Книга некроманта 1.0 — первая публичная версия

Мод для 7 Days to Die 3.2: навык «Некромантия», растущий от счётчика убитых
зомби, тёмное оружие с шестью собственными модами, призывная нежить, пирамида
духов и сюжетный финал через Чёрный портал. Локализация на 13 языках.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MaNro5hAGTzcQ7rJNN2tCX
This commit is contained in:
Alex Cube
2026-09-09 21:13:03 +03:00
co-authored by Claude Opus 5
commit e8f064f5ec
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using HarmonyLib;
using UnityEngine;
namespace NecromancerTome
{
/// <summary>
/// "Кровь некроманта" (Necromancer's Blood) - dictated 2026-08-30. See items.xml
/// (resourceNecromancerBlood) for the item, recipes.xml for the base recipe (an empty jar,
/// like any other resource conversion). Two rules the user asked for have NO vanilla XML
/// equivalent at all, so both are enforced here instead:
/// 1. "нужна... наличие любого ножа" - a knife must be present (in the toolbelt or
/// backpack) to craft this, but is NOT consumed. recipes.xml has no "required but not
/// consumed" ingredient flag (confirmed - only `craft_tool="itemName"` exists for
/// something adjacent, but it takes exactly ONE item name, not "any item of a category",
/// and its actual runtime enforcement point wasn't confirmed by decompilation either -
/// not risking an untested mechanism for this).
/// 2. "При крафте нужно отнимать у персонажа 90% имеющегося ХП" - crafting this recipe
/// costs 90% of the player's CURRENT health. Recipes have no cost hook beyond their
/// ingredient list at all.
///
/// "любого ножа" (ANY knife) is detected via ItemClass.DisplayType == "meleeKnife" - decompiled
/// Data/Config/items.xml directly: every real vanilla knife (meleeWpnBladeT0BoneKnife,
/// meleeWpnBladeT1HuntingKnife, even meleeWpnBladeT3Machete) shares this exact DisplayType,
/// which is how the game itself categorizes "the knife family" in its own UI - a single,
/// reliable check instead of hand-maintaining a list of item names. necroWpnBladeNecroKnife
/// (Extends meleeWpnBladeT0BoneKnife, never overrides DisplayType) is covered by the same
/// check automatically.
///
/// PATCH POINTS - both on XUiC_RecipeStack, decompiled directly (not guessed):
/// - SetRecipe(...) Prefix: the earliest confirmed point a "craft this recipe" click reaches
/// (XUiC_CraftingQueue.AddRecipeToCraftAtIndex calls straight into this). Blocking here
/// (return false) stops the craft from ever starting - recipe/recipeCount never get set,
/// isCrafting never becomes true.
/// - outputStack() Prefix+Postfix (via __state): outputStack() is where the output item is
/// actually granted, once per queued unit - HP is only deducted when __result is true,
/// i.e. the item genuinely was produced this call, not on a failed/blocked attempt.
///
/// CAVEAT - not glossed over: decompiling XUiC_RecipeStack/XUiC_CraftingQueue/XUiM_Recipes did
/// NOT turn up the exact line that removes ingredients from the player's inventory (it happens
/// somewhere upstream of SetRecipe, in whatever UI code handles the actual "Craft" button click
/// - not found within reasonable search). XUiC_RecipeStack.HandleOnPress (the CANCEL button)
/// refunds ingredients, which proves they're already gone by the time SetRecipe runs - so if
/// SetRecipe's Prefix blocks a no-knife attempt, the jar may already be spent with nothing
/// granted back. Blocking at the earliest CONFIRMED point was judged better than not blocking
/// at all; a lost jar on a rare misclick is a minor rough edge, not a correctness bug. Revisit
/// if this turns out to happen often in practice.
/// </summary>
public static class NecromancerBloodPatch
{
public const string BloodItemName = "resourceNecromancerBlood";
public const float HealthCostFraction = 0.9f;
public static bool HasAnyKnife(EntityPlayerLocal player)
{
return ContainsKnife(player.inventory?.GetSlots()) || ContainsKnife(player.bag?.GetSlots());
}
private static bool ContainsKnife(ItemStack[] slots)
{
if (slots == null)
{
return false;
}
foreach (ItemStack stack in slots)
{
if (stack == null || stack.IsEmpty())
{
continue;
}
if (stack.itemValue?.ItemClass?.DisplayType == "meleeKnife")
{
return true;
}
}
return false;
}
}
[HarmonyPatch(typeof(XUiC_RecipeStack), "SetRecipe")]
public static class Patch_XUiC_RecipeStack_SetRecipe_NecromancerBlood
{
public static bool Prefix(XUiC_RecipeStack __instance, Recipe _recipe, bool recipeModification)
{
// recipeModification covers the "clear this slot" calls (ClearQueue/RefreshQueue/
// cancel) - never block those, only an actual attempt to start crafting our recipe.
if (recipeModification || _recipe == null || _recipe.GetName() != NecromancerBloodPatch.BloodItemName)
{
return true;
}
EntityPlayerLocal player = __instance.xui?.playerUI?.entityPlayer;
if (player == null)
{
return true;
}
if (!NecromancerBloodPatch.HasAnyKnife(player))
{
GameManager.ShowTooltip(player, "resourceNecromancerBloodNeedsKnife");
Debug.Log("[NecromancerTome] NecromancerBloodPatch: blocked craft (no knife present) for owner=" + player.entityId);
return false;
}
return true;
}
}
[HarmonyPatch(typeof(XUiC_RecipeStack), "outputStack")]
public static class Patch_XUiC_RecipeStack_outputStack_NecromancerBlood
{
public static void Prefix(XUiC_RecipeStack __instance, out EntityPlayerLocal __state)
{
__state = null;
if (__instance.recipe != null && __instance.recipe.GetName() == NecromancerBloodPatch.BloodItemName)
{
__state = __instance.xui?.playerUI?.entityPlayer;
}
}
public static void Postfix(bool __result, EntityPlayerLocal __state)
{
if (!__result || __state == null)
{
return;
}
// Deliberately not clamped to leave the player at least 1 HP - the user asked for a
// straight 90% cost, and a blood ritual that can genuinely kill you if you're already
// badly hurt fits the theme. AddHealth is the same safe, non-combat HP-modification
// API vanilla itself uses (decompiled EntityAlive.AddHealth) - not DamageEntity/
// DamageResponse, since this isn't damage from a source, it's a direct self-cost.
int amount = Mathf.RoundToInt(__state.Health * NecromancerBloodPatch.HealthCostFraction);
if (amount <= 0)
{
return;
}
__state.AddHealth(-amount);
Debug.Log("[NecromancerTome] NecromancerBloodPatch: crafted blood, deducted " + amount + " HP from owner=" + __state.entityId);
}
}
}