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<Project Sdk="Microsoft.NET.Sdk"> | ||
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<PropertyGroup> | ||
<TargetFramework>net6.0</TargetFramework> | ||
<AssemblyName>DensityMod</AssemblyName> | ||
<Description>A mod by Nova to allow you to set the range of density allowed when generating a city</Description> | ||
<Version>1.4.0</Version> | ||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> | ||
<LangVersion>latest</LangVersion> | ||
<RestoreAdditionalProjectSources> | ||
https://api.nuget.org/v3/index.json; | ||
https://nuget.bepinex.dev/v3/index.json; | ||
https://nuget.samboy.dev/v3/index.json | ||
</RestoreAdditionalProjectSources> | ||
<RootNamespace>DensityMod</RootNamespace> | ||
</PropertyGroup> | ||
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<ItemGroup> | ||
<PackageReference Include="BepInEx.Unity.IL2CPP" Version="6.0.0-be.*" IncludeAssets="compile" /> | ||
<PackageReference Include="BepInEx.PluginInfoProps" Version="2.*" /> | ||
<PackageReference Include="Lib.Harmony" Version="2.0.0" /> | ||
</ItemGroup> | ||
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<PropertyGroup Label="BepInExPath"> | ||
<BepInExPath>C:\Users\Nova\AppData\Roaming\Thunderstore Mod Manager\DataFolder\ShadowsofDoubt\profiles\Default\BepInEx</BepInExPath> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="$(BepInExPath)/interop/*.dll"/> | ||
</ItemGroup> | ||
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<Target Name="PostBuild" AfterTargets="PostBuildEvent"> | ||
<Exec Command="copy /Y "$(TargetDir)$(TargetName).dll" "C:\Users\Nova\AppData\Roaming\Thunderstore Mod Manager\DataFolder\ShadowsofDoubt\profiles\Default\BepInEx\plugins\Nova-DensityMod\"" /> | ||
</Target> | ||
</Project> |
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using HarmonyLib; | ||
using System; | ||
using Il2CppSystem.Collections.Generic; | ||
using UnityEngine; | ||
using Il2CppSystem; | ||
using UnityEngine.Events; | ||
using UnityEngine.UI; | ||
using System.Globalization; | ||
using System.Text.RegularExpressions; | ||
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namespace DensityMod | ||
{ | ||
internal class DensityModHook{ | ||
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static public GameObject dropdownDenLow; | ||
static public GameObject dropdownDenHigh; | ||
static public GameObject dropdownValueLow; | ||
static public GameObject dropdownValueHigh; | ||
static public GameObject densityMenu; | ||
static public GameObject menuContainer; | ||
static public GameObject GenerateCityMenu; | ||
static public GameObject DensityModBtn; | ||
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//This is to convert the Density enum to a clean looking string | ||
static public string EnumToString<T>(T e) where T : System.Enum{ | ||
var s = e.ToString(); | ||
s = Regex.Replace(s, "(\\B[A-Z])", " $1"); | ||
s = new CultureInfo("en-US",false).TextInfo.ToTitleCase(s); | ||
return s; | ||
} | ||
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//Converts string into the Density Enum | ||
static public T StringToEnum<T>(string s) where T : System.Enum{ | ||
s = s.Substring(0,1).ToLower() + s.Substring(1).Replace(" ", ""); //Makes the first letter lowercase(Used in the case of veryHigh, as well as removing the space) | ||
return (T)System.Enum.Parse(typeof(T), s); | ||
} | ||
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//Update the city generation with the desired density values | ||
[HarmonyPatch(typeof(CityConstructor), "Update")] | ||
public class Citydata_PopulationMultiplier{ | ||
public static void Postfix(){ | ||
CityTile[] cityTile = Resources.FindObjectsOfTypeAll<CityTile>(); | ||
CityConstructor cityConstructor = Resources.FindObjectsOfTypeAll<CityConstructor>()[0]; | ||
//Gets the values from the config file and stores them in a Vector 2, because two ints would be too easy... and messy | ||
var DensityRange = new Vector2( | ||
(int)System.Enum.Parse(typeof(BuildingPreset.Density), DensityMod.DensityMinConfig.Value), | ||
(int)System.Enum.Parse(typeof(BuildingPreset.Density), DensityMod.DensityMaxConfig.Value)); | ||
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var ValueRange = new Vector2( | ||
(int)System.Enum.Parse(typeof(BuildingPreset.LandValue), DensityMod.LandValueMinConfig.Value), | ||
(int)System.Enum.Parse(typeof(BuildingPreset.LandValue), DensityMod.LandValueMaxConfig.Value)); | ||
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//Uses the valueRange and clamps the allowed density. This is done by treating the Enum as an int, since the values range from 0 - 3. | ||
if (cityConstructor.generateNew){ | ||
foreach(CityTile tile in cityTile){ | ||
if (tile.name == "CityTile") return;//This was used, because there seems to be a CityTile manager or something, so I didn't want to edit it(Also caused issues before) | ||
var d = (int)tile.density; | ||
d = (int)System.Math.Clamp(d,DensityRange.x, DensityRange.y); | ||
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var v = (int)tile.landValue; | ||
v = (int)System.Math.Clamp(v,ValueRange.x, ValueRange.y); | ||
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//Density Update | ||
tile.density = (BuildingPreset.Density)d; | ||
DensityMod.Logger.LogDebug($"{tile.name} density = {tile.density}"); | ||
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//Land Value update | ||
tile.landValue = (BuildingPreset.LandValue)v; | ||
DensityMod.Logger.LogDebug($"{tile.name} landValue = {tile.landValue}"); | ||
} | ||
} | ||
} | ||
} | ||
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//Simple function to close the Density menu | ||
static void CloseDensityMenu(){ | ||
densityMenu.SetActive(false); | ||
GenerateCityMenu.SetActive(true); | ||
} | ||
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//Simple function to open the Density menu(duh) | ||
static void OpenDensityMenu(){ | ||
densityMenu.SetActive(true); | ||
GenerateCityMenu.SetActive(false); | ||
} | ||
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//Creates the menu objects | ||
[HarmonyPatch(typeof(MainMenuController), "Start")] | ||
public class MainMenuController_Start{ | ||
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public static void Postfix(){ | ||
var inputTemplate = GameObject.Find("MenuCanvas").transform.Find("MainMenu/GenerateCityPanel/GenerateNewCityComponents/SizeDropdown").gameObject; | ||
GenerateCityMenu = GameObject.Find("MenuCanvas").transform.Find("MainMenu/GenerateCityPanel/").gameObject; | ||
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//Dropdown list of options. | ||
List<string> DensityOptions = new List<string>(); | ||
DensityOptions.Add("Low"); | ||
DensityOptions.Add("Medium"); | ||
DensityOptions.Add("High"); | ||
DensityOptions.Add("Very High"); | ||
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List<string> ValueOptions = new List<string>(); | ||
ValueOptions.Add("Very Low"); | ||
ValueOptions.Add("Low"); | ||
ValueOptions.Add("Medium"); | ||
ValueOptions.Add("High"); | ||
ValueOptions.Add("Very High"); | ||
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if (GenerateCityMenu != null){ | ||
//Generate a density menu, based on the Generate City menu already present | ||
densityMenu = GameObject.Instantiate(GenerateCityMenu.gameObject); | ||
densityMenu.name = "Density Menu"; | ||
densityMenu.transform.parent = GenerateCityMenu.transform.parent; | ||
densityMenu.transform.localPosition = new Vector3(0, -42, 0);//Set the localPosition to this, because when cloned it starts in an odd position. | ||
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//Finds the gameobject that holds the dropdowns | ||
menuContainer = densityMenu.transform.FindChild("GenerateNewCityComponents").gameObject; | ||
menuContainer.name = "DensitySettingsComponents"; | ||
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//Removes all elements currently present | ||
//Note: it was done in this way, because a while and foreach loop would fail. It seems when this is created, the data is static, | ||
// so when you remove Child(0), Child(1) does not become the new Child(0) as you would expect in Unity. | ||
for(int i = 0; i < menuContainer.transform.GetChildCount(); i++){ | ||
GameObject.Destroy(menuContainer.transform.GetChild(i).gameObject); | ||
} | ||
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//Removes one of the buttons from the menu, then changes the remaining one to be the done button | ||
GameObject.Destroy(densityMenu.transform.FindChild("ButtonArea").GetChild(0).gameObject); | ||
var doneButton = densityMenu.transform.FindChild("ButtonArea").GetChild(1).gameObject; | ||
doneButton.transform.parent = densityMenu.transform.FindChild("ButtonArea").transform; | ||
doneButton.GetComponent<Button>().onClick.AddListener((UnityAction)CloseDensityMenu); | ||
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//Grabs a template button, then adds it to the Generate City menu, then sets itself to be between the back and continue buttons | ||
var btnTemp = GenerateCityMenu.transform.Find("ButtonArea").GetChild(1); | ||
DensityModBtn = GameObject.Instantiate(btnTemp.gameObject); | ||
DensityModBtn.transform.parent = btnTemp.transform.parent; | ||
DensityModBtn.transform.SetSiblingIndex(1); | ||
DensityModBtn.GetComponent<Button>().onClick.AddListener((UnityAction)OpenDensityMenu); | ||
} | ||
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if (inputTemplate != null){ | ||
//Low Density dropdown | ||
var denLowChoice = EnumToString<BuildingPreset.Density>((BuildingPreset.Density)System.Enum.Parse(typeof(BuildingPreset.Density), DensityMod.DensityMinConfig.Value)); | ||
dropdownDenLow = createDropdown(inputTemplate.gameObject, "DensitydropdownLow", menuContainer.transform, DensityOptions, denLowChoice); | ||
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//High Density dropdown | ||
var denHighChoice = EnumToString<BuildingPreset.Density>((BuildingPreset.Density)System.Enum.Parse(typeof(BuildingPreset.Density), DensityMod.DensityMaxConfig.Value)); | ||
dropdownDenHigh = createDropdown(inputTemplate.gameObject, "DensitydropdownHigh", menuContainer.transform, DensityOptions, denHighChoice); | ||
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//Lowest Land Value dropdown | ||
var valueLowChoice = EnumToString<BuildingPreset.LandValue>((BuildingPreset.LandValue)System.Enum.Parse(typeof(BuildingPreset.LandValue), DensityMod.LandValueMinConfig.Value)); | ||
dropdownValueLow = createDropdown(inputTemplate.gameObject, "LandValueDropdownLow", menuContainer.transform, ValueOptions, valueLowChoice); | ||
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//Highest Land Value dropdown | ||
var valueHighChoice = EnumToString<BuildingPreset.LandValue>((BuildingPreset.LandValue)System.Enum.Parse(typeof(BuildingPreset.LandValue), DensityMod.LandValueMaxConfig.Value)); | ||
dropdownValueHigh = createDropdown(inputTemplate.gameObject, "LandValueDropdownHigh", menuContainer.transform, ValueOptions, valueHighChoice); | ||
} | ||
} | ||
} | ||
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static public GameObject createDropdown(GameObject _template, string _name, Transform _container, List<string> _options, string _selectedOption){ | ||
var final = GameObject.Instantiate(_template); | ||
final.gameObject.name = _name; | ||
final.transform.parent = _container; | ||
final.GetComponent<DropdownController>().AddOptions(_options, false); | ||
final.GetComponent<DropdownController>().SelectFromStaticOption(_selectedOption); | ||
return final; | ||
} | ||
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//Failsafe to force texts to be updated. For some reason doing so on creation doesn't seem to function as expected. | ||
[HarmonyPatch(typeof(MainMenuController), "Update")] | ||
public class MainMenuController_Update{ | ||
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public static void Postfix(){ | ||
if (dropdownDenLow != null){ | ||
//Lowest Density text | ||
if (dropdownDenLow.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text != "Lowest Density"){ | ||
dropdownDenLow.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text = "Lowest Density"; | ||
} | ||
//Highest Density text | ||
if (dropdownDenHigh.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text != "Highest Density"){ | ||
dropdownDenHigh.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text = "Highest Density"; | ||
} | ||
//Lowest Land Value text | ||
if (dropdownValueLow.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text != "Lowest Land Value"){ | ||
dropdownValueLow.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text = "Lowest Land Value"; | ||
} | ||
//Highest Land Value text | ||
if (dropdownValueHigh.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text != "Highest Land Value"){ | ||
dropdownValueHigh.transform.FindChild("LabelText").GetComponent<TMPro.TextMeshProUGUI>().text = "Highest Land Value"; | ||
} | ||
//Density Menu header title | ||
if (densityMenu.transform.FindChild("Header").FindChild("PanelTitle").GetComponent<TMPro.TextMeshProUGUI>().text != "Density Settings"){ | ||
densityMenu.transform.FindChild("Header").FindChild("PanelTitle").GetComponent<TMPro.TextMeshProUGUI>().text = "Density Settings"; | ||
} | ||
//Density Menu button text | ||
if (densityMenu.transform.FindChild("ButtonArea/Continue/Text").GetComponent<TMPro.TextMeshProUGUI>().text != "Done"){ | ||
densityMenu.transform.FindChild("ButtonArea/Continue/Text").GetComponent<TMPro.TextMeshProUGUI>().text = "Done"; | ||
} | ||
//Density Settings Button | ||
if (DensityModBtn.transform.FindChild("Text").GetComponent<TMPro.TextMeshProUGUI>().text != "Density Settings"){ | ||
DensityModBtn.transform.FindChild("Text").GetComponent<TMPro.TextMeshProUGUI>().text = "Density Settings"; | ||
} | ||
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} | ||
} | ||
} | ||
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[HarmonyPatch(typeof(DropdownController), "OnValueChange")] | ||
public class Dropdown_Update{ | ||
public static void Postfix(){ | ||
//Grabs the string from dropdown, then converts it to the specifed Enum used in the game | ||
BuildingPreset.Density enumDenLow = StringToEnum<BuildingPreset.Density>(dropdownDenLow.GetComponent<DropdownController>().GetCurrentSelectedStaticOption()); | ||
BuildingPreset.Density enumDenHigh = StringToEnum<BuildingPreset.Density>(dropdownDenHigh.GetComponent<DropdownController>().GetCurrentSelectedStaticOption()); | ||
BuildingPreset.LandValue enumLandLow = StringToEnum<BuildingPreset.LandValue>(dropdownValueLow.GetComponent<DropdownController>().GetCurrentSelectedStaticOption()); | ||
BuildingPreset.LandValue enumLandHigh = StringToEnum<BuildingPreset.LandValue>(dropdownValueHigh.GetComponent<DropdownController>().GetCurrentSelectedStaticOption()); | ||
//Had to mark the types from generic enum to a specific Enum, since the check below could not assume int from a generic Enum | ||
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//Prevents players from setting the highest densty allowed, to be less than the lowest density allowed. It would break the clamp, and my head | ||
if ((int)enumDenLow > (int)enumDenHigh){ | ||
enumDenHigh = enumDenLow; | ||
dropdownDenHigh.GetComponent<DropdownController>().SelectFromStaticOption(EnumToString(enumDenHigh)); | ||
} | ||
if ((int)enumLandLow > (int)enumLandHigh){ | ||
enumLandHigh = enumLandLow; | ||
dropdownDenHigh.GetComponent<DropdownController>().SelectFromStaticOption(EnumToString(enumLandHigh)); | ||
} | ||
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//Update the config files | ||
DensityMod.DensityMinConfig.BoxedValue = enumDenLow.ToString(); | ||
DensityMod.Logger.LogDebug($"Density Low Choice is: {dropdownDenLow.GetComponent<DropdownController>().GetCurrentSelectedStaticOption().ToString()}"); | ||
DensityMod.DensityMaxConfig.BoxedValue = enumDenHigh.ToString(); | ||
DensityMod.Logger.LogDebug($"Density High Choice is: {dropdownDenHigh.GetComponent<DropdownController>().GetCurrentSelectedStaticOption().ToString()}"); | ||
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//Land Value Config Update | ||
DensityMod.LandValueMinConfig.BoxedValue = enumLandLow.ToString(); | ||
DensityMod.Logger.LogDebug($"Land Value Low Choice is: {dropdownValueLow.GetComponent<DropdownController>().GetCurrentSelectedStaticOption().ToString()}"); | ||
DensityMod.LandValueMaxConfig.BoxedValue = enumLandHigh.ToString(); | ||
DensityMod.Logger.LogDebug($"Land Value High Choice is: {dropdownValueHigh.GetComponent<DropdownController>().GetCurrentSelectedStaticOption().ToString()}"); | ||
} | ||
} | ||
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} | ||
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} |
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