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622 lines (547 loc) · 23.9 KB
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using Rocket.Core.Logging;
using Rocket.Core.Plugins;
using SDG.Unturned;
using System;
using System.CodeDom;
using System.Reflection;
namespace ItemModifier
{
public class ItemModifier : RocketPlugin<ItemModifierConfiguration>
{
public static ItemModifier Instance;
internal static class Fields
{
internal static PropertyInfo ShouldDropOnDeath;
internal static FieldInfo Width;
internal static FieldInfo Height;
internal static FieldInfo Barricade_Health;
internal static FieldInfo Barricade_Explosion;
internal static FieldInfo Structure_Health;
internal static FieldInfo Structure_Explosion;
internal static FieldInfo Barrel_Braked;
internal static FieldInfo Barrel_Silenced;
internal static FieldInfo Barrel_Volume;
internal static FieldInfo Barrel_BallisticDrop;
internal static FieldInfo Clothing_Armor;
internal static FieldInfo Generator_Capacity;
internal static FieldInfo Generator_Burn;
}
protected override void Load()
{
Instance = this;
Log($"Item Modifier {Assembly.GetName().Version} by SilK updated by RestoreMonarchy");
Log("Loading item modifications...");
if (!Configuration.Instance.LoadAfterWorkshop || Level.isLoaded)
{
LoadItemModifications(0);
} else
{
Level.onPreLevelLoaded += LoadItemModifications;
}
}
protected override void Unload()
{
Level.onPreLevelLoaded -= LoadItemModifications;
}
private static void LoadItemModifications(int a)
{
Type type = typeof(ItemBagAsset);
Fields.Width = type.GetField("_width", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Height = type.GetField("_height", BindingFlags.NonPublic | BindingFlags.Instance);
type = typeof(ItemBarricadeAsset);
Fields.Barricade_Health = type.GetField("_health", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Barricade_Explosion = type.GetField("_explosion", BindingFlags.NonPublic | BindingFlags.Instance);
type = typeof(ItemStructureAsset);
Fields.Structure_Health = type.GetField("_health", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Structure_Explosion = type.GetField("_explosion", BindingFlags.NonPublic | BindingFlags.Instance);
type = typeof(ItemBarrelAsset);
Fields.Barrel_BallisticDrop = type.GetField("_ballisticDrop", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Barrel_Braked = type.GetField("_isBraked", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Barrel_Silenced = type.GetField("_isSilenced", BindingFlags.NonPublic | BindingFlags.Instance);
Fields.Barrel_Volume = type.GetField("_volume", BindingFlags.NonPublic | BindingFlags.Instance);
type = typeof(ItemClothingAsset);
Fields.Clothing_Armor = type.GetField("_armor", BindingFlags.NonPublic | BindingFlags.Instance);
type = typeof(ItemGeneratorAsset);
Fields.Generator_Capacity = type.GetField("_capacity", BindingFlags.Instance | BindingFlags.NonPublic);
Fields.Generator_Burn = type.GetField("_burn", BindingFlags.Instance | BindingFlags.NonPublic);
type = typeof(ItemAsset);
Fields.ShouldDropOnDeath = type.GetProperty("shouldDropOnDeath", BindingFlags.Instance | BindingFlags.Public);
foreach (ItemModification modification in Instance.Configuration.Instance.Items)
{
Modify(modification);
}
}
internal static void Modify(ItemModification modification)
{
ItemAsset asset = (ItemAsset)Assets.find(EAssetType.ITEM, modification.ID);
if (asset == null)
{
LogError("Item ID {0} is invalid.", modification.ID);
return;
}
if (asset.isPro)
{
LogError("Item ID {0} is a cosmetic.", modification.ID);
return;
}
if (modification.ShouldDropOnDeath.HasValue)
{
SetShouldDropOnDeath(asset, modification.ShouldDropOnDeath.Value);
}
if (modification.Height.HasValue || modification.Width.HasValue)
{
if (asset is ItemBagAsset)
{
ItemBagAsset bagAsset = asset as ItemBagAsset;
if (modification.Width.HasValue) SetWidth(bagAsset, modification.Width.Value);
if (modification.Height.HasValue) SetHeight(bagAsset, modification.Height.Value);
}
else
{
LogError("Item ID {0} isn't a clothing item with storage.", modification.ID);
}
}
if (modification.Health.HasValue)
{
if (asset is ItemBarricadeAsset)
{
SetHealth(asset as ItemBarricadeAsset, modification.Health.Value);
}
else if (asset is ItemStructureAsset)
{
SetHealth(asset as ItemStructureAsset, modification.Health.Value);
}
else
{
LogError("Item ID {0} isn't a structure or barricade.", modification.ID);
}
}
if (modification.PlayerDamage.HasValue ||
modification.PlayerLegMultiplier.HasValue ||
modification.PlayerArmMultiplier.HasValue ||
modification.PlayerSpineMultiplier.HasValue ||
modification.PlayerSkullMultiplier.HasValue ||
modification.ZombieDamage.HasValue ||
modification.ZombieLegMultiplier.HasValue ||
modification.ZombieArmMultiplier.HasValue ||
modification.ZombieSpineMultiplier.HasValue ||
modification.ZombieSkullMultiplier.HasValue ||
modification.AnimalDamage.HasValue ||
modification.AnimalLegMultiplier.HasValue ||
modification.AnimalSpineMultiplier.HasValue ||
modification.AnimalSkullMultiplier.HasValue ||
modification.BarricadeDamage.HasValue ||
modification.StructureDamage.HasValue ||
modification.VehicleDamage.HasValue ||
modification.ResourceDamage.HasValue ||
modification.ObjectDamage.HasValue ||
modification.Invulnerable.HasValue) // Isn't this pretty? RE: epik
{
if (asset is ItemWeaponAsset)
{
ItemWeaponAsset weaponAsset = asset as ItemWeaponAsset;
if (modification.PlayerDamage.HasValue) SetPlayerDamage(weaponAsset, modification.PlayerDamage.Value);
if (modification.PlayerLegMultiplier.HasValue) SetPlayerLegMultiplier(weaponAsset, modification.PlayerLegMultiplier.Value);
if (modification.PlayerArmMultiplier.HasValue) SetPlayerArmMultiplier(weaponAsset, modification.PlayerArmMultiplier.Value);
if (modification.PlayerSpineMultiplier.HasValue) SetPlayerSpineMultiplier(weaponAsset, modification.PlayerSpineMultiplier.Value);
if (modification.PlayerSkullMultiplier.HasValue) SetPlayerSkullMultiplier(weaponAsset, modification.PlayerSkullMultiplier.Value);
if (modification.ZombieDamage.HasValue) SetZombieDamage(weaponAsset, modification.ZombieDamage.Value);
if (modification.ZombieLegMultiplier.HasValue) SetZombieLegMultiplier(weaponAsset, modification.ZombieLegMultiplier.Value);
if (modification.ZombieArmMultiplier.HasValue) SetZombieArmMultiplier(weaponAsset, modification.ZombieArmMultiplier.Value);
if (modification.ZombieSpineMultiplier.HasValue) SetZombieSpineMultiplier(weaponAsset, modification.ZombieSpineMultiplier.Value);
if (modification.ZombieSkullMultiplier.HasValue) SetZombieSkullMultiplier(weaponAsset, modification.ZombieSkullMultiplier.Value);
if (modification.AnimalDamage.HasValue) SetAnimalDamage(weaponAsset, modification.AnimalDamage.Value);
if (modification.AnimalLegMultiplier.HasValue) SetAnimalLegMultiplier(weaponAsset, modification.AnimalLegMultiplier.Value);
if (modification.AnimalSpineMultiplier.HasValue) SetAnimalSpineMultiplier(weaponAsset, modification.AnimalSpineMultiplier.Value);
if (modification.AnimalSkullMultiplier.HasValue) SetAnimalSkullMultiplier(weaponAsset, modification.AnimalSkullMultiplier.Value);
if (modification.BarricadeDamage.HasValue) SetBarricadeDamage(weaponAsset, modification.BarricadeDamage.Value);
if (modification.StructureDamage.HasValue) SetStructureDamage(weaponAsset, modification.StructureDamage.Value);
if (modification.VehicleDamage.HasValue) SetVehicleDamage(weaponAsset, modification.VehicleDamage.Value);
if (modification.ResourceDamage.HasValue) SetResourceDamage(weaponAsset, modification.ResourceDamage.Value);
if (modification.ObjectDamage.HasValue) SetObjectDamage(weaponAsset, modification.ObjectDamage.Value);
if (modification.Invulnerable.HasValue) SetIsInvulnerable(weaponAsset, modification.Invulnerable.Value);
}
else
{
LogError("Item ID {0} isn't a weapon.", modification.ID);
}
}
if (modification.Caliber.HasValue ||
modification.Range.HasValue ||
modification.SpreadAim.HasValue ||
modification.SpreadHip.HasValue ||
modification.Muzzle.HasValue)
{
if (asset is ItemWeaponAsset)
{
ItemGunAsset gunAsset = asset as ItemGunAsset;
if (modification.Caliber.HasValue) SetCaliber(gunAsset, modification.Caliber.Value);
if (modification.Range.HasValue) SetRange(gunAsset, modification.Range.Value);
if (modification.SpreadAim.HasValue) SetSpreadAim(gunAsset, modification.SpreadAim.Value);
if (modification.SpreadHip.HasValue) SetSpreadHip(gunAsset, modification.SpreadHip.Value);
if (modification.Muzzle.HasValue) SetMuzzle(gunAsset, modification.Muzzle.Value);
}
else
{
LogError("Item ID {0} isn't a gun.", modification.ID);
}
}
if (modification.Explosion.HasValue)
{
if (asset is ItemStructureAsset)
{
SetExplosion(asset as ItemStructureAsset, modification.Explosion.Value);
}
else if (asset is ItemBarricadeAsset)
{
SetExplosion(asset as ItemBarricadeAsset, modification.Explosion.Value);
}
else if (asset is ItemGunAsset)
{
SetExplosion(asset as ItemGunAsset, modification.Explosion.Value);
}
else
{
LogError("Item ID {0} doesn't have an explosion tag.");
}
}
if (modification.BallisticDrop.HasValue ||
modification.Braked.HasValue ||
modification.Silenced.HasValue ||
modification.Volume.HasValue)
{
if (asset is ItemBarrelAsset)
{
ItemBarrelAsset barrelAsset = asset as ItemBarrelAsset;
if (modification.BallisticDrop.HasValue) SetBallisticDrop(barrelAsset, modification.BallisticDrop.Value);
if (modification.Braked.HasValue) SetIsBraked(barrelAsset, modification.Braked.Value);
if (modification.Silenced.HasValue) SetIsSilenced(barrelAsset, modification.Silenced.Value);
if (modification.Volume.HasValue) SetVolume(barrelAsset, modification.Volume.Value);
}
else
{
LogError("Item ID {0} isn't a barrel.");
}
}
if (modification.Armor.HasValue)
{
if (asset is ItemClothingAsset)
{
ItemClothingAsset clothingAsset = asset as ItemClothingAsset;
if (modification.Armor.HasValue) SetArmor(clothingAsset, modification.Armor.Value);
} else
{
LogError("Item ID {0} isn't a clothing.");
}
}
if (modification.GeneratorCapacity.HasValue ||
modification.GeneratorBurn.HasValue)
{
if (asset is ItemGeneratorAsset)
{
ItemGeneratorAsset generatorAsset = asset as ItemGeneratorAsset;
if (modification.GeneratorCapacity.HasValue) SetGeneratorCapacity(generatorAsset, modification.GeneratorCapacity.Value);
if (modification.GeneratorBurn.HasValue) SetGeneratorBurn(generatorAsset, modification.GeneratorBurn.Value);
}
else
{
LogError("Item ID {0} isn't a generator.");
}
}
}
#region Item
public static bool SetShouldDropOnDeath(ItemAsset asset, bool value)
{
if (Fields.ShouldDropOnDeath == null)
{
LogError("Setting shouldDropOnDeath of Item ID {0}", asset.id);
return false;
}
Fields.ShouldDropOnDeath.SetValue(asset, value);
return true;
}
#endregion
#region Bag
public static bool SetWidth(ItemBagAsset asset, byte width)
{
if (Fields.Width == null)
{
LogError("Setting width of Item ID {0}", asset.id);
return false;
}
Fields.Width.SetValue(asset, width);
return true;
}
public static bool SetHeight(ItemBagAsset asset, byte height)
{
if (Fields.Height == null)
{
LogError("Setting height of Item ID {0}", asset.id);
return false;
}
Fields.Height.SetValue(asset, height);
return true;
}
#endregion
#region Barricade/Structure
public static bool SetHealth(ItemBarricadeAsset asset, ushort health)
{
if (Fields.Barricade_Health == null)
{
LogError("Setting health of Item ID {0}", asset.id);
return false;
}
Fields.Barricade_Health.SetValue(asset, health);
return true;
}
public static bool SetExplosion(ItemBarricadeAsset asset, ushort explosion)
{
if (Fields.Barricade_Explosion == null)
{
LogError("Setting explosion of Item ID {0}", asset.id);
return false;
}
Fields.Barricade_Explosion.SetValue(asset, explosion);
return true;
}
public static bool SetHealth(ItemStructureAsset asset, ushort health)
{
if (Fields.Structure_Health == null)
{
LogError("Setting health of Item ID {0}", asset.id);
return false;
}
Fields.Structure_Health.SetValue(asset, health);
return true;
}
public static bool SetExplosion(ItemStructureAsset asset, ushort explosion)
{
if (Fields.Structure_Explosion == null)
{
LogError("Setting explosion of Item ID {0}", asset.id);
return false;
}
Fields.Structure_Explosion.SetValue(asset, explosion);
return true;
}
#endregion
#region Weapon
public static bool SetPlayerDamage(ItemWeaponAsset asset, float damage)
{
asset.playerDamageMultiplier.damage = damage;
return true;
}
public static bool SetPlayerLegMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.playerDamageMultiplier.leg = multiplier;
return true;
}
public static bool SetPlayerArmMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.playerDamageMultiplier.arm = multiplier;
return true;
}
public static bool SetPlayerSpineMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.playerDamageMultiplier.spine = multiplier;
return true;
}
public static bool SetPlayerSkullMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.playerDamageMultiplier.skull = multiplier;
return true;
}
public static bool SetZombieDamage(ItemWeaponAsset asset, float damage)
{
asset.zombieDamageMultiplier.damage = damage;
return true;
}
public static bool SetZombieLegMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.zombieDamageMultiplier.leg = multiplier;
return true;
}
public static bool SetZombieArmMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.zombieDamageMultiplier.arm = multiplier;
return true;
}
public static bool SetZombieSpineMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.zombieDamageMultiplier.spine = multiplier;
return true;
}
public static bool SetZombieSkullMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.zombieDamageMultiplier.skull = multiplier;
return true;
}
public static bool SetAnimalDamage(ItemWeaponAsset asset, float damage)
{
asset.animalDamageMultiplier.damage = damage;
return true;
}
public static bool SetAnimalLegMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.animalDamageMultiplier.leg = multiplier;
return true;
}
public static bool SetAnimalSpineMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.animalDamageMultiplier.spine = multiplier;
return true;
}
public static bool SetAnimalSkullMultiplier(ItemWeaponAsset asset, float multiplier)
{
asset.animalDamageMultiplier.skull = multiplier;
return true;
}
public static bool SetBarricadeDamage(ItemWeaponAsset asset, float damage)
{
asset.barricadeDamage = damage;
return true;
}
public static bool SetStructureDamage(ItemWeaponAsset asset, float damage)
{
asset.structureDamage = damage;
return true;
}
public static bool SetVehicleDamage(ItemWeaponAsset asset, float damage)
{
asset.vehicleDamage = damage;
return true;
}
public static bool SetResourceDamage(ItemWeaponAsset asset, float damage)
{
asset.resourceDamage = damage;
return true;
}
public static bool SetObjectDamage(ItemWeaponAsset asset, float damage)
{
asset.objectDamage = damage;
return true;
}
public static bool SetIsInvulnerable(ItemWeaponAsset asset, bool isInvulnerable)
{
asset.isInvulnerable = isInvulnerable;
return true;
}
#endregion
#region Guns
public static bool SetCaliber(ItemGunAsset asset, ushort caliber)
{
asset.barrelID = caliber;
return true;
}
public static bool SetRange(ItemGunAsset asset, float range)
{
asset.range = range;
return true;
}
public static bool SetSpreadAim(ItemGunAsset asset, float spread)
{
asset.spreadAim = spread;
return true;
}
public static bool SetSpreadHip(ItemGunAsset asset, float spread)
{
asset.spreadHip = spread;
return true;
}
public static bool SetMuzzle(ItemGunAsset asset, ushort muzzle)
{
asset.muzzle = muzzle;
return true;
}
public static bool SetExplosion(ItemGunAsset asset, ushort explosion)
{
asset.explosion = explosion;
return true;
}
#endregion
#region Barrels
public static bool SetBallisticDrop(ItemBarrelAsset asset, float ballisticDrop)
{
if (Fields.Barrel_BallisticDrop == null)
{
LogError("Setting ballistic drop of Item ID {0}", asset.id);
return false;
}
Fields.Barrel_BallisticDrop.SetValue(asset, ballisticDrop);
return true;
}
public static bool SetIsBraked(ItemBarrelAsset asset, bool isBraked)
{
if (Fields.Barrel_Braked == null)
{
LogError("Setting is braked of Item ID {0}", asset.id);
return false;
}
Fields.Barrel_Braked.SetValue(asset, isBraked);
return true;
}
public static bool SetIsSilenced(ItemBarrelAsset asset, bool isSilenced)
{
if (Fields.Barrel_Silenced == null)
{
LogError("Setting is silenced of Item ID {0}", asset.id);
return false;
}
Fields.Barrel_Silenced.SetValue(asset, isSilenced);
return true;
}
public static bool SetVolume(ItemBarrelAsset asset, float volume)
{
if (Fields.Barrel_Volume == null)
{
LogError("Setting volume of Item ID {0}", asset.id);
return true;
}
Fields.Barrel_Volume.SetValue(asset, volume);
return true;
}
#endregion
#region Clothing
public static bool SetArmor(ItemClothingAsset asset, float armor)
{
if (Fields.Clothing_Armor == null)
{
LogError("Setting armor of Item ID {0}", asset.id);
return false;
}
Fields.Clothing_Armor.SetValue(asset, armor);
return true;
}
#endregion
#region Generators
public static bool SetGeneratorCapacity(ItemGeneratorAsset asset, ushort capacity)
{
if (Fields.Generator_Capacity == null)
{
LogError("Setting generator capacity of Item ID {0}", asset.id);
return false;
}
Fields.Generator_Capacity.SetValue(asset, capacity);
return true;
}
public static bool SetGeneratorBurn(ItemGeneratorAsset asset, float burn)
{
if (Fields.Generator_Burn == null)
{
LogError("Setting generator burn of Item ID {0}", asset.id);
return false;
}
Fields.Generator_Burn.SetValue(asset, burn);
return true;
}
#endregion
internal static void Log(string format, params object[] parameters)
{
Logger.Log(string.Format(format, parameters), ConsoleColor.Green);
}
internal static void LogError(string format, params object[] parameters)
{
Logger.Log("Error: " + string.Format(format, parameters), ConsoleColor.Red);
}
}
}