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
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using System;
using System.Collections.Generic;
using HarmonyLib;
using UnityEngine;
namespace NecromancerTome
{
/// <summary>
/// "Пространственный браслет" (Spatial Bracelet) - dictated 2026-08-30, implemented same
/// day. See items.xml (braceletSpatialVault) for the item - both Action0 and Action1 use
/// Class="Eat" purely as a click-catcher (same trick as every other Harmony-driven item this
/// mod already has), distinguished here by ItemActionData.indexInEntityOfAction (0/1), the
/// same field SummonPatch.cs already uses to tell a summon book's summon-click from its
/// recall-click.
///
/// POWER ATTACK (index 1) - personal storage, size scaling with Necromancy skill level:
/// - XUiC_BagStorageWindowGroup.Open(xui, entity, bag, lootContainer, title, ...) is the
/// REAL API EntityDrone.openStorageWindow() itself calls to show the drone's own cargo
/// window (decompiled EntityDrone directly to find this, not guessed) - reused directly
/// rather than reinventing a storage UI. LootContainer.GetLootContainer("roboticDrone")
/// is the same display/behavior template the drone's own window uses too - "как у дрона"
/// taken literally, not just as a vague size comparison.
/// - Slot count = Mathf.RoundToInt(necromancyLevel / 10f), per the user's own exact formula
/// ("1*скилл_некроманта/10 округлённый до целого") - read live from
/// player.Progression.GetProgressionValue("craftingNecroNecromancy").Level (decompiled
/// EntityAlive/Progression/ProgressionValue directly to confirm this exact call shape,
/// not guessed) - the SAME skill the Knife's own damage already scales with (capped at
/// level 5000, one level per zombie kill - see buffs.xml/progression.xml), so this grows
/// at the same pace as every other kill-count-tied payoff in this mod. Below level 10
/// this rounds to 0 - deliberately left as-is, not special-cased away, matching the
/// Knife's own "0 at 0 kills is a feature, not a bug" precedent - a tooltip explains it
/// instead of silently opening a useless empty window.
/// - PERSISTENCE - the one thing NOT fully solved here, flagged rather than silently
/// assumed: the Bag backing each player's vault lives in a plain in-memory
/// Dictionary&lt;int, Bag&gt; in this file (PlayerVaults below), keyed by entityId. This
/// is reliable for as long as the game process keeps running (survives death/respawn/
/// relogging within one play session, confirmed by how a static field behaves) but has
/// NOT been wired into any save/load system - closing the game entirely and reloading the
/// save later will NOT bring the vault's contents back (no persistence file, no hook into
/// PersistentPlayerData or a world-save event). Building real cross-session persistence
/// (a custom save file + ModEvents.GameSave/Load hooks, or piggybacking on an owned
/// world entity the way the summoned pets do - unconfirmed whether THOSE actually survive
/// a full restart either) is real, separate follow-up work, not attempted here. Treat
/// this like a session-scoped stash until that's built and confirmed - don't rely on it
/// across game restarts yet.
///
/// REGULAR ATTACK (index 0) - knock back + slow whatever zombie the crosshair is aimed at:
/// - Same raycast mechanism HarmonySrc/ThiefLoopPatch.cs already established for
/// braceletThiefLoop (GetLookRay + Physics.Raycast + RootTransformRefEntity.
/// FindEntityUpwards) - reused verbatim, just resolving to EntityZombie instead of
/// EntityLootContainer.
/// - Slow: zombie.Buffs.AddBuff("buffInjurySlow") - the exact same vanilla debuff already
/// reused elsewhere in this mod (the Dog's own bite, necroMeleeHandZombieDog).
/// - Knockback: DELIBERATELY a straight Entity.SetPosition "shove" (same API
/// PetFollowPatch.cs already uses to reposition pets), NOT a physics/ragdoll impulse.
/// Found real candidates for "proper" knockback while researching this
/// (EntityAlive.DoRagdoll(in DamageResponse), DamageResponse.ImpulseScale/HitDirection),
/// but fully reverse-engineering how a real DamageResponse gets built and fed into that
/// during normal combat - all its other fields (Source, Strength, Stun, ArmorSlot, etc.)
/// - would have taken real additional decompilation with no guarantee of getting all the
/// coordinate/enum conventions right on the first try. A direct position shove is cruder
/// (no animation, the zombie just appears further away) but uses an API this exact file's
/// own family already relies on successfully - chosen for certainty over polish. Revisit
/// with DoRagdoll if the teleport-shove feels too crude in testing.
/// </summary>
[HarmonyPatch(typeof(ItemActionEat), "ExecuteAction")]
public static class Patch_ItemActionEat_ExecuteAction_SpatialVault
{
public const string ItemName = "braceletSpatialVault";
public const string NecromancySkillName = "craftingNecroNecromancy";
public const float MaxRange = 50f;
public const float ShoveDistance = 6f;
/// <summary>See the class-level comment above for exactly what this does and doesn't
/// guarantee - session-scoped only, not yet saved/loaded across game restarts.</summary>
public static readonly Dictionary<int, Bag> PlayerVaults = new Dictionary<int, Bag>();
public static bool Prefix(ItemActionData _actionData, bool _bReleased)
{
if (!_bReleased)
{
return true;
}
string itemName = _actionData?.invData?.itemValue?.ItemClass?.Name;
if (itemName != ItemName)
{
return true;
}
if (!(_actionData.invData.holdingEntity is EntityPlayerLocal player))
{
return true;
}
if (_actionData.indexInEntityOfAction == 1)
{
OpenVault(player);
}
// else: regular attack (index 0) deliberately does nothing, per direct user request
// 2026-08-30 ("пусть тогда обычная атака у пространственного браслета не делает
// ничего") after the knockback+slow version didn't visibly do anything in testing -
// rather than debug ShoveZombieAtCrosshair blind (kept below, unused, in case this
// gets revisited), just absorb the click silently.
// Skip ItemActionEat's own logic entirely - the click has been fully handled here.
return false;
}
public static void OpenVault(EntityPlayerLocal player)
{
ProgressionValue progressionValue = player.Progression?.GetProgressionValue(NecromancySkillName);
int level = progressionValue != null ? progressionValue.Level : 0;
int slotCount = Mathf.RoundToInt(level / 10f);
if (slotCount <= 0)
{
GameManager.ShowTooltip(player, "braceletSpatialVaultTooWeak");
return;
}
if (!PlayerVaults.TryGetValue(player.entityId, out Bag bag))
{
bag = new Bag(slotCount);
PlayerVaults[player.entityId] = bag;
}
else if (bag.SlotCount < slotCount)
{
// Grow, never shrink - the skill level only ever goes up, so this only ever
// copies existing stacks into a bigger array, same shape
// EntityLootContainer.SetContent itself uses when it needs to resize a bag.
ItemStack[] oldSlots = bag.GetSlots();
ItemStack[] newSlots = ItemStack.CreateArray(slotCount);
Array.Copy(oldSlots, newSlots, oldSlots.Length);
bag.SetSlots(newSlots);
}
Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " opened vault, " + slotCount + " slots (Necromancy level " + level + ")");
LocalPlayerUI playerUI = LocalPlayerUI.GetUIForPlayer(player);
XUiC_BagStorageWindowGroup.Open(playerUI.xui, player, bag, LootContainer.GetLootContainer("roboticDrone"), Localization.Get("braceletSpatialVaultWindowTitle"));
}
public static void ShoveZombieAtCrosshair(EntityPlayerLocal player)
{
Ray ray = player.GetLookRay();
if (!Physics.Raycast(ray, out RaycastHit hit, MaxRange))
{
GameManager.ShowTooltip(player, "braceletSpatialVaultNoTarget");
return;
}
Transform entityTransform = RootTransformRefEntity.FindEntityUpwards(hit.collider.transform);
Entity entity = entityTransform != null ? entityTransform.GetComponent<Entity>() : null;
if (!(entity is EntityZombie zombie) || zombie.IsDead())
{
GameManager.ShowTooltip(player, "braceletSpatialVaultNoTarget");
return;
}
zombie.Buffs?.AddBuff("buffInjurySlow");
Vector3 shoveDir = zombie.position - player.position;
shoveDir.y = 0f;
shoveDir = shoveDir.sqrMagnitude > 0.01f ? shoveDir.normalized : player.transform.forward;
Vector3 destination = zombie.position + shoveDir * ShoveDistance + Vector3.up * 1f;
zombie.SetPosition(destination, true);
player.PlayOneShot("swoosh");
Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " shoved zombie " + zombie.entityId);
}
}
}