels.Clear();
Debug.Log("Unhooking from RoR2.Run.OnServerBossAdded");
On.RoR2.Run.OnServerBossAdded -= Run_OnServerBossAdded;
}
StartCoroutine(TeleportAlliesToFirstAvailablePlayerRoutine(null, 3));
if (SceneCatalog.GetSceneDefForCurrentScene().baseSceneName == "moon" && allies.Count != 0)
{
// Stage with Mithrix, so we need to set up extra stuff for the AI
StartCoroutine(SendChat(3f,
new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"The AI is broken on this stage... your ally will try to teleport to you when you reach the final area."
}));
On.EntityStates.Missions.BrotherEncounter.Phase1.OnEnter += Phase1_OnEnter;
}
}
private IEnumerator SendChat(float delay, ChatMessageBase message)
{
yield return new WaitForSeconds(delay);
Chat.SendBroadcastChat(message);
yield break;
}
private void Phase1_OnEnter(On.EntityStates.Missions.BrotherEncounter.Phase1.orig_OnEnter orig, EntityStates.Missions.BrotherEncounter.Phase1 self)
{
orig(self);
bool teleportedAllies = false;
if (!TeleportAlliesToFirstAvailablePlayer())
{
CharacterBody body = null;
foreach (var masterController in PlayerCharacterMasterController.instances)
{
if (masterController.master.GetBody())
{
body = masterController.master.GetBody();
break;
}
}
// Try one more time with a more direct approach
if (body) {
Transform bodyTransform = getTransform(body);
Vector3 position = new Vector3(
bodyTransform.position.x + Random.Range(-5f, 5f),
bodyTransform.position.y + 10f,
bodyTransform.position.z + Random.Range(-5f, 5f));
if (Physics.Raycast(position, Vector3.down, out RaycastHit hit, 30f, LayerIndex.world.mask))
{
position = hit.point;
}
if (!TeleportAlliesToFirstAvailablePlayer(position))
{
Debug.LogWarning("Couldn't teleport allies to a player body!");
Chat.SendBroadcastChat(new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"Couldn't teleport allies to someone! I guess they'll sit this fight out."
});
}
else
{
teleportedAllies = true;
}
}
}
else
{
teleportedAllies = true;
}
if (teleportedAllies)
{
Chat.SendBroadcastChat(new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"Your ally joins you to fight by your side."
});
}
Debug.Log("Unhooking from EntityStates.Missions.BrotherEncounter.Phase1.OnEnter");
On.EntityStates.Missions.BrotherEncounter.Phase1.OnEnter -= Phase1_OnEnter;
}
private IEnumerator TeleportAlliesToFirstAvailablePlayerRoutine(Vector3? forcePosition = null, float delay = 0)
{
foreach (var ally in allies)
{
CharacterBody allyBody = ally.GetBody();
if (allyBody)
{
allyBody.AddTimedBuff(RoR2Content.Buffs.Cloak, delay);
allyBody.AddTimedBuff(RoR2Content.Buffs.HiddenInvincibility, delay);
}
}
yield return new WaitForSeconds(delay);
if (!TeleportAlliesToFirstAvailablePlayer(forcePosition))
{
Debug.LogWarning("Couldn't teleport allies to a player body!");
}
yield break;
}
private bool TeleportAlliesToFirstAvailablePlayer(Vector3? forcePosition = null)
{
if (allies.Count == 0)
{
return true;
}
CharacterBody body = null;
foreach (var masterController in PlayerCharacterMasterController.instances)
{
if (masterController.master.GetBody())
{
body = masterController.master.GetBody();
break;
}
}
if (!body)
{
return false;
}
bool teleportedAtLeastOneAlly = false;
foreach (var ally in allies)
{
CharacterBody allyBody = ally.GetBody();
if (!allyBody)
{
continue;
}
Vector3? position = forcePosition;
if (!forcePosition.HasValue)
{
position = FindSafeTeleportDestination(body.footPosition, allyBody, RoR2Application.rng);
}
if (position.HasValue)
{
TeleportHelper.TeleportBody(allyBody, position.Value);
allyBody.AddTimedBuff(RoR2Content.Buffs.Immune, 3f);
foreach (EntityStateMachine entityStateMachine in allyBody.GetComponents<EntityStateMachine>())
{
entityStateMachine.initialStateType = entityStateMachine.mainStateType;
}
GameObject respawnEffect = Resources.Load<GameObject>("Prefabs/Effects/HippoRezEffect");
if (respawnEffect)
{
Transform bodyTransform = getTransform(allyBody);
EffectManager.SpawnEffect(respawnEffect, new EffectData
{
origin = position.Value,
rotation = bodyTransform.rotation,
scale = allyBody.bestFitRadius * 2f
}, true);
}
if (ally.GetBodyObject())
{
Util.PlaySound("Play_item_proc_extraLife", ally.GetBodyObject());
}
teleportedAtLeastOneAlly = true;
}
}
return teleportedAtLeastOneAlly;
}
// Copy from TeleporterHelper, but uses a different strategy so they don't spawn on top of the person
public static Vector3? FindSafeTeleportDestination(Vector3 characterFootPosition, CharacterBody characterBodyOrPrefabComponent, Xoroshiro128Plus rng)
{
Vector3? result = null;
SpawnCard spawnCard = ScriptableObject.CreateInstance<SpawnCard>();
spawnCard.hullSize = characterBodyOrPrefabComponent.hullClassification;
//spawnCard.nodeGraphType = MapNodeGroup.GraphType.Ground;
spawnCard.prefab = Resources.Load<GameObject>("SpawnCards/HelperPrefab");
DirectorPlacementRule placementRule = new DirectorPlacementRule
{
placementMode = DirectorPlacementRule.PlacementMode.Approximate,
position = characterFootPosition
};
DirectorCore.GetMonsterSpawnDistance(DirectorCore.MonsterSpawnDistance.Close,
out placementRule.minDistance, out placementRule.maxDistance);
GameObject gameObject = DirectorCore.instance.TrySpawnObject(new DirectorSpawnRequest(spawnCard, placementRule, rng));
if (gameObject)
{
result = new Vector3?(gameObject.transform.position);
Destroy(gameObject);
}
Destroy(spawnCard);
return result;
}
private void Shuffle<T>(List<T> list)
{
// Knuth shuffle algorithm
for (int t = 0; t < list.Count; t++)
{
T tmp = list[t];
int r = UnityEngine.Random.Range(t, list.Count);
list[t] = list[r];
list[r] = tmp;
}
}
private void SpawnVIPSelections(CharacterMaster master)
{
Shuffle(characterAllies);
int numSpawns = characterAllies.Count;
float radius = Mathf.Max(30f, (numSpawns + 1) * 3f);
Vector3 center = getTransform(master.GetBody()).position;
// Disable Swarm if enabled, as that spawns multiple enemies, which we don't want
bool swarmsWasEnabled = false;
if (RunArtifactManager.instance.IsArtifactEnabled(RoR2Content.Artifacts.swarmsArtifactDef))
{
RunArtifactManager.instance.SetArtifactEnabledServer(RoR2Content.Artifacts.swarmsArtifactDef, false);
swarmsWasEnabled = true;
}
try
{
for (int i = 0; i < numSpawns; ++i)
{
// Add one more to make a slot for skipping Ally selection
float angle = i * (360f / (numSpawns + 1));
GameObject barrel = SpawnBarrel(center, angle, radius).spawnedInstance;
BarrelInteraction interaction = barrel.GetComponent<BarrelInteraction>();
interaction.goldReward = 0;
interaction.expReward = 0;
GameObject allyDummy = SpawnAllyDummy(characterAllies[i], center, angle, radius + 5f).spawnedInstance;
ApplyDummyAI(allyDummy.GetComponent<BaseAI>(), master.GetBodyObject());
SetGodMode(allyDummy.GetComponent<CharacterMaster>(), true);
ApplyPurchaseLogic(barrel, allyDummy);
}
// Add barrel to skip ally interaction
float noAllyAngle = numSpawns * (360f / (numSpawns + 1));
GameObject noAllybarrel = SpawnBarrel(center, noAllyAngle, radius).spawnedInstance;
BarrelInteraction noAllyInteraction = noAllybarrel.GetComponent<BarrelInteraction>();
noAllyInteraction.goldReward = 0;
noAllyInteraction.expReward = 0;
GameObject portal = SpawnPortal(center, noAllyAngle, radius + 5f).spawnedInstance;
GenericInteraction portalInteraction = portal.GetComponent<GenericInteraction>();
portalInteraction.SetInteractabilityDisabled();
portalInteraction.onActivation.RemoveAllListeners();
//portalInteraction.onActivation.AddListener((interactor) =>
//{
// portalInteraction.SetInteractabilityDisabled();
// Chat.SendBroadcastChat(new Chat.SimpleChatMessage()
// {
// baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
// $"<color=#{ColorUtility.ToHtmlStringRGB(Color.gray)}>Starting run with no ally.</color>"
// });
// GoToNextLevel();
//});
ApplyPurchaseLogic(noAllybarrel, null);
}
finally
{
if (swarmsWasEnabled)
{
RunArtifactManager.instance.SetArtifactEnabledServer(RoR2Content.Artifacts.swarmsArtifactDef, true);
}
}
}
private SpawnCard.SpawnResult SpawnPortal(Vector3 center, float angle, float radius = 30f)
{
InteractableSpawnCard spawnCard = Resources.Load<InteractableSpawnCard>("SpawnCards/InteractableSpawnCard/iscMSPortal");
spawnCard.slightlyRandomizeOrientation = false;
spawnCard.skipSpawnWhenSacrificeArtifactEnabled = false;
DirectorPlacementRule rule = new DirectorPlacementRule()
{
placementMode = DirectorPlacementRule.PlacementMode.Direct
};
DirectorSpawnRequest request = new DirectorSpawnRequest(spawnCard, rule, run.runRNG);
Vector3 spawnPosition = FindGroundPosition(center, angle, radius);
// FIXME: Rotation doesn't seem to work?
return spawnCard.DoSpawn(spawnPosition, Quaternion.LookRotation((center - spawnPosition).normalized), request);
}
private SpawnCard.SpawnResult SpawnBarrel(Vector3 center, float angle, float radius = 30f)
{
InteractableSpawnCard spawnCard = Resources.Load<InteractableSpawnCard>("SpawnCards/InteractableSpawnCard/iscBarrel1");
spawnCard.slightlyRandomizeOrientation = false;
spawnCard.skipSpawnWhenSacrificeArtifactEnabled = false;
DirectorPlacementRule rule = new DirectorPlacementRule()
{
placementMode = DirectorPlacementRule.PlacementMode.Direct
};
DirectorSpawnRequest request = new DirectorSpawnRequest(spawnCard, rule, run.runRNG);
Vector3 spawnPosition = FindGroundPosition(center, angle, radius);
return spawnCard.DoSpawn(spawnPosition, Quaternion.LookRotation((center - spawnPosition).normalized), request);
}
private SpawnCard.SpawnResult SpawnAllyDummy(CharacterSpawnCard spawnCard, Vector3 center, float angle, float radius = 35f)//, GameObject summonerBody = null)
{
spawnCard.noElites = true;
DirectorPlacementRule rule = new DirectorPlacementRule()
{
placementMode = DirectorPlacementRule.PlacementMode.Direct
};
DirectorSpawnRequest request = new DirectorSpawnRequest(spawnCard, rule, run.runRNG)
{
teamIndexOverride = TeamIndex.Neutral,
ignoreTeamMemberLimit = true,
//summonerBodyObject = summonerBody,
};
Vector3 spawnPosition = FindGroundPosition(center, angle, radius);
return spawnCard.DoSpawn(spawnPosition, Quaternion.LookRotation((center - spawnPosition).normalized), request);
}
private Vector3 FindGroundPosition(Vector3 center, float angle, float radius)
{
Vector3 position = new Vector3(
center.x + radius * Mathf.Sin(angle * Mathf.Deg2Rad),
center.y + 10f,
center.z + radius * Mathf.Cos(angle * Mathf.Deg2Rad));
RaycastHit hit;
if (Physics.Raycast(position, Vector3.up, out hit, 30f, LayerIndex.world.mask))
{
position = hit.point;
}
else if (Physics.Raycast(position, Vector3.down, out hit, 30f, LayerIndex.world.mask))
{
position = hit.point;
}
return position;
}
private void SetGodMode(CharacterMaster master, bool enabled)
{
FieldInfo godMode = typeof(CharacterMaster).GetField("godMode", BindingFlags.Instance | BindingFlags.NonPublic);
MethodInfo UpdateBodyGodMode = typeof(CharacterMaster).GetMethod("UpdateBodyGodMode", BindingFlags.Instance | BindingFlags.NonPublic);
godMode.SetValue(master, enabled);
UpdateBodyGodMode.Invoke(master, new object[0]);
}
private void ApplyDummyAI(BaseAI baseAI, GameObject leader)
{
baseAI.leader.gameObject = leader;
baseAI.neverRetaliateFriendlies = true;
AISkillDriver waitNearLeaderDefault = baseAI.gameObject.AddComponent<AISkillDriver>();
waitNearLeaderDefault.customName = "WaitNearLeaderDefault";
waitNearLeaderDefault.skillSlot = SkillSlot.None;
waitNearLeaderDefault.requiredSkill = null;
waitNearLeaderDefault.requireSkillReady = false;
waitNearLeaderDefault.requireEquipmentReady = false;
waitNearLeaderDefault.minUserHealthFraction = float.NegativeInfinity;
waitNearLeaderDefault.maxUserHealthFraction = float.PositiveInfinity;
waitNearLeaderDefault.minTargetHealthFraction = float.NegativeInfinity;
waitNearLeaderDefault.maxTargetHealthFraction = float.PositiveInfinity;
waitNearLeaderDefault.minDistance = 0f;
waitNearLeaderDefault.maxDistance = float.PositiveInfinity;
waitNearLeaderDefault.selectionRequiresTargetLoS = false;
waitNearLeaderDefault.selectionRequiresOnGround = false;
waitNearLeaderDefault.moveTargetType = AISkillDriver.TargetType.CurrentLeader;
waitNearLeaderDefault.activationRequiresTargetLoS = false;
waitNearLeaderDefault.activationRequiresAimConfirmation = false;
waitNearLeaderDefault.movementType = AISkillDriver.MovementType.Stop;
waitNearLeaderDefault.moveInputScale = 1f;
waitNearLeaderDefault.aimType = AISkillDriver.AimType.AtCurrentLeader;
waitNearLeaderDefault.ignoreNodeGraph = true;
waitNearLeaderDefault.shouldSprint = false;
waitNearLeaderDefault.shouldFireEquipment = false;
waitNearLeaderDefault.buttonPressType = AISkillDriver.ButtonPressType.Hold;
waitNearLeaderDefault.driverUpdateTimerOverride = -1f;
waitNearLeaderDefault.resetCurrentEnemyOnNextDriverSelection = false;
waitNearLeaderDefault.noRepeat = false;
waitNearLeaderDefault.nextHighPriorityOverride = null;
PropertyInfo skillDriversProperty = typeof(BaseAI).GetProperty("skillDrivers", BindingFlags.Instance | BindingFlags.Public);
if (skillDriversProperty != null)
{
skillDriversProperty.SetValue(baseAI, new AISkillDriver[] { waitNearLeaderDefault }, null);
}
typeof(BaseAI)
.GetField("skillDriverUpdateTimer", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(baseAI, 0f);
typeof(BaseAI)
.GetField("targetRefreshTimer", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(baseAI, 0f);
}
private void ApplyNormalAI(BaseAI baseAI, GameObject leader)
{
baseAI.leader.gameObject = leader;
baseAI.neverRetaliateFriendlies = true;
AISkillDriver returnToOwnerLeash = baseAI.gameObject.AddComponent<AISkillDriver>();
returnToOwnerLeash.customName = "ReturnToOwnerLeash";
returnToOwnerLeash.skillSlot = SkillSlot.None;
returnToOwnerLeash.requiredSkill = null;
returnToOwnerLeash.requireSkillReady = false;
returnToOwnerLeash.requireEquipmentReady = false;
returnToOwnerLeash.minUserHealthFraction = float.NegativeInfinity;
returnToOwnerLeash.maxUserHealthFraction = float.PositiveInfinity;
returnToOwnerLeash.minTargetHealthFraction = float.NegativeInfinity;
returnToOwnerLeash.maxTargetHealthFraction = float.PositiveInfinity;
returnToOwnerLeash.minDistance = 50f;
returnToOwnerLeash.maxDistance = float.PositiveInfinity;
returnToOwnerLeash.selectionRequiresTargetLoS = false;
returnToOwnerLeash.selectionRequiresOnGround = false;
returnToOwnerLeash.moveTargetType = AISkillDriver.TargetType.CurrentLeader;
returnToOwnerLeash.activationRequiresTargetLoS = false;
returnToOwnerLeash.activationRequiresAimConfirmation = false;
returnToOwnerLeash.movementType = AISkillDriver.MovementType.ChaseMoveTarget;
returnToOwnerLeash.moveInputScale = 1f;
returnToOwnerLeash.aimType = AISkillDriver.AimType.AtCurrentLeader;
returnToOwnerLeash.ignoreNodeGraph = false;
returnToOwnerLeash.shouldSprint = true;
returnToOwnerLeash.shouldFireEquipment = false;
returnToOwnerLeash.buttonPressType = AISkillDriver.ButtonPressType.Hold;
returnToOwnerLeash.driverUpdateTimerOverride = 3f;
returnToOwnerLeash.resetCurrentEnemyOnNextDriverSelection = true;
returnToOwnerLeash.noRepeat = false;
returnToOwnerLeash.nextHighPriorityOverride = null;
AISkillDriver returnToLeaderDefault = baseAI.gameObject.AddComponent<AISkillDriver>();
returnToLeaderDefault.customName = "ReturnToLeaderDefault";
returnToLeaderDefault.skillSlot = SkillSlot.None;
returnToLeaderDefault.requiredSkill = null;
returnToLeaderDefault.requireSkillReady = false;
returnToLeaderDefault.requireEquipmentReady = false;
returnToLeaderDefault.minUserHealthFraction = float.NegativeInfinity;
returnToLeaderDefault.maxUserHealthFraction = float.PositiveInfinity;
returnToLeaderDefault.minTargetHealthFraction = float.NegativeInfinity;
returnToLeaderDefault.maxTargetHealthFraction = float.PositiveInfinity;
returnToLeaderDefault.minDistance = 15f;
returnToLeaderDefault.maxDistance = float.PositiveInfinity;
returnToLeaderDefault.selectionRequiresTargetLoS = false;
returnToLeaderDefault.selectionRequiresOnGround = false;
returnToLeaderDefault.moveTargetType = AISkillDriver.TargetType.CurrentLeader;
returnToLeaderDefault.activationRequiresTargetLoS = false;
returnToLeaderDefault.activationRequiresAimConfirmation = false;
returnToLeaderDefault.movementType = AISkillDriver.MovementType.ChaseMoveTarget;
returnToLeaderDefault.moveInputScale = 1f;
returnToLeaderDefault.aimType = AISkillDriver.AimType.AtMoveTarget;
returnToLeaderDefault.ignoreNodeGraph = false;
returnToLeaderDefault.shouldSprint = true;
returnToLeaderDefault.shouldFireEquipment = false;
returnToLeaderDefault.buttonPressType = AISkillDriver.ButtonPressType.Hold;
returnToLeaderDefault.driverUpdateTimerOverride = -1f;
returnToLeaderDefault.resetCurrentEnemyOnNextDriverSelection = false;
returnToLeaderDefault.noRepeat = false;
returnToLeaderDefault.nextHighPriorityOverride = null;
PropertyInfo skillDriversProperty = typeof(BaseAI).GetProperty("skillDrivers", BindingFlags.Instance | BindingFlags.Public);
if (skillDriversProperty != null)
{
skillDriversProperty.SetValue(baseAI, baseAI.gameObject.GetComponents<AISkillDriver>(), null);
}
baseAI.currentEnemy.Reset();
typeof(BaseAI)
.GetField("skillDriverUpdateTimer", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(baseAI, 0f);
typeof(BaseAI)
.GetField("targetRefreshTimer", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(baseAI, 0f);
}
private void ApplyPurchaseLogic(GameObject barrel, GameObject allyDummy)
{
spawnedBarrels.Add(barrel);
BarrelInteraction interaction = barrel.GetComponent<BarrelInteraction>();
interaction.expReward = 0;
interaction.goldReward = 0;
AllyDetails details = interaction.gameObject.AddComponent<AllyDetails>();
details.ally = allyDummy;
}
private void GiveHelpingHand(CharacterMaster master)
{
master.inventory.GiveItem(RoR2Content.Items.BoostHp, 10);
master.inventory.GiveItem(RoR2Content.Items.BoostDamage, 4);
master.inventory.GiveItem(RoR2Content.Items.HealWhileSafe, 2);
master.inventory.GiveItem(RoR2Content.Items.Medkit, 2);
}
private void BarrelInteraction_OnInteractionBegin(On.RoR2.BarrelInteraction.orig_OnInteractionBegin orig, BarrelInteraction self, Interactor activator)
{
if (!NetworkServer.active)
{
orig(self, activator);
return;
}
if (IsOnVIPSelectionStage)
{
if (self.Networkopened)
{
orig(self, activator);
return;
}
foreach (var barrel in spawnedBarrels)
{
BarrelInteraction interaction = barrel.GetComponent<BarrelInteraction>();
if (self != interaction)
{
interaction.Networkopened = true;
}
}
AllyDetails details = self.GetComponent<AllyDetails>();
if (details && details.ally)
{
CharacterMaster summonCharacterMaster = activator.GetComponent<CharacterBody>().master;
CharacterMaster allyCharacterMaster = details.ally.GetComponent<CharacterMaster>();
AllyMaster allyMaster = allyCharacterMaster.gameObject.AddComponent<AllyMaster>();
allyMaster.NameToken = "VIP";
GiveHelpingHand(allyCharacterMaster);
ApplyNormalAI(
details.ally.GetComponent<BaseAI>(),
summonCharacterMaster.GetBodyObject());
allies.Add(allyCharacterMaster);
allySquad.AddMember(allyCharacterMaster);
Chat.SendBroadcastChat(new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"<color=#{ColorUtility.ToHtmlStringRGB(Color.gray)}>Protect the ally at all costs.</color> " +
$"<color=#{ColorUtility.ToHtmlStringRGB(Color.red)}>If it dies, you die.</color>"
});
}
else if (details && !details.ally)
{
Chat.SendBroadcastChat(new Chat.SimpleChatMessage()
{
baseToken = $"<color=#{ColorUtility.ToHtmlStringRGB(Color.green)}>Protect the VIP:</color> " +
$"<color=#{ColorUtility.ToHtmlStringRGB(Color.gray)}>Starting run with no ally.</color>"
});
}
else
{
Debug.LogError("No details attached to barrel :( Starting normal run...");
}
GoToNextLevel();
Debug.Log("Unhooking from RoR2.BarrelInteraction.OnInteractionBegin");
On.RoR2.BarrelInteraction.OnInteractionBegin -= BarrelInteraction_OnInteractionBegin;
}
orig(self, activator);
}
private void GoToNextLevel()
{
if (NetworkServer.active && !SceneExitController.isRunning)
{
SceneCollection startingScenes = initialStartingScenes;
if (startingScenes == null || startingScenes.isEmpty)
{
startingScenes = ScriptableObject.CreateInstance<SceneCollection>();
startingScenes.SetSceneEntries(new SceneCollection.SceneEntry[] {
new SceneCollection.SceneEntry {
sceneDef = SceneCatalog.GetSceneDefFromSceneName("blackbeach"),
weight = 1,
},
new SceneCollection.SceneEntry {
sceneDef = SceneCatalog.GetSceneDefFromSceneName("golemplains"),
weight = 1,
},
});
}
WeightedSelection<SceneDef> sceneDefs = new WeightedSelection<SceneDef>();
startingScenes.AddToWeightedSelection(sceneDefs);
run.PickNextStageScene(sceneDefs);
SceneExitController exitController = gameObject.AddComponent<SceneExitController>();
exitController.useRunNextStageScene = true;
Debug.Log("Advancing to next stage...");
exitController.Begin();
}
}
private void Run_OnServerBossAdded(On.RoR2.Run.orig_OnServerBossAdded orig, Run self, BossGroup bossGroup, CharacterMaster characterMaster)
{
OnServerBossAdded(bossGroup, characterMaster);
orig(self, bossGroup, characterMaster);
}
public void OnServerBossAdded(BossGroup _, CharacterMaster characterMaster)
{
if (IsOnVIPSelectionStage)
{
// FIXME: Need to kill BossGroup too
Debug.Log("Killing boss in VIP selection stage");
//BaseAI baseAI = characterMaster.gameObject.GetComponent<BaseAI>();
//if (baseAI)
//{
// Destroy(baseAI);
//}
characterMaster.DestroyBody();
Destroy(characterMaster);
}
}
private Transform getTransform(CharacterBody body)
{
FieldInfo transformField = typeof(CharacterBody).GetField("transform", BindingFlags.Instance | BindingFlags.NonPublic);
return (Transform)transformField.GetValue(body);
}
}
}