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using AnodyneSharp.Entities;
using AnodyneSharp.Registry;
using AnodyneSharp.States;
using AnodyneSharp;
using HarmonyLib;
using System.Reflection;
using AnodyneSharp.Drawing.Effects;
using AnodyneSharp.States.MainMenu;
using static AnodyneSharp.AnodyneGame;
using AnodyneSharp.Drawing;
using System.IO;
namespace AnodyneArchipelago.Patches
{
[HarmonyPatch(typeof(AnodyneGame), "Update")]
class GameUpdatePatch
{
static void Postfix()
{
if (Plugin.ArchipelagoManager != null)
{
Plugin.ArchipelagoManager.Update();
}
}
}
[HarmonyPatch(typeof(AnodyneGame), "SetState")]
class SetStatePatch
{
// Pretty much rewrite this whole method, so that we can swap out some states.
static bool Prefix(AnodyneGame __instance, GameState state)
{
foreach (IFullScreenEffect effect in GlobalState.AllEffects)
{
effect.Deactivate();
}
State new_state = CreateState(__instance, state);
if (new_state != null)
{
new_state.Create();
MethodInfo setStateMethod = typeof(AnodyneGame).GetMethod("SetState", BindingFlags.NonPublic | BindingFlags.Instance);
new_state.ChangeStateEvent = (ChangeState)setStateMethod.CreateDelegate(typeof(ChangeState), __instance);
}
FieldInfo stateField = typeof(AnodyneGame).GetField("_currentState", BindingFlags.NonPublic | BindingFlags.Instance);
stateField.SetValue(__instance, new_state);
return false;
}
static State CreateState(AnodyneGame __instance, GameState state)
{
switch (state)
{
case GameState.TitleScreen: return new TitleState();
case GameState.MainMenu: return new Menu.MenuState();
case GameState.Intro: return new IntroState();
case GameState.Game:
FieldInfo cameraField = typeof(AnodyneGame).GetField("_camera", BindingFlags.NonPublic | BindingFlags.Instance);
return new PlayState((Camera)cameraField.GetValue(__instance));
case GameState.Credits: return new CreditsState();
default: return null;
}
}
}
[HarmonyPatch(typeof(GlobalState.Save), nameof(GlobalState.Save.SaveTo))]
class SaveToPatch
{
static bool Prefix(GlobalState.Save __instance)
{
File.WriteAllText(string.Format("{0}Saves/Save_zzAP{1}_{2}.dat", GameConstants.SavePath, Plugin.ArchipelagoManager.GetSeed(), Plugin.ArchipelagoManager.GetPlayer()), __instance.ToString());
return false;
}
}
[HarmonyPatch(typeof(PlayState), nameof(PlayState.Create))]
class PlayStateCreatePatch
{
static void Prefix(PlayState __instance)
{
// Get player for later access.
FieldInfo playerField = typeof(PlayState).GetField("_player", BindingFlags.NonPublic | BindingFlags.Instance);
Plugin.Player = (Player)playerField.GetValue(__instance);
// Handle Red Grotto stuff.
GlobalState.events.SetEvent("red_cave_l_ss", 999);
GlobalState.events.SetEvent("red_cave_n_ss", 999);
GlobalState.events.SetEvent("red_cave_r_ss", 999);
}
}
}
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