mirror of
https://github.com/NuclearPowered/Reactor.git
synced 2026-10-19 15:51:54 +00:00
124 lines
4.9 KiB
C#
124 lines
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using BepInEx.Unity.IL2CPP;
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using Reactor.Patches;
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using Reactor.Utilities.Extensions;
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namespace Reactor.Utilities;
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/// <summary>
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/// Provides a way for mods to show their version information in-game.
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/// </summary>
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public static class ReactorCredits
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{
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private readonly struct ModIdentifier(string name, string version, Func<Location, bool>? shouldShow, bool isPreRelease)
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{
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private const string NormalColor = "#fff";
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private const string PreReleaseColor = "#f00";
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public string Name => name;
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public string Text { get; } = $"{name} {version}".EscapeRichText().Color(isPreRelease ? PreReleaseColor : NormalColor);
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public bool ShouldShow(Location location)
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{
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return shouldShow == AlwaysShow || shouldShow(location);
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}
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}
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private static readonly List<ModIdentifier> _modIdentifiers = [];
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/// <summary>
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/// Represents the location of where the credit is shown.
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/// </summary>
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public enum Location
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{
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/// <summary>
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/// In the main menu under Reactor/BepInEx versions.
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/// </summary>
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MainMenu,
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/// <summary>
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/// During game under the ping tracker.
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/// </summary>
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PingTracker,
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}
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/// <summary>
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/// A special value indicating a mod should always show.
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/// </summary>
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public const Func<Location, bool>? AlwaysShow = null;
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/// <summary>
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/// Registers a mod with the <see cref="ReactorCredits"/>, adding it to the list of mods that will be displayed.
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/// </summary>
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/// <param name="name">The user-friendly name of the mod. Can contain spaces or special characters.</param>
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/// <param name="version">The version of the mod.</param>
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/// <param name="isPreRelease">If this version is a development or beta version. If true, it will display the mod in red.</param>
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/// <param name="shouldShow">
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/// This function will be called every frame to determine if the mod should be displayed or not.
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/// This function should return false if your mod is currently disabled or has no effect on gameplay at the time.
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/// If you want the mod to be displayed at all times, you can set this parameter to <see cref="ReactorCredits.AlwaysShow"/>.
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/// </param>
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public static void Register(string name, string version, bool isPreRelease, Func<Location, bool>? shouldShow)
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{
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const int MaxLength = 60;
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if (name.Length + version.Length > MaxLength)
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{
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Error($"Not registering mod \"{name}\" with version \"{version}\" in {nameof(ReactorCredits)} because the combined length of the mod name and version is greater than {MaxLength} characters.");
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return;
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}
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if (_modIdentifiers.Any(m => m.Name == name))
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{
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Error($"Mod \"{name}\" is already registered in {nameof(ReactorCredits)}.");
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return;
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}
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_modIdentifiers.Add(new ModIdentifier(name, version, shouldShow, isPreRelease));
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_modIdentifiers.Sort((a, b) => string.Compare(a.Name, b.Name, StringComparison.Ordinal));
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if (!isPreRelease)
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{
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Info($"Mod \"{name}\" registered in {nameof(ReactorCredits)} with version {version}.");
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}
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else
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{
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Warning($"Mod \"{name}\" registered in {nameof(ReactorCredits)} with DEVELOPMENT/BETA version {version}.");
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}
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ReactorVersionShower.UpdateText();
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}
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/// <summary>
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/// Registers a mod with the <see cref="ReactorCredits"/>, adding it to the list of mods that will be displayed.
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/// </summary>
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/// <typeparam name="T">The BepInEx plugin type to get the name and version from.</typeparam>
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/// <param name="shouldShow"><inheritdoc cref="Register(string,string,bool,System.Func{Location,bool})" path="/param[@name='shouldShow']"/></param>
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public static void Register<T>(Func<Location, bool>? shouldShow) where T : BasePlugin
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{
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var pluginInfo = IL2CPPChainloader.Instance.Plugins.Values.SingleOrDefault(p => p.TypeName == typeof(T).FullName)
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?? throw new ArgumentException("Couldn't find the metadata for the provided plugin type", nameof(T));
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var metadata = pluginInfo.Metadata;
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Register(metadata.Name, metadata.Version.WithoutBuild().Clean(), metadata.Version.IsPreRelease, shouldShow);
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}
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internal static string? GetText(Location location)
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{
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var modTexts = _modIdentifiers.Where(m => m.ShouldShow(location)).Select(m => m.Text).ToArray();
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if (modTexts.Length == 0) return null;
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return location switch
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{
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Location.MainMenu => string.Join('\n', modTexts),
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Location.PingTracker => ("<space=3em>" + string.Join(", ", modTexts)).Size("50%").Align("center"),
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_ => throw new ArgumentOutOfRangeException(nameof(location), location, null),
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};
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}
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}
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