Decompiled source of ForsakenPowerSelector v1.0.0

ForsakenPowerSelector.dll

Decompiled a week ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("ForsakenPowerSelector")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ForsakenPowerSelector")]
[assembly: AssemblyCopyright("Copyright ©  2026")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("6b4b04ca-6c8c-41d6-8027-c95a47fe727d")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyVersion("1.0.0.0")]
namespace ForsakenPowerSelector;

[BepInPlugin("com.custom.valheim.forsakenpowerselector", "Forsaken Power Selector", "1.0.0")]
public class ForsakenPowerSelectorPlugin : BaseUnityPlugin
{
	private struct PowerEntry
	{
		public string DisplayName;

		public string StatusEffectName;

		public string DefeatedKey;

		public PowerEntry(string displayName, string effectName, string defeatedKey)
		{
			DisplayName = displayName;
			StatusEffectName = effectName;
			DefeatedKey = defeatedKey;
		}
	}

	public const string ModGUID = "com.custom.valheim.forsakenpowerselector";

	public const string ModName = "Forsaken Power Selector";

	public const string ModVersion = "1.0.0";

	public static ConfigEntry<KeyCode> ToggleKey;

	private bool showMenu;

	private Rect windowRect = new Rect(60f, 60f, 260f, 200f);

	private static readonly List<PowerEntry> Powers = new List<PowerEntry>
	{
		new PowerEntry("Eikthyr", "GP_Eikthyr", "defeated_eikthyr"),
		new PowerEntry("The Elder", "GP_TheElder", "defeated_gdking"),
		new PowerEntry("Bonemass", "GP_Bonemass", "defeated_bonemass"),
		new PowerEntry("Moder", "GP_Moder", "defeated_dragon"),
		new PowerEntry("Yagluth", "GP_Yagluth", "defeated_goblinking"),
		new PowerEntry("The Queen", "GP_Queen", "defeated_queen"),
		new PowerEntry("Fader", "GP_Fader", "defeated_fader")
	};

	private void Awake()
	{
		ToggleKey = ((BaseUnityPlugin)this).Config.Bind<KeyCode>("General", "ToggleKey", (KeyCode)289, "Key to open the Forsaken Power selection panel.");
	}

	private void Update()
	{
		//IL_002d: Unknown result type (might be due to invalid IL or missing references)
		if ((Object)(object)Player.m_localPlayer == (Object)null || ((Character)Player.m_localPlayer).IsDead())
		{
			if (showMenu)
			{
				CloseMenu();
			}
			return;
		}
		if (Input.GetKeyDown(ToggleKey.Value))
		{
			showMenu = !showMenu;
			UpdateInputState(showMenu);
		}
		if (showMenu)
		{
			if (Input.GetKeyDown((KeyCode)27))
			{
				CloseMenu();
				return;
			}
			Cursor.lockState = (CursorLockMode)0;
			Cursor.visible = true;
		}
	}

	private void CloseMenu()
	{
		showMenu = false;
		UpdateInputState(open: false);
	}

	private void UpdateInputState(bool open)
	{
		Cursor.lockState = (CursorLockMode)(!open);
		Cursor.visible = open;
		if ((Object)(object)GameCamera.instance != (Object)null)
		{
			((Behaviour)GameCamera.instance).enabled = !open;
		}
	}

	private void OnGUI()
	{
		//IL_0034: Unknown result type (might be due to invalid IL or missing references)
		//IL_0045: Unknown result type (might be due to invalid IL or missing references)
		//IL_0051: Unknown result type (might be due to invalid IL or missing references)
		//IL_0080: Expected O, but got Unknown
		//IL_007b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0080: Unknown result type (might be due to invalid IL or missing references)
		if (showMenu && !((Object)(object)Player.m_localPlayer == (Object)null))
		{
			GUI.depth = -1000;
			GUI.backgroundColor = new Color(0.12f, 0.12f, 0.12f, 0.95f);
			windowRect = GUILayout.Window(994321, windowRect, new WindowFunction(DrawWindow), "Forsaken Powers", (GUILayoutOption[])(object)new GUILayoutOption[2]
			{
				GUILayout.Width(260f),
				GUILayout.Height(1f)
			});
		}
	}

	private void DrawWindow(int windowID)
	{
		//IL_001a: Unknown result type (might be due to invalid IL or missing references)
		GUI.DragWindow(new Rect(0f, 0f, ((Rect)(ref windowRect)).width, 25f));
		Player localPlayer = Player.m_localPlayer;
		string guardianPowerName = localPlayer.GetGuardianPowerName();
		string powerDisplayName = GetPowerDisplayName(guardianPowerName);
		GUILayout.Space(5f);
		GUILayout.Label("<b>Active:</b> " + powerDisplayName, Array.Empty<GUILayoutOption>());
		float guardianPowerCooldown = localPlayer.m_guardianPowerCooldown;
		if (guardianPowerCooldown > 0f)
		{
			int num = Mathf.FloorToInt(guardianPowerCooldown / 60f);
			int num2 = Mathf.FloorToInt(guardianPowerCooldown % 60f);
			GUILayout.Label($"<b>Cooldown:</b> {num:00}:{num2:00}", Array.Empty<GUILayoutOption>());
		}
		else
		{
			GUILayout.Label("<color=#7CFC00>Ready to use</color>", Array.Empty<GUILayoutOption>());
		}
		GUILayout.Space(8f);
		HashSet<string> allKnownDefeatedKeys = GetAllKnownDefeatedKeys();
		int num3 = 0;
		foreach (PowerEntry power in Powers)
		{
			if (allKnownDefeatedKeys.Contains(power.DefeatedKey.ToLower()))
			{
				num3++;
				bool num4 = guardianPowerName == power.StatusEffectName;
				GUI.enabled = !num4;
				if (GUILayout.Button(num4 ? (power.DisplayName + " (Active)") : power.DisplayName, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(30f) }))
				{
					SetGuardianPower(localPlayer, power.DisplayName, power.StatusEffectName);
					CloseMenu();
				}
			}
		}
		GUI.enabled = true;
		if (num3 == 0)
		{
			GUILayout.Label("<color=#FFA500>No defeated bosses unlocked yet.</color>", Array.Empty<GUILayoutOption>());
		}
		GUILayout.Space(8f);
		if (GUILayout.Button("Close", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(26f) }))
		{
			CloseMenu();
		}
	}

	private string GetPowerDisplayName(string statusEffectName)
	{
		if (string.IsNullOrEmpty(statusEffectName))
		{
			return "None";
		}
		foreach (PowerEntry power in Powers)
		{
			if (power.StatusEffectName == statusEffectName)
			{
				return power.DisplayName;
			}
		}
		return statusEffectName;
	}

	private HashSet<string> GetAllKnownDefeatedKeys()
	{
		HashSet<string> hashSet = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
		if ((Object)(object)ZoneSystem.instance != (Object)null)
		{
			List<string> globalKeys = ZoneSystem.instance.GetGlobalKeys();
			if (globalKeys != null)
			{
				foreach (string item in globalKeys)
				{
					hashSet.Add(item.ToLower());
				}
			}
			foreach (PowerEntry power in Powers)
			{
				if (ZoneSystem.instance.GetGlobalKey(power.DefeatedKey))
				{
					hashSet.Add(power.DefeatedKey.ToLower());
				}
			}
		}
		if ((Object)(object)Player.m_localPlayer != (Object)null)
		{
			foreach (PowerEntry power2 in Powers)
			{
				if (((Humanoid)Player.m_localPlayer).HaveUniqueKey(power2.DefeatedKey))
				{
					hashSet.Add(power2.DefeatedKey.ToLower());
				}
			}
		}
		return hashSet;
	}

	private void SetGuardianPower(Player player, string displayName, string statusEffectName)
	{
		player.SetGuardianPower(statusEffectName);
		((Character)player).Message((MessageType)2, "Forsaken Power set to: " + displayName, 0, (Sprite)null, false);
	}
}