/
CommandoCore.cs
298 lines (267 loc) · 13.1 KB
/
CommandoCore.cs
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using EntityStates;
using EntityStates.RiskyMod.Commando;
using EntityStates.RiskyMod.Commando.Scepter;
using MonoMod.Cil;
using R2API;
using RiskyMod.Content;
using RiskyMod.SharedHooks;
using RoR2;
using RoR2.Projectile;
using RoR2.Skills;
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Networking;
namespace RiskyMod.Survivors.Commando
{
public class CommandoCore
{
public static bool enabled = true;
public static bool fixPrimaryFireRate = true;
public static bool phaseRoundChanges = true;
public static bool rollChanges = true;
public static bool suppressiveChanges = true;
public static bool grenadeChanges = true;
public static bool grenadeRemoveFalloff = true;
public static DamageAPI.ModdedDamageType SuppressiveFireDamage;
public static DamageAPI.ModdedDamageType SuppressiveFireScepterDamage;
public static GameObject bodyPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/CharacterBodies/CommandoBody");
public CommandoCore()
{
if (!enabled) return;
ModifySkills(bodyPrefab.GetComponent<SkillLocator>());
}
private void ModifySkills(SkillLocator sk)
{
ModifyPrimaries(sk);
ModifySecondaries(sk);
ModifyUtilities(sk);
ModifySpecials(sk);
}
private void ModifyPrimaries(SkillLocator sk)
{
if (!fixPrimaryFireRate) return;
//Removes the reload state completely since this messes with attack speed lategame.
IL.EntityStates.Commando.CommandoWeapon.FirePistol2.FixedUpdate += (il) =>
{
ILCursor c = new ILCursor(il);
if(c.TryGotoNext(
x => x.MatchLdcI4(0)
))
{
c.Index++;
c.EmitDelegate<Func<int, int>>(zero =>
{
return -1000000000;
});
}
else
{
UnityEngine.Debug.LogError("RiskyMod: CommandoCore ModifyPrimaries IL Hook failed");
}
};
}
private void ModifySecondaries(SkillLocator sk)
{
SkillDef phaseRoundDef = Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/CommandoBodyFireFMJ.asset").WaitForCompletion();
SkillDef phaseBlastDef = Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/CommandoBodyFireShotgunBlast.asset").WaitForCompletion();
if (phaseRoundChanges)
{
SneedUtils.SneedUtils.SetEntityStateField("EntityStates.Commando.CommandoWeapon.FireFMJ", "projectilePrefab", BuildPhaseRoundProjectile());
SneedUtils.SneedUtils.SetEntityStateField("EntityStates.Commando.CommandoWeapon.FireFMJ", "damageCoefficient", "4.5");
phaseRoundDef.skillDescriptionToken = "COMMANDO_SECONDARY_DESCRIPTION_RISKYMOD";
}
phaseRoundDef.mustKeyPress = false;
phaseBlastDef.mustKeyPress = false;
}
private void ModifyUtilities(SkillLocator sk)
{
if (rollChanges)
{
SkillDef rollDef = Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/CommandoBodyRoll.asset").WaitForCompletion();
rollDef.skillDescriptionToken = "COMMANDO_UTILITY_DESCRIPTION_RISKYMOD";
On.EntityStates.Commando.DodgeState.OnEnter += (orig, self) =>
{
orig(self);
if (self.isAuthority && self.skillLocator)
{
self.skillLocator.primary.RunRecharge(1f);
self.skillLocator.secondary.RunRecharge(1f);
self.skillLocator.special.RunRecharge(1f);
}
};
//SneedUtils.SneedUtils.DumpEntityStateConfig("EntityStates.Commando.DodgeState"); //base speed is 5/2.5
SneedUtils.SneedUtils.SetEntityStateField("EntityStates.Commando.DodgeState", "initialSpeedCoefficient", "7.25");
SneedUtils.SneedUtils.SetEntityStateField("EntityStates.Commando.DodgeState", "finalSpeedCoefficient", "3.625");
}
}
private void ModifySpecials(SkillLocator sk)
{
if (suppressiveChanges)
{
SuppressiveFireDamage = DamageAPI.ReserveDamageType();
Content.Content.entityStates.Add(typeof(FireBarrage));
SkillDef barrageDef = Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/CommandoBodyBarrage.asset").WaitForCompletion();
barrageDef.activationState = new SerializableEntityStateType(typeof(FireBarrage));
barrageDef.baseRechargeInterval = 7f;
barrageDef.interruptPriority = InterruptPriority.PrioritySkill;
barrageDef.skillDescriptionToken = "COMMANDO_SPECIAL_DESCRIPTION_RISKYMOD";
barrageDef.mustKeyPress = false;
OnHitAll.HandleOnHitAllActions += FireBarrage.SuppressiveFireAOE;
Skills.Barrage = barrageDef;
}
if (grenadeChanges)
{
GameObject moddedGrenade = BuildGrenadeProjectile();
SneedUtils.SneedUtils.SetEntityStateField("EntityStates.Commando.CommandoWeapon.ThrowGrenade", "projectilePrefab", moddedGrenade);
ThrowGrenadeScepter.projectilePrefab = moddedGrenade;
}
if (SoftDependencies.ScepterPluginLoaded || SoftDependencies.ClassicItemsScepterLoaded)
{
BuildScepterSkillDefs(sk);
if (SoftDependencies.ScepterPluginLoaded) SetupScepter();
if (SoftDependencies.ClassicItemsScepterLoaded) SetupScepterClassic();
}
}
private void BuildScepterSkillDefs(SkillLocator sk)
{
if (suppressiveChanges)
{
SuppressiveFireScepterDamage = DamageAPI.ReserveDamageType();
OnHitAll.HandleOnHitAllActions += FireBarrageScepter.SuppressiveFireScepterAOE;
SkillDef barrageDef = SkillDef.CreateInstance<SkillDef>();
Content.Content.entityStates.Add(typeof(FireBarrageScepter));
barrageDef.activationState = new SerializableEntityStateType(typeof(FireBarrageScepter));
barrageDef.activationStateMachineName = "Weapon";
barrageDef.baseMaxStock = 1;
barrageDef.baseRechargeInterval = 7f;
barrageDef.beginSkillCooldownOnSkillEnd = false;
barrageDef.canceledFromSprinting = false;
barrageDef.dontAllowPastMaxStocks = true;
barrageDef.forceSprintDuringState = false;
barrageDef.fullRestockOnAssign = true;
barrageDef.icon = Content.Assets.ScepterSkillIcons.CommandoBarrageScepter;
barrageDef.interruptPriority = InterruptPriority.PrioritySkill;
barrageDef.isCombatSkill = true;
barrageDef.keywordTokens = new string[] { "KEYWORD_STUNNING" };
barrageDef.mustKeyPress = false;
barrageDef.cancelSprintingOnActivation = true;
barrageDef.rechargeStock = 1;
barrageDef.requiredStock = 1;
barrageDef.skillName = "BarrageScepter";
barrageDef.skillNameToken = "COMMANDO_SPECIAL_SCEPTER_NAME_RISKYMOD";
barrageDef.skillDescriptionToken = "COMMANDO_SPECIAL_SCEPTER_DESCRIPTION_RISKYMOD";
barrageDef.stockToConsume = 1;
Content.Content.skillDefs.Add(barrageDef);
Skills.BarrageScepter = barrageDef;
}
if (grenadeChanges)
{
SkillDef grenadeDef = SkillDef.CreateInstance<SkillDef>();
Content.Content.entityStates.Add(typeof(ThrowGrenadeScepter));
grenadeDef.activationState = new SerializableEntityStateType(typeof(ThrowGrenadeScepter));
grenadeDef.activationStateMachineName = "Weapon";
grenadeDef.baseMaxStock = 2;
grenadeDef.baseRechargeInterval = 5f;
grenadeDef.beginSkillCooldownOnSkillEnd = false;
grenadeDef.canceledFromSprinting = false;
grenadeDef.dontAllowPastMaxStocks = true;
grenadeDef.forceSprintDuringState = false;
grenadeDef.fullRestockOnAssign = true;
grenadeDef.icon = Content.Assets.ScepterSkillIcons.CommandoGrenadeScepter;
grenadeDef.interruptPriority = InterruptPriority.PrioritySkill;
grenadeDef.isCombatSkill = true;
grenadeDef.keywordTokens = new string[] {};
grenadeDef.mustKeyPress = true;
grenadeDef.cancelSprintingOnActivation = true;
grenadeDef.rechargeStock = 1;
grenadeDef.requiredStock = 1;
grenadeDef.skillName = "GrenadeScepter";
grenadeDef.skillNameToken = "COMMANDO_SPECIAL_ALT1_SCEPTER_NAME_RISKYMOD";
grenadeDef.skillDescriptionToken = "COMMANDO_SPECIAL_ALT1_SCEPTER_DESCRIPTION_RISKYMOD";
grenadeDef.stockToConsume = 1;
Content.Content.skillDefs.Add(grenadeDef);
Skills.GrenadeScepter = grenadeDef;
}
}
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
private void SetupScepter()
{
if (suppressiveChanges)
{
AncientScepter.AncientScepterItem.instance.RegisterScepterSkill(Skills.BarrageScepter, "CommandoBody", Skills.Barrage);
}
if (grenadeChanges)
{
AncientScepter.AncientScepterItem.instance.RegisterScepterSkill(Skills.GrenadeScepter, "CommandoBody", Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/ThrowGrenade.asset").WaitForCompletion());
}
}
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
private void SetupScepterClassic()
{
if (suppressiveChanges)
{
ThinkInvisible.ClassicItems.Scepter.instance.RegisterScepterSkill(Skills.BarrageScepter, "CommandoBody", SkillSlot.Special, Skills.Barrage);
}
if (grenadeChanges)
{
ThinkInvisible.ClassicItems.Scepter.instance.RegisterScepterSkill(Skills.GrenadeScepter, "CommandoBody", SkillSlot.Special, Addressables.LoadAssetAsync<SkillDef>("RoR2/Base/Commando/ThrowGrenade.asset").WaitForCompletion());
}
}
private GameObject BuildGrenadeProjectile()
{
GameObject proj = LegacyResourcesAPI.Load<GameObject>("prefabs/projectiles/CommandoGrenadeProjectile").InstantiateClone("RiskyModFragProjectile", true);
DamageAPI.ModdedDamageTypeHolderComponent mdc = proj.AddComponent<DamageAPI.ModdedDamageTypeHolderComponent>();
mdc.Add(SharedDamageTypes.SweetSpotModifier);
ProjectileImpactExplosion pie = proj.GetComponent<ProjectileImpactExplosion>();
pie.destroyOnWorld = false;
pie.destroyOnEnemy = true;
pie.blastRadius = 12f;
if (grenadeRemoveFalloff)
{
pie.falloffModel = BlastAttack.FalloffModel.None;
}
else
{
pie.falloffModel = BlastAttack.FalloffModel.SweetSpot;
}
proj.AddComponent<GrenadeImpactComponent>();
Content.Content.projectilePrefabs.Add(proj);
return proj;
}
private GameObject BuildPhaseRoundProjectile()
{
GameObject proj = LegacyResourcesAPI.Load<GameObject>("prefabs/projectiles/fmjramping").InstantiateClone("RiskyModPhaseRound", true);
//Add Lightning
ProjectileProximityBeamController pbc = proj.GetComponent<ProjectileProximityBeamController>();
if (!pbc)
{
pbc = proj.AddComponent<ProjectileProximityBeamController>();
}
pbc.attackFireCount = 1;
pbc.attackInterval = 0.06f;
pbc.attackRange = 10f;
pbc.listClearInterval = 10f;
pbc.minAngleFilter = 0f;
pbc.maxAngleFilter = 180f;
pbc.procCoefficient = 0.5f;
pbc.damageCoefficient = 0.3333333333f;
pbc.bounces = 0;
pbc.lightningType = RoR2.Orbs.LightningOrb.LightningType.Ukulele;
//Prevents projectiles from disappearing at long range
ProjectileSimple ps = proj.GetComponent<ProjectileSimple>();
ps.lifetime = 10f;
ProjectileOverlapAttack poa = proj.GetComponent<ProjectileOverlapAttack>();
poa.onServerHit = null;
Content.Content.projectilePrefabs.Add(proj);
return proj;
}
}
public class Skills
{
public static SkillDef Barrage;
public static SkillDef BarrageScepter;
public static SkillDef GrenadeScepter;
}
}