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PersistentStackTokens.cs
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PersistentStackTokens.cs
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using System;
using System.Collections.ObjectModel;
using System.Timers;
using BepInEx;
using RoR2;
using UnityEngine.Networking;
namespace MrTipson
{
[BepInPlugin("com.MrTipson.PersistentStackTokens", "Keep Bandit stack tokens between stages", "1.0.0")]
public class PersistentStackTokens : BaseUnityPlugin
{
// Keep track of the stack count for all players in the lobby (as the host)
private int[] stackCount;
private double multiplier;
private string config;
private Timer timer;
public void Awake()
{
// Save stack counts as stage ends
SceneExitController.onBeginExit += saveStackTokens;
// Apply saved counts as stage begins
Stage.onStageStartGlobal += waitForPlayers;
// Reset stack count when run starts
Run.onRunStartGlobal += resetSavedTokens;
// Read/write the config file
config = BepInEx.Paths.ConfigPath + "/PersistentStackTokens.cfg";
if (!(System.IO.File.Exists(config) && double.TryParse(System.IO.File.ReadAllText(config), out multiplier) && multiplier >= 0))
{
System.IO.File.WriteAllText(config, "1");
multiplier = 1;
}
// Initialize timer for checking CharacterBody objects
timer = new Timer(250);
timer.Elapsed += applySavedTokens;
}
private void saveStackTokens(SceneExitController exitController)
{
// We shouldnt try to do anything if we arent the host
if (!NetworkServer.active)
{
return;
}
ReadOnlyCollection<PlayerCharacterMasterController> players = PlayerCharacterMasterController.instances;
for (int i = 0; i < players.Count; i++)
{
if (players[i].master.hasBody)
{
CharacterBody body = players[i].master.GetBody();
stackCount[i] = (int)(body.GetBuffCount(RoR2Content.Buffs.BanditSkull) * multiplier);
}
}
}
private void waitForPlayers(Stage stage)
{
// We shouldnt try to do anything if we arent the host
// or in the outro
if (!NetworkServer.active || stage.sceneDef.cachedName == "outro")
{
return;
}
timer.Enabled = true;
}
private void applySavedTokens(Object source, System.Timers.ElapsedEventArgs e)
{
// This will stay in for now
Logger.LogInfo("Hello my name timer");
// Keep waiting for players to load
if(PlayerCharacterMasterController.instances.Count > PlayerCharacterMasterController.GetPlayersWithBodiesCount())
{
return;
}
// All players are loaded
// Stop the timer
timer.Enabled = false;
ReadOnlyCollection<PlayerCharacterMasterController> players = PlayerCharacterMasterController.instances;
for (int i = 0; i < players.Count; i++)
{
if (players[i].master.hasBody)
{
CharacterBody body = players[i].master.GetBody();
for (int j = 0; j < stackCount[i]; j++)
{
body.AddBuff(RoR2Content.Buffs.BanditSkull);
}
}
}
}
private void resetSavedTokens(Run run)
{
// We shouldnt try to do anything if we arent the host
if (!NetworkServer.active)
{
return;
}
stackCount = new int[PlayerCharacterMasterController.instances.Count];
}
}
}