using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using FurnitureScrapMultiplier.Extensions;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Unity.Netcode;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("Tomatobird.FurnitureScrapMultiplier")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+180c4947b952d361db186951b2b0b150d08f6ff4")]
[assembly: AssemblyProduct("FurnitureScrapMultiplier")]
[assembly: AssemblyTitle("Tomatobird.FurnitureScrapMultiplier")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
internal sealed class NullableContextAttribute : Attribute
{
public readonly byte Flag;
public NullableContextAttribute(byte P_0)
{
Flag = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace FurnitureScrapMultiplier
{
[BepInPlugin("Tomatobird.FurnitureScrapMultiplier", "FurnitureScrapMultiplier", "1.0.0")]
public class FurnitureScrapMultiplier : BaseUnityPlugin
{
internal static ConfigEntry<float> luckMultiplier;
internal static ConfigEntry<float> randomnessLowerBound;
internal static ConfigEntry<bool> multiplierRandomness;
internal static ConfigEntry<float> minimumMultiplier;
internal static float originalMultiplier;
public static FurnitureScrapMultiplier Instance { get; private set; }
internal static ManualLogSource Logger { get; private set; }
internal static Harmony? Harmony { get; set; }
private void Awake()
{
//IL_0062: Unknown result type (might be due to invalid IL or missing references)
//IL_006c: Expected O, but got Unknown
//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
//IL_00cd: Expected O, but got Unknown
Logger = ((BaseUnityPlugin)this).Logger;
Instance = this;
multiplierRandomness = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "MultiplierRandomness", true, "Should the luck multiplier be randomized?");
randomnessLowerBound = ((BaseUnityPlugin)this).Config.Bind<float>("General", "RandomnessLowerBound", 0.5f, new ConfigDescription("If MultiplierRandomness is enabled, what should the luck value be multiplied with for the lower bound to choose the scrap multiplier from? (0: select multiplier randomly from range of no multiplier to maximum with current furniture luck. 1: always maximum)", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 1f), Array.Empty<object>()));
luckMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("General", "LuckMultiplier", 4f, "How much should luck values be multiplied by for use in scrap amount multiplication?");
minimumMultiplier = ((BaseUnityPlugin)this).Config.Bind<float>("General", "MinimumMultiplier", 0.2f, new ConfigDescription("If lots of luck decreasing furniture is installed or LuckMultiplier is very high with only luck decreasing furniture out, the scrap amount will have a decreasing multiplier. Set the lower limit for the scrap amount multiplier. Setting it to 1 will disallow scrap amount decreasing multipliers.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 1f), Array.Empty<object>()));
Patch();
Logger.LogInfo((object)"Tomatobird.FurnitureScrapMultiplier v1.0.0 has loaded!");
}
internal static void Patch()
{
//IL_000d: Unknown result type (might be due to invalid IL or missing references)
//IL_0012: Unknown result type (might be due to invalid IL or missing references)
//IL_0018: Expected O, but got Unknown
if (Harmony == null)
{
Harmony = new Harmony("Tomatobird.FurnitureScrapMultiplier");
}
Logger.LogDebug((object)"Patching...");
Harmony.PatchAll();
Logger.LogDebug((object)"Finished patching!");
}
internal static void Unpatch()
{
Logger.LogDebug((object)"Unpatching...");
Harmony? harmony = Harmony;
if (harmony != null)
{
harmony.UnpatchSelf();
}
Logger.LogDebug((object)"Finished unpatching!");
}
}
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "Tomatobird.FurnitureScrapMultiplier";
public const string PLUGIN_NAME = "FurnitureScrapMultiplier";
public const string PLUGIN_VERSION = "1.0.0";
}
}
namespace FurnitureScrapMultiplier.Patches
{
[HarmonyPatch(typeof(RoundManager))]
internal class SpawnScrapInLevelPatcher
{
[HarmonyPatch("SpawnScrapInLevel")]
[HarmonyPrefix]
internal static void SpawnScrapInLevel_Prefix(RoundManager __instance)
{
if (((NetworkBehaviour)__instance).IsServer)
{
FurnitureScrapMultiplier.originalMultiplier = __instance.scrapAmountMultiplier;
FurnitureScrapMultiplier.Logger.LogDebug((object)$"ScrapAmountMultiplier before luck adjustment: {__instance.scrapAmountMultiplier}");
float num = CalculateLuckValue() * FurnitureScrapMultiplier.luckMultiplier.Value + 1f;
if (FurnitureScrapMultiplier.multiplierRandomness.Value)
{
Random random = new Random(StartOfRound.Instance.randomMapSeed + 1337);
float num2 = random.NextFloat(CalculateLowerBound(num), num);
FurnitureScrapMultiplier.Logger.LogDebug((object)$"Calculated luck value: {num}, Lower bound multiplier: {FurnitureScrapMultiplier.randomnessLowerBound.Value}");
__instance.scrapAmountMultiplier *= Mathf.Max(num2, FurnitureScrapMultiplier.minimumMultiplier.Value);
}
else
{
__instance.scrapAmountMultiplier *= Mathf.Max(num, FurnitureScrapMultiplier.minimumMultiplier.Value);
}
FurnitureScrapMultiplier.Logger.LogDebug((object)$"ScrapAmountMultiplier after luck adjustment: {__instance.scrapAmountMultiplier}");
}
}
internal static float CalculateLuckValue()
{
float num = 0f;
List<int> list = new List<int>();
AutoParentToShip[] array = Object.FindObjectsByType<AutoParentToShip>((FindObjectsSortMode)0);
for (int i = 0; i < array.Length; i++)
{
if (array[i].unlockableID != -1 && StartOfRound.Instance.unlockablesList.unlockables[array[i].unlockableID].spawnPrefab)
{
list.Add(array[i].unlockableID);
}
}
for (int j = 0; j < list.Count; j++)
{
if (list[j] > StartOfRound.Instance.unlockablesList.unlockables.Count)
{
FurnitureScrapMultiplier.Logger.LogWarning((object)$"'Lucky' furniture with id {list[j]} exceeded the unlockables list size; skipping");
}
num = Mathf.Clamp(num + StartOfRound.Instance.unlockablesList.unlockables[list[j]].luckValue, -0.5f, 1f);
}
FurnitureScrapMultiplier.Logger.LogDebug((object)$"Luck calculated: {num}");
return num;
}
internal static float CalculateLowerBound(float value)
{
float num = value - 1f;
num *= FurnitureScrapMultiplier.randomnessLowerBound.Value;
return num + 1f;
}
[HarmonyPatch("SpawnScrapInLevel")]
[HarmonyPostfix]
internal static void SpawnScrapInLevel_Postfix(RoundManager __instance)
{
if (((NetworkBehaviour)__instance).IsServer)
{
FurnitureScrapMultiplier.Logger.LogDebug((object)$"SpawnScrapInLevel is done. ScrapAmountMultiplier before reset: {__instance.scrapAmountMultiplier}");
__instance.scrapAmountMultiplier = FurnitureScrapMultiplier.originalMultiplier;
FurnitureScrapMultiplier.Logger.LogDebug((object)$"ScrapAmountMultiplier after reset: {__instance.scrapAmountMultiplier}");
}
}
}
}
namespace FurnitureScrapMultiplier.Extensions
{
public static class RandomExtensions
{
public static T NextEnum<T>(this Random random) where T : struct, Enum
{
Array values = Enum.GetValues(typeof(T));
return (T)values.GetValue(random.Next(values.Length));
}
public static T NextItem<T>(this Random random, List<T> collection)
{
int index = random.Next(collection.Count);
return collection[index];
}
public static T NextItem<T>(this Random random, T[] collection)
{
int num = random.Next(collection.Length);
return collection[num];
}
public static double NextDouble(this Random random, double min, double max)
{
return random.NextDouble() * (max - min) + min;
}
public static float NextFloat(this Random random, float min, float max)
{
return (float)random.NextDouble(min, max);
}
public static bool NextBool(this Random random)
{
return random.Next(2) == 0;
}
public static int NextSign(this Random random)
{
return random.NextBool() ? 1 : (-1);
}
public static Quaternion NextQuaternion(this Random random)
{
//IL_0031: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
//IL_0039: Unknown result type (might be due to invalid IL or missing references)
return Quaternion.Euler(random.NextFloat(0f, 360f), random.NextFloat(0f, 360f), random.NextFloat(0f, 360f));
}
}
}