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wasikuss committed Jan 17, 2023
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13 changes: 13 additions & 0 deletions .github/FUNDING.yml
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# These are supported funding model platforms

github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: wasikuss
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
3 changes: 3 additions & 0 deletions .gitignore
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.vscode
bin
obj
30 changes: 30 additions & 0 deletions CastleStory_MultiplayerPlusPlugin.csproj
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net35</TargetFramework>
<AssemblyName>CastleStory_MultiplayerPlusPlugin</AssemblyName>
<Description>CastleStory: Multiplayer+ Plugin</Description>
<Version>0.1.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
<CastleStoryManagedPath>PUT_HERE_PATH_TO_CASTLE_STORY_FOLDER/Castle Story_Data/Managed</CastleStoryManagedPath>
</PropertyGroup>

<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all" />
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="UnityEngine.Modules" Version="5.6.5" IncludeAssets="compile" />
<Reference Include="Assembly-CSharp">
<HintPath>$(CastleStoryManagedPath)/Assembly-CSharp-firstpass.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>$(CastleStoryManagedPath)/UnityEngine.Networking.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>

<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
</ItemGroup>
</Project>
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2022 wasikuss

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
6 changes: 6 additions & 0 deletions NuGet.Config
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageSources>
<add key="BepInEx" value="https://nuget.bepinex.dev/v3/index.json" />
</packageSources>
</configuration>
15 changes: 15 additions & 0 deletions README.md
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# CastleStory: Multiplayer+
This mod extends and adds multiplayer related features to the game.

## Features
### 1. 10-Players
By default mod changes number of players from 4 to 10. Only host is required to have it installed.
In future clients could also benefit from additional changes like proper size of lobby (currently game has it hardcoded to 4).

Vanilla game has some additional logic for multiplayer which mod keep unaltered:
- if there is more players than teams (again hardcoded to 4), they will be sharing the same bricktrons - all players in the same team are allies
- if there is more players than spawnpoints (map related setting), they will be sharing the same bricktrons and crystal
- if there is more players than colors (flags, map related setting), they can have the same color features but still be an enemy

Ass one thing is unrelated to map (teams), mod introduces custom command to lobby chat: `/teams`, which will assign separete team to each player.
It causes that players above team D (4th) will disappear from list, but will be still in lobby.
36 changes: 36 additions & 0 deletions src/Plugin.cs
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using System;

using BepInEx;
using HarmonyLib;
using BepInEx.Logging;


namespace CastleStory_MultiplayerPlusPlugin
{
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]

public class Plugin : BaseUnityPlugin
{
private static Plugin _instance;
public static Plugin Instance
{
get
{
if (_instance == null)
{
throw new InvalidOperationException();
}
return _instance;
}
}

public ManualLogSource Log { get { return Logger; } }

private void Awake()
{
_instance = this;

new Harmony("com.wasikuss.castlestory.multiplayerplus").PatchAll();
}
}
}
23 changes: 23 additions & 0 deletions src/patches/LobbyPlayerPatch.cs
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using HarmonyLib;
using Brix.Network;

namespace CastleStory_MultiplayerPlusPlugin
{
[HarmonyPatch(typeof(LobbyPlayer), nameof(LobbyPlayer.CmdSendChatMessage))]
public class LobbyPlayerPatch
{
static bool Prefix(LobbyPlayer __instance, string message)
{
if (__instance.hasAuthority && message.Equals("/teams"))
{
int team = 0;
UNetManager.instance.LobbyPlayerList.ForEach(delegate(LobbyPlayer lp)
{
lp.CallCmdSetTeam(team++);
});
return false;
}
return true;
}
}
}
42 changes: 42 additions & 0 deletions src/patches/UNetManagerPatch.cs
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using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;

using HarmonyLib;
using Brix.Network;

namespace CastleStory_MultiplayerPlusPlugin
{
[HarmonyPatch(typeof(UNetManager), nameof(UNetManager.Initialize))]
public class UNetManagerPatch
{
static void Postfix(UNetManager __instance)
{
__instance.maxConnections = 10;
__instance.maxPlayers = 10;
}

[HarmonyTranspiler]
[HarmonyPatch(nameof(UNetManager.StartHostMultiplayer))]
static IEnumerable<CodeInstruction> StartHostMultiplayerTranspiler(IEnumerable<CodeInstruction> instructions)
{
var codes = new List<CodeInstruction>(instructions);
for (var i = 0; i < codes.Count; i++)
{
if (codes[i].opcode == OpCodes.Ldc_I4_2)
{
if (codes[i + 1].opcode == OpCodes.Ldc_I4_4)
{
if (codes[i + 2].opcode == OpCodes.Call)
{
CastleStory_MultiplayerPlusPlugin.Plugin.Instance.Log.LogError("operand = " + codes[i + 2].operand.GetType());
codes[i + 1] = new CodeInstruction(OpCodes.Ldc_I4, 10);
}
}
}
}
return codes.AsEnumerable();
}
}
}

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