5 Commits
Author SHA1 Message Date
AlexCubeandClaude Opus 5 4801341676 Версия 1.0.1
Номер выбран под то, что видят игроки: на Nexus опубликована 1.0, а 2.0.0
в ModInfo проставлялась для внутренней работы и наружу не выходила.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
2026-09-13 19:55:50 +03:00
AlexCubeandClaude Opus 5 29431990f6 Хранилище браслета переживает перезапуск; торговцы чёрно-белые
Исправляет первый баг-репорт мода на Nexus (youkia96581, 11.09.2026):
"Items stored in the space bracelet will disappear after leaving the game
and going online again". Причина была записана в коде как нерешённая:
PlayerVaults - обычный статический Dictionary, save/load не существовало.

ХРАНИЛИЩЕ ТЕПЕРЬ ЖИВЁТ В PlayerDataFile, рядом с рюкзаком игрока. Так
решено после вопроса пользователя "почему не сделать принцип как у ящика?":
ящик хранит вещи тем, что они лежат в чанке (у TileEntity единственный
конструктор TileEntity(Chunk)), а браслету нужен был дом в чём-то, что
движок и так сохраняет. Четыре постфикса - FromPlayer/Write/Read/ToPlayer,
блоб с магией "NECROVLT" и явной длиной дописывается после всего
ванильного. Байтовая часть - в сателлитной сборке: PooledBinaryWriter.Write
не резолвится из основного проекта (CS7069), как и у PyramidWardWriteHelper.

Два дефекта, найденные и убитые по дороге живыми тестами:

1. ModEvents.WorldShuttingDown приходит ПЕРЕД финальным сохранением игрока
   (GameManager.SaveAndCleanupWorld: событие на IL_0026, SaveLocalPlayerData
   на IL_00c4). Обработчик, чистивший там кэш, затирал хранилище на каждом
   корректном выходе. Обработчик убран; свежесть решает авторитетность
   ToPlayer, а не таймер.
2. Пустой сессионный кэш трактовался как "хранилища нет" и записывался
   поверх настоящего. Путь восстановления имеет право не сработать, удалять
   он права не имеет - добавлена страховка LastLoadedVault.

Проверено в игре: положил -> вышел -> запустил заново -> вещи на месте,
блоб на 54 байта сверен в .ttp побайтово.

ТОРГОВЦЫ (npcTraderJoel/Rekt/Bob/Hugh/Jen) - чёрно-белые. Шейдер НЕ
подменяется: материал клонируется со своим шейдером, меняется только
текстура альбедо на обесцвеченную копию, так что свет, нормали и скиннинг
остаются движковыми. Альбедо ищется обходом свойств шейдера, а не по имени:
тело - Game/Character/_Albedo, волосы - Game/Autodesk/_MainTex. Плюс 1%
прозрачности с сохранением _ZWrite. Опрос раз в 2 с, потому что торговцы
стримятся на подходе, а Джен собирается в рантайме.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
2026-09-13 19:54:48 +03:00
AlexCubeandClaude Opus 5 a5f8592903 Пространственный браслет: 4 слота под модификации
Сами моды будут позже. Схема списана с Ножа некроманта: тег noMods
отсекает все ванильные моды, тег necroBracelet зарезервирован под будущие
свои. canHaveCosmetic намеренно не добавлен - именно он создаёт слот под
краски.

У effect_group НЕТ tiered="false", и это главное: ItemClass.HasQuality -
это Effects.IsOwnerTiered(), а ItemValue.FireEvent выходит по
if (!HasQuality) return; ДО обхода Modifications[]. На нетированном
предмете слоты появились бы, моды вставлялись бы, и ни один
triggered_effect внутри них не сработал бы. Качество при этом не
показывается: ShowQuality по умолчанию false и намеренно не задан.

Старый браслет из сейва слотов не получит - размер Modifications[]
фиксируется при создании предмета.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
2026-09-13 19:54:22 +03:00
AlexCubeandClaude Opus 5 ccf58a2ec8 "Могильный покой": термозащита 5 -> 50
Прямое указание пользователя. Единица здесь - градусы сдвига уличной
температуры к комфортным 70, а не проценты, и в PlayerEntityStats стоит
min/max-ограничение: с 50 любая температура в пределах 50 градусов от 70
подтягивается к 70 целиком. То есть примерно от 20 до 120 по шкале игры
это полный иммунитет, а не "сильная защита". Прежние 5 были уровнем одной
детали брони с T3-подкладкой.

Описание в Localization.csv править не потребовалось: там "strong
protection from both freezing and heat" без конкретных цифр.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
2026-09-13 19:54:22 +03:00
AlexCubeandClaude Opus 5 a645c53ff3 Пространственный браслет: в руке пусто, блочный хват
Свёрток-«коробочка на бечёвке» (parcelGenericPrefab + HoldType=31,
унаследованные от Петли вора) для браслета выглядел нелепо. Теперь в
руке не видно ничего, только кулак, повёрнутый вниз.

Связка списана с ванильного vehicleMinibikePlaceable (items.xml:13385),
где те же две строки стоят подряд: HoldType="7" + HoldingItemHidden="true".

Найдено декомпиляцией Assembly-CSharp 3.2.0 через Mono.Cecil, который
лежит прямо в игре (Mods/0_TFP_Harmony/Mono.Cecil.dll):

- HoldType=7 - это и есть блочный хват: его ставит ItemClassBlock..ctor,
  а в blocks.xml свойство HoldType не встречается ни разу, то есть каждый
  блок в игре держится именно этим значением. Костет - это 70, запасной
  вариант не понадобился.
- HoldingItemHidden - штатное свойство ItemClass (PropHoldingItemHidden в
  .cctor, ParseBool в Init), а Inventory.setHoldingItemTransform в конце
  делает SetActive(!HoldingItemHidden). Гаснет только модель в руке -
  иконка инвентаря и предмет на земле не трогаются.
- Пустой меш поставить нельзя: ItemClass.CloneModel подставляет заглушку
  leather.fbx, если ассет не загрузился. Поэтому Meshfile оставлен
  затычкой, а DropMeshfile - ванильный мешок, как у минибайка.
- Действия предмета не задеты: ItemActionEat читает HoldType только ради
  AnimationDelay[HoldType].RayCast, который равен 0f и у 31, и у 7;
  ExecuteAction, за которую держится SpatialVaultPatch, его не читает.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FEXvXg1FSAQJHrvYbeAKqq
2026-09-13 17:21:20 +03:00
13 changed files with 1084 additions and 39 deletions
+17 -7
View File
@@ -131,11 +131,21 @@
Найденные параметры - HypothermalResist (холод) и HyperthermalResist (жара). Живой Найденные параметры - HypothermalResist (холод) и HyperthermalResist (жара). Живой
ванильный образец: modArmorInsulatedLinerT1/T2/T3 (Data/Config/item_modifiers.xml ванильный образец: modArmorInsulatedLinerT1/T2/T3 (Data/Config/item_modifiers.xml
~1873), они ставят ровно эту пару. Величина у них по тирам: T1 1->2.5, T2 2.8->4.3, ~1873), они ставят ровно эту пару. Величина у них по тирам: T1 1->2.5, T2 2.8->4.3,
T3 4.6->6 на ОДИН элемент брони, а элементов четыре. Взято 5 - примерно уровень T3 4.6->6 на ОДИН элемент брони, а элементов четыре.
одной детали брони с T3-подкладкой, и ровно то число, которое ваниль использовала во
вкомментированных modArmorInsulatedLiner/modArmorCoolingMesh (там 5 на холод и 5 на ЗНАЧЕНИЕ 5 -> 50, 2026-09-13, прямое указание пользователя ("по факту она поднимает
жару, но двумя РАЗНЫМИ модами; здесь оба в одном, что щедрее - но это стоит слота из сопротивление всего на 5, а надо на 50"). Изначально стояло 5 - примерно уровень одной
четырёх и работает только с ножом в руках, см. ниже). Крутить это число - одна правка. детали брони с T3-подкладкой, и ровно то число, которым ваниль пользуется во
вкомментированных modArmorInsulatedLiner/modArmorCoolingMesh. Это было осознанно
скромно; пользователь хочет иначе, и его решение тут главнее моей балансной оценки.
ЧТО 50 ОЗНАЧАЕТ НА САМОМ ДЕЛЕ, раз единица - градусы, а не проценты (формула ниже):
любая уличная температура в пределах 50 градусов от комфортных 70 подтягивается К 70
ЦЕЛИКОМ, потому что там стоит min/max-ограничение. То есть от 20 до 120 по шкале игры
это не "сильная защита", а полный иммунитет: и снежная вершина, и пустынный полдень
перестают быть угрозой. Это примерно в 10 раз больше, чем даёт набор брони с
T3-подкладками на всех четырёх деталях. Записано не в укор, а чтобы через месяц не
пришлось гадать, почему термометр перестал что-либо значить.
ЕДИНИЦА ИЗМЕРЕНИЯ - градусы, на которые сдвигается уличная температура в сторону ЕДИНИЦА ИЗМЕРЕНИЯ - градусы, на которые сдвигается уличная температура в сторону
комфортной, а не проценты (PlayerEntityStats, декомпиляция): комфортной, а не проценты (PlayerEntityStats, декомпиляция):
@@ -173,8 +183,8 @@
<property name="SellableToTrader" value="false"/> <property name="SellableToTrader" value="false"/>
<effect_group tiered="false"> <effect_group tiered="false">
<passive_effect name="HypothermalResist" operation="base_add" value="5"/> <passive_effect name="HypothermalResist" operation="base_add" value="50"/>
<passive_effect name="HyperthermalResist" operation="base_add" value="5"/> <passive_effect name="HyperthermalResist" operation="base_add" value="50"/>
</effect_group> </effect_group>
</item_modifier> </item_modifier>
+131 -12
View File
@@ -214,7 +214,31 @@
<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="2" buff="buffNecroDeviatorCharm"> <triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="2" buff="buffNecroDeviatorCharm">
<requirement name="EntityTagCompare" target="other" tags="zombie"/> <requirement name="EntityTagCompare" target="other" tags="zombie"/>
</triggered_effect> </triggered_effect>
<!-- Generic stone-on-flesh thud, deliberately left UNCONDITIONAL: it fires on every
impact (ground, wall, zombie) so a miss still sounds like something landed. -->
<triggered_effect trigger="onProjectileImpact" action="PlaySound" sound="stonehitorganic"/> <triggered_effect trigger="onProjectileImpact" action="PlaySound" sound="stonehitorganic"/>
<!-- The charm's OWN cue - fires only on a hit that actually charms, gated by the exact
same "other is a zombie" requirement the AddBuff above uses, so it can never fire on
a miss. Requirements on a PlaySound effect are the vanilla stun baton pattern
(Data/Config/items.xml:4005 - IsAlive/EntityTagCompare on target="other"), not
invented here; onProjectileImpact populating "other" with the hit entity is proven
by the AddBuff right above, which already works in game.
target="other" is meant to play the clip FROM the zombie, i.e. positional at the
point of impact instead of at the thrower's head (the attribute itself is vanilla -
items.xml:5514 uses target="self"). If it turns out silent in game, drop just the
attribute: the effect then plays on self and the gating still holds.
THE MOD'S OWN SOUND, the first one in the whole mod that is not a borrowed vanilla
id: "necroSpiritStoneHit" is defined in this mod's Config/sounds.xml and its clip
lives in Resources/necrosounds, built from the Unity project (see that file's header
for why a plain wav next to the XML cannot work). If the sound is missing in game,
the failure is SILENT - look for "AudioManager LoadAudio failed to load audio clip"
in the game log, and note that the generic stonehitorganic above will still play, so
"I heard something" is not proof this one fired. -->
<triggered_effect trigger="onProjectileImpact" action="PlaySound" target="other" sound="necroSpiritStoneHit">
<requirement name="EntityTagCompare" target="other" tags="zombie"/>
</triggered_effect>
</effect_group> </effect_group>
</item> </item>
</append> </append>
@@ -1373,7 +1397,29 @@
rest of the mod's hand-drawn icons). --> rest of the mod's hand-drawn icons). -->
<append xpath="/items"> <append xpath="/items">
<item name="braceletSpatialVault"> <item name="braceletSpatialVault">
<property name="Tags" value="T0,weapon,attPerception"/> <!-- MOD SLOTS ADDED 2026-09-13 ("добавь хранилищу 4 слота под модификации. Сами
модификации реализуем потом"). Two tags, exactly the scheme necroWpnBladeNecroKnife
already proved on 2026-09-07 - see that item's own comment for the full
decompiled reasoning:
noMods - blocks every vanilla mod. All 87 vanilla item_modifiers that
declare blocked_tags at all list noMods among them; the
remaining 24 cannot reach this item anyway (10 dyes and 7 drone
mods need a cosmetic slot or the drone tag, 2 are quest items,
1 needs perkArchery, 3 are CreativeMode Test/Dev). "noMods"
means nothing in code - it is purely a naming convention used
inside other items' blocked_tags.
necroBracelet - the positive half, reserved for the mods that come later. Every
future bracelet mod MUST declare
installable_tags="necroBracelet": a modifier with no
installable_tags at all fits ANYTHING (XUiM_AssembleItem short-
circuits on InstallableTags.IsEmpty), so forgetting it produces
the exact opposite of what is wanted.
Deliberately NOT adding canHaveCosmetic: that tag alone is what creates the paint
slot (ItemValue's constructor sizes CosmeticMods by it), and the knife had to have
it removed for precisely this reason. No tag, no slot, no dyes. -->
<property name="Tags" value="T0,weapon,attPerception,noMods,necroBracelet"/>
<!-- ItemTypeIcon="melee" REMOVED 2026-09-07 (user report: "поверх пиктограмм некоторых <!-- ItemTypeIcon="melee" REMOVED 2026-09-07 (user report: "поверх пиктограмм некоторых
рецептов стоят странные пиктограммы... то ли факел, то ли спичка"). This was the рецептов стоят странные пиктограммы... то ли факел, то ли спичка"). This was the
small badge drawn in the TOP-LEFT corner over the item's own icon in the recipe small badge drawn in the TOP-LEFT corner over the item's own icon in the recipe
@@ -1401,19 +1447,64 @@
(bundle, computer, forge, explosion, campfire, gunsmithing, book). --> (bundle, computer, forge, explosion, campfire, gunsmithing, book). -->
<property name="DescriptionKey" value="braceletSpatialVaultDesc"/> <property name="DescriptionKey" value="braceletSpatialVaultDesc"/>
<property name="CustomIcon" value="ProstranstvennoeHranilische"/> <property name="CustomIcon" value="ProstranstvennoeHranilische"/>
<!-- Same "seed"-style grip as braceletThiefLoop originally had (see that item's own <!-- МЕШ И ХВАТ, 2026-09-13. Просьба в два захода: сперва "пусть будет камень, а
comment for the full history) - foodCropYuccaFruit's own HoldType="31" + хват давай сделаем как когда пытаешься ставить какой-нибудь блок", затем
parcelGenericPrefab.prefab. Unlike Thief's Loop, this item never touches уточнение - "браслет это браслет... в идеале меш камня вообще убрать". Было:
Class="Zoom" (both its actions are Class="Eat"), so it never hit the свёрток-«семечко» parcelGenericPrefab.prefab (коробочка, перевязанная бечёвкой -
"Attachments" transform error that forced Thief's Loop onto a real weapon mesh - для браслета нелепо) + HoldType="31", и то и другое унаследовано от Петли вора.
no reason to change this one's mesh too. TintColor changed to green 2026-08-30
per direct request. --> ИТОГ: в руке НЕТ НИЧЕГО, только кулак. Пустой префаб собирать не пришлось - в
движке есть готовое свойство, и вся связка целиком списана с ванильного
vehicleMinibikePlaceable (items.xml:13385), у которого стоят ровно те же две
строки подряд: HoldType="7" + HoldingItemHidden="true".
HoldType="7" - это и есть блочный хват ("кулак вниз, как будто держишь руль"),
не угаданный номер. Декомпилировано Mono.Cecil'ом из Assembly-CSharp 3.2.0
(сам Mono.Cecil.dll лежит в Mods/0_TFP_Harmony, отдельный декомпилятор не нужен):
ItemClassBlock..ctor -> HoldType = new DataItem<int>(7)
AnimationDelayData.AnimationDelay[7] =
new AnimationDelays(0, 0f, 0f, .31f, .31f, true) <- последний флаг TwoHanded
В blocks.xml свойства HoldType нет ни разу (0 вхождений), то есть КАЖДЫЙ блок в
игре держится именно семёркой из этого конструктора. Костет
(meleeWpnKnucklesT0LeatherKnuckles) - это HoldType="70", запасной вариант не
понадобился.
HoldingItemHidden="true" - штатное свойство ItemClass, а не трюк:
ItemClass..cctor заводит PropHoldingItemHidden = "HoldingItemHidden",
ItemClass.Init читает его через StringParsers.ParseBool, а
Inventory.setHoldingItemTransform в самом конце делает
holdingItemTransform.gameObject.SetActive(!HoldingItemHidden). Гасится ТОЛЬКО
модель в руке: иконка в инвентаре (своя рисованная ProstranstvennoeHranilische)
и мешок на земле не трогаются, действия предмета живут в ItemActionEat и от
этого GameObject не зависят.
Пустой меш поставить было НЕЛЬЗЯ, и это проверено, а не предположено:
ItemClass.CloneModel, если имя меша пустое и ассет не загрузился, подставляет
заглушку "@:Other/Items/Crafting/leather.fbx" - в руке оказался бы кусок кожи.
Единственный ванильный предмет вообще без Meshfile - meleeHandMaster (голые
руки), и он выкручивается через Canhold="false", что нам не подходит: браслет
надо держать, чтобы им пользоваться.
Meshfile оставлен камнем как безобидная затычка (в руке он скрыт, а для
MeshPurpose World/Local/Preview что-то иметь надо), DropMeshfile - ванильный
мешок sack_droppedPrefab, ровно тем же приёмом и по той же причине, что у
vehicleMinibikePlaceable: выброшенный предмет должно быть видно на земле, а
своей модели у него нет. HandMeshfile убран за ненадобностью.
Про HoldType и действия: единственное место, где ItemActionEat вообще читает
HoldType, - AnimationDelay[HoldType].RayCast (в PercentDone и IsActionRunning),
и он равен 0f и у старого 31, и у нового 7 (InitStatic заполняет все 100 слотов
нулями, ItemClassBlock переписывает слот 7, оставляя RayCast нулём).
ExecuteAction, за которую держится SpatialVaultPatch.cs, HoldType не читает
вовсе - проверено сканом IL по всей сборке. -->
<property name="Material" value="Morganic"/> <property name="Material" value="Morganic"/>
<property name="Meshfile" value="@:Other/Items/Food/parcelGenericPrefab.prefab"/> <property name="Meshfile" value="@:Other/Items/Crafting/rock_smallPrefab.prefab"/>
<property name="HandMeshfile" value="@:Other/Items/Food/parcelGenericPrefab.prefab"/> <property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Food/parcelGenericPrefab.prefab"/>
<property name="TintColor" value="30, 200, 60"/> <property name="TintColor" value="30, 200, 60"/>
<property name="HoldType" value="31"/> <property name="HoldType" value="7"/>
<property name="HoldingItemHidden" value="true"/>
<property name="Weight" value="0"/> <property name="Weight" value="0"/>
<property name="Stacknumber" value="1"/> <property name="Stacknumber" value="1"/>
<property name="EconomicValue" value="0"/> <property name="EconomicValue" value="0"/>
@@ -1426,6 +1517,34 @@
<property name="Class" value="Eat"/> <property name="Class" value="Eat"/>
<property name="Delay" value="0.3"/> <property name="Delay" value="0.3"/>
</property> </property>
<!-- FOUR MOD SLOTS. The count is a passive_effect, not an item property - same shape
the knife uses, and flat rather than a per-quality list because quality means
nothing on this item.
NOTE THE MISSING ATTRIBUTE: this effect_group has NO tiered="false", and that is
the entire point. ItemClass.HasQuality is literally Effects.IsOwnerTiered(), and
ItemValue.FireEvent bails out with `if (!HasQuality) return;` BEFORE it walks
Modifications[] - so on an untiered item the slots still appear and still accept
mods, and not one triggered_effect inside them ever fires. That silent failure
cost a whole debugging session on the knife on 2026-09-07; it is not repeated
here. The slots themselves would work either way (Modifications is allocated
unconditionally, earlier), which is exactly what makes the failure so quiet.
Quality is not SHOWN, though: ShowQuality is a separate property that defaults to
false (vanilla sets it to true explicitly on the ~80 items that want a quality
bar), and it is deliberately left unset here. The item behaves as tiered for the
mod system and still reads as a plain bracelet in the UI.
FOR THE MODS THEMSELVES, WHEN THEY GET WRITTEN: give each one its OWN
modifier_tags. XUiC_ItemPartStack.CanSwap counts already-installed mods whose
modifier_tags intersect the one being installed and refuses at
num >= ItemClass.MaxModsAllowed, which defaults to 1 - so a shared tag like
"necroBraceletMod" across all four would leave exactly one of these four slots
usable. -->
<effect_group name="braceletSpatialVault">
<passive_effect name="ModSlots" operation="base_set" value="4"/>
</effect_group>
</item> </item>
</append> </append>
</config> </config>
+419
View File
@@ -0,0 +1,419 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace NecromancerTome
{
/// <summary>
/// Renders every trader in black and white (user request 2026-09-13: "сделать модельки всех
/// торговцев полупрозрачными и чёрнобелыми", then after two in-game looks: "прозрачность у
/// торговцев убираем совсем"). Fits the mod - the necromancer deals with the dead, and the
/// only people still trading are not quite alive.
///
/// TRANSPARENCY WAS DROPPED, THEN ASKED BACK FOR AT A SLIVER. The user first said "убираем
/// совсем", confirmed the result ("торговец стал непрозрачным и полностью чёрно-белым, как и
/// требовалось"), and then asked for "лёгкую прозрачность, буквально 1%" to push him a little
/// further towards a ghost. Dropping it was still the release this effect needed, because it
/// is what allowed the shader to stay put - see below; the 1% is now a separate, optional
/// layer on top (ApplyTransparency) that cannot break the greyscale if the shaders refuse it.
///
/// The two failed attempts are worth keeping written down, because neither could have been
/// predicted from the decompiler and each was settled by one log line:
///
/// 1. "Unlit/Transparent Greyscale" (what GameManager uses for greyed-out item icons) has
/// NO _Color - nowhere to put an alpha. Traders came out opaque, and because that shader
/// is built for NGUI atlases rather than skinned meshes, the user saw them "в негативе".
/// 2. "Unlit/Transparent Colored" has no _Color either: `has _Color: False` in the log.
/// NGUI tints through VERTEX colours, not a material property, and a character mesh has
/// none - so that whole family of shaders was always a dead end here.
///
/// WITHOUT THE ALPHA REQUIREMENT THE SHADER DOES NOT HAVE TO BE REPLACED AT ALL, and that is
/// strictly better than anything above: the material is cloned with its own shader intact and
/// only its albedo texture is swapped for a desaturated copy. Lighting, normal maps, specular,
/// skinning - all still the game's own. The trader looks exactly like himself, in black and
/// white. Nothing can go "negative", because nothing but the pixels changes.
///
/// THE ALBEDO IS FOUND, NOT ASSUMED - this is what the earlier runs bought us. The first
/// attempt reached for _MainTex and produced an untextured silhouette, because traders are
/// drawn by TWO different shaders and only one of them uses that name. The probe below walks
/// the shader's declared properties instead, and the log then said exactly what they are:
///
/// shader 'Game/Character' texture properties: _Albedo=set, _Normal=set, _RMOE=set,
/// _texcoord=empty; chosen albedo: HD_Rekt 4096x4096
/// shader 'Game/Autodesk' texture properties: _MainTex=set, _BumpMap=set, ...;
/// chosen albedo: HD_Rekt_Hair 2048x2048
///
/// So the body uses _Albedo and the hair uses _MainTex - which is precisely why the name is
/// discovered rather than hard-coded, and why the probe stays in: Jen is assembled by a
/// different character system than Rekt (AvatarSDCSController vs AvatarNpcController in
/// entityclasses.xml) and may well introduce a third shader.
///
/// GREYSCALE IS DONE TO THE TEXTURE, via a RenderTexture round trip. The round trip is the
/// point: game textures are compressed with isReadable=false, so GetPixels on the original
/// throws - blitting into an ARGB32 RenderTexture and reading THAT back is the standard way to
/// reach pixels the CPU was never handed. Luma weights 0.299/0.587/0.114 rather than a flat
/// average, so it reads like a black-and-white photograph instead of a muddy one. Cached per
/// source texture: these are 4096x4096, and a readback per renderer per sweep would be
/// indefensible.
///
/// WHY A TICK AND NOT A SPAWN HOOK. Traders are streamed in on approach ("force spawning
/// pending entity npcTraderRekt" appeared ~4 minutes after the world loaded), and Jen is built
/// at runtime, so her renderers do not all exist when the entity is added to the world.
/// Polling with ModEvents.UnityUpdate - the same approach PetFollowPatch.cs already uses here -
/// avoids guessing at the right moment inside someone else's character pipeline. A trader with
/// no renderers yet is simply not marked done and is picked up on the next sweep.
/// </summary>
public static class GhostTraderPatch
{
/// <summary>Seconds between sweeps.</summary>
public const float SweepInterval = 2f;
/// <summary>1 = solid. 0.99 is the "буквально 1%" the user asked for on 2026-09-13 after
/// seeing the black-and-white traders: a hint of not-quite-there rather than a ghost.
/// Deliberately close to opaque for a second reason too - see ApplyTransparency, which
/// keeps depth writing on precisely because a nearly-solid character can afford to.</summary>
public const float GhostAlpha = 0.99f;
/// <summary>Colour properties that might carry an alpha, best first.</summary>
public static readonly string[] TintNameHints = { "_Color", "_BaseColor", "_TintColor", "_Tint" };
/// <summary>Entity ids already converted. Cleared when the world unloads.</summary>
public static readonly HashSet<int> Ghosted = new HashSet<int>();
/// <summary>Source shader names already described in the log, so the probe says each
/// distinct thing once rather than once per trader per part.</summary>
public static readonly HashSet<string> ProbedShaders = new HashSet<string>();
/// <summary>Desaturated copies, keyed by the texture they came from.</summary>
public static readonly Dictionary<Texture, Texture2D> GreyTextures = new Dictionary<Texture, Texture2D>();
/// <summary>Property names that look like an albedo, best first. Confirmed in game:
/// "Game/Character" uses _Albedo, "Game/Autodesk" uses _MainTex. Anything else falls
/// through to "the first texture property that has something in it".</summary>
public static readonly string[] AlbedoNameHints =
{
"_MainTex", "_Albedo", "_BaseMap", "_BaseColorMap", "_AlbedoMap", "_DiffuseMap",
"_Diffuse", "_ColorMap", "_MainTexture", "_Texture"
};
public static float timer;
/// <summary>Called from ModEntry.InitMod.</summary>
public static void Init()
{
ModEvents.UnityUpdate.RegisterHandler(OnUnityUpdate);
ModEvents.WorldShuttingDown.RegisterHandler(OnWorldShuttingDown);
}
public static void OnWorldShuttingDown(ref ModEvents.SWorldShuttingDownData _data)
{
Ghosted.Clear();
GreyTextures.Clear();
timer = 0f;
}
public static void OnUnityUpdate(ref ModEvents.SUnityUpdateData _data)
{
timer += Time.deltaTime;
if (timer < SweepInterval)
{
return;
}
timer = 0f;
World world = GameManager.Instance != null ? GameManager.Instance.World : null;
if (world == null || world.EntityAlives == null)
{
return;
}
for (int i = 0; i < world.EntityAlives.Count; i++)
{
EntityAlive entity = world.EntityAlives[i];
if (!(entity is EntityTrader trader) || trader.IsDead())
{
continue;
}
if (Ghosted.Contains(trader.entityId))
{
continue;
}
if (ApplyGreyscale(trader))
{
Ghosted.Add(trader.entityId);
}
}
}
/// <summary>False when there is nothing to work on yet (model not built), so the caller
/// leaves this trader unmarked and tries again on the next sweep.</summary>
public static bool ApplyGreyscale(EntityTrader _trader)
{
Renderer[] renderers = _trader.GetComponentsInChildren<Renderer>(true);
if (renderers == null || renderers.Length == 0)
{
return false;
}
int converted = 0;
foreach (Renderer renderer in renderers)
{
if (renderer == null || renderer is ParticleSystemRenderer)
{
continue;
}
Material[] sources = renderer.sharedMaterials;
if (sources == null || sources.Length == 0)
{
continue;
}
Material[] greys = new Material[sources.Length];
bool anyChanged = false;
for (int i = 0; i < sources.Length; i++)
{
greys[i] = MakeGreyMaterial(sources[i], ref anyChanged);
}
if (anyChanged)
{
renderer.materials = greys;
converted++;
}
}
Debug.Log("[NecromancerTome] GhostTraderPatch: " + _trader.EntityClass.entityClassName +
" (entity " + _trader.entityId + ") - " + converted + " of " + renderers.Length + " renderer(s) desaturated");
return true;
}
/// <summary>Clone of the source material - SAME shader, same everything - with only its
/// albedo replaced by a black-and-white copy.</summary>
public static Material MakeGreyMaterial(Material _source, ref bool _changed)
{
if (_source == null)
{
return null;
}
ProbeShaderOnce(_source);
Material grey = new Material(_source);
if (ApplyTransparency(grey))
{
_changed = true;
}
string albedoProperty = FindAlbedoProperty(_source);
if (albedoProperty == null)
{
// Nothing to desaturate on this material; hand back the clone unchanged rather
// than dropping the renderer's material entirely.
return grey;
}
Texture2D desaturated = Desaturate(_source.GetTexture(albedoProperty));
if (desaturated == null)
{
return grey;
}
grey.SetTexture(albedoProperty, desaturated);
_changed = true;
return grey;
}
/// <summary>
/// Makes the material blend instead of being drawn solid, then dials its alpha down by the
/// requested sliver. Two levers, both conditional, because the traders' own shaders are
/// game-specific and nothing about them can be assumed:
///
/// - A COLOUR with an alpha channel (_Color and friends). This is the only thing that
/// actually sets the opacity.
/// - THE BLEND MODE (_SrcBlend/_DstBlend). An opaque shader ignores any alpha it is
/// handed, so without this the first lever does nothing visible - the same wall the
/// mod's first transparency attempt hit back on 2026-08-28 with the summoned pets.
/// The recipe is the game's own: MeshDescription.SetupMaterialWithBlendMode writes
/// exactly these properties plus _ZWrite and the _ALPHABLEND_ON keyword.
///
/// _ZWrite IS LEFT ALONE ON PURPOSE. The usual recipe switches depth writing off, which is
/// right for glass and wrong for a person: without it every part of the model shows through
/// every other part and the trader turns into a soup of overlapping limbs. At 99% opacity
/// there is nothing to see through anyway, so keeping depth writing costs nothing visible
/// and avoids that entirely.
///
/// Whatever is missing is reported by the probe rather than silently skipped - if neither
/// lever exists on these shaders, the traders stay solid black-and-white and the log says
/// why.
/// </summary>
public static bool ApplyTransparency(Material _material)
{
bool touched = false;
foreach (string hint in TintNameHints)
{
if (!_material.HasProperty(hint))
{
continue;
}
Color tint = _material.GetColor(hint);
tint.a *= GhostAlpha;
_material.SetColor(hint, tint);
touched = true;
break;
}
if (_material.HasProperty("_SrcBlend") && _material.HasProperty("_DstBlend"))
{
_material.SetFloat("_SrcBlend", (float)BlendMode.SrcAlpha);
_material.SetFloat("_DstBlend", (float)BlendMode.OneMinusSrcAlpha);
_material.EnableKeyword("_ALPHABLEND_ON");
_material.renderQueue = (int)RenderQueue.Transparent;
touched = true;
}
return touched;
}
/// <summary>Name of the texture property holding this material's albedo, or null. Walks
/// the shader's declared properties rather than assuming a name - the body and the hair of
/// the same trader disagree about it.</summary>
public static string FindAlbedoProperty(Material _source)
{
Shader shader = _source.shader;
if (shader == null)
{
return null;
}
foreach (string hint in AlbedoNameHints)
{
if (_source.HasProperty(hint) && _source.GetTexture(hint) != null)
{
return hint;
}
}
int count = shader.GetPropertyCount();
for (int i = 0; i < count; i++)
{
if (shader.GetPropertyType(i) != ShaderPropertyType.Texture)
{
continue;
}
string name = shader.GetPropertyName(i);
if (_source.GetTexture(name) != null)
{
return name;
}
}
return null;
}
/// <summary>Black-and-white copy of a texture. See the class comment for why this goes
/// through a RenderTexture instead of reading the source directly.</summary>
public static Texture2D Desaturate(Texture _source)
{
if (_source == null)
{
return null;
}
if (GreyTextures.TryGetValue(_source, out Texture2D cached))
{
return cached;
}
Texture2D grey = null;
RenderTexture rt = null;
RenderTexture previous = RenderTexture.active;
try
{
rt = RenderTexture.GetTemporary(_source.width, _source.height, 0,
RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
Graphics.Blit(_source, rt);
RenderTexture.active = rt;
grey = new Texture2D(_source.width, _source.height, TextureFormat.RGBA32, false);
grey.ReadPixels(new Rect(0f, 0f, _source.width, _source.height), 0, 0);
Color32[] pixels = grey.GetPixels32();
for (int i = 0; i < pixels.Length; i++)
{
Color32 p = pixels[i];
byte luma = (byte)((p.r * 299 + p.g * 587 + p.b * 114) / 1000);
p.r = luma;
p.g = luma;
p.b = luma;
pixels[i] = p;
}
grey.SetPixels32(pixels);
grey.Apply(false, false);
}
catch (System.Exception e)
{
Debug.LogError("[NecromancerTome] GhostTraderPatch: could not desaturate '" + _source.name + "': " + e.Message);
grey = null;
}
finally
{
RenderTexture.active = previous;
if (rt != null)
{
RenderTexture.ReleaseTemporary(rt);
}
}
// Cached even on failure (as null) so an unreadable texture is not retried per trader.
GreyTextures[_source] = grey;
return grey;
}
/// <summary>Says, once per distinct source shader, which texture properties it has and
/// which carry anything. This is what told us the body uses _Albedo and the hair _MainTex;
/// it stays in because the next trader built by a different character system will announce
/// itself the same way.</summary>
public static void ProbeShaderOnce(Material _source)
{
Shader shader = _source.shader;
string shaderName = shader != null ? shader.name : "<null shader>";
if (!ProbedShaders.Add(shaderName) || shader == null)
{
return;
}
// EVERY property, not just the textures. The texture-only version answered the
// "where is the albedo" question; this one has to answer "is there anything here that
// can make it transparent at all", and that lives among the floats and colours.
System.Text.StringBuilder sb = new System.Text.StringBuilder();
int count = shader.GetPropertyCount();
for (int i = 0; i < count; i++)
{
string name = shader.GetPropertyName(i);
ShaderPropertyType type = shader.GetPropertyType(i);
sb.Append(sb.Length > 0 ? ", " : "").Append(name).Append(':').Append(type);
if (type == ShaderPropertyType.Texture)
{
sb.Append(_source.GetTexture(name) != null ? "=set" : "=empty");
}
}
string chosen = FindAlbedoProperty(_source);
Texture chosenTexture = chosen != null ? _source.GetTexture(chosen) : null;
string tint = "<none>";
foreach (string hint in TintNameHints)
{
if (_source.HasProperty(hint))
{
tint = hint + " (alpha " + _source.GetColor(hint).a.ToString("0.###") + ")";
break;
}
}
bool canBlend = _source.HasProperty("_SrcBlend") && _source.HasProperty("_DstBlend");
Debug.Log("[NecromancerTome] GhostTraderPatch: shader '" + shaderName + "' properties: " +
(sb.Length > 0 ? sb.ToString() : "<none>"));
Debug.Log("[NecromancerTome] GhostTraderPatch: shader '" + shaderName + "' - albedo: " + (chosen ?? "<none>") +
" -> " + (chosenTexture != null ? chosenTexture.name + " " + chosenTexture.width + "x" + chosenTexture.height : "<none>") +
"; tint property: " + tint + "; blend-mode properties present: " + canBlend);
}
}
}
+9
View File
@@ -21,6 +21,15 @@ namespace NecromancerTome
var harmony = new Harmony("necromancertome.harmony"); var harmony = new Harmony("necromancertome.harmony");
harmony.PatchAll(Assembly.GetExecutingAssembly()); harmony.PatchAll(Assembly.GetExecutingAssembly());
PetFollowPatch.Init(); PetFollowPatch.Init();
// SpatialVaultPersistence needs NO Init(): it is four Harmony postfixes that PatchAll
// above already attached. It used to register a WorldShuttingDown handler to clear its
// cache - that handler is exactly what wiped the vault on every clean exit, because
// that event fires BEFORE the final player save (GameManager.SaveAndCleanupWorld:
// event at IL_0026, SaveLocalPlayerData at IL_00c4). Freshness is decided by what was
// read instead; see that file.
// Traders rendered as washed-out ghosts (request 2026-09-13). Polls rather than
// hooks a spawn event - see that file for why the SDCS-built trader forces it.
GhostTraderPatch.Init();
// PyramidWardPatch.cs's TEFeaturePyramidWard needs no Init() call - it's discovered // PyramidWardPatch.cs's TEFeaturePyramidWard needs no Init() call - it's discovered
// automatically by the engine's own TileEntityCompositeData reflection scan (see that // automatically by the engine's own TileEntityCompositeData reflection scan (see that
// file's class doc comment), not registered here like PetFollowPatch's UnityUpdate hook. // file's class doc comment), not registered here like PetFollowPatch's UnityUpdate hook.
+38 -17
View File
@@ -30,19 +30,15 @@ namespace NecromancerTome
/// this rounds to 0 - deliberately left as-is, not special-cased away, matching the /// 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 /// 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. /// instead of silently opening a useless empty window.
/// - PERSISTENCE - the one thing NOT fully solved here, flagged rather than silently /// - PERSISTENCE - solved 2026-09-13, see SpatialVaultPersistence.cs. It was NOT solved
/// assumed: the Bag backing each player's vault lives in a plain in-memory /// when this item shipped, and that shortfall is exactly what became the mod's first
/// Dictionary&lt;int, Bag&gt; in this file (PlayerVaults below), keyed by entityId. This /// Nexus bug report (youkia96581, 11 Sep 2026: "Items stored in the space bracelet will
/// is reliable for as long as the game process keeps running (survives death/respawn/ /// disappear after leaving the game and going online again"). PlayerVaults below is still
/// relogging within one play session, confirmed by how a static field behaves) but has /// the in-memory, entityId-keyed Dictionary it always was, but it is now only the session
/// NOT been wired into any save/load system - closing the game entirely and reloading the /// cache: the durable copy is written into the player's own PlayerDataFile, alongside the
/// save later will NOT bring the vault's contents back (no persistence file, no hook into /// backpack, by four postfixes on FromPlayer/ToPlayer/Write/Read. Read that file's comment
/// PersistentPlayerData or a world-save event). Building real cross-session persistence /// for why there ("почему не сделать принцип как у ящика?" - because a chest's items live
/// (a custom save file + ModEvents.GameSave/Load hooks, or piggybacking on an owned /// in a chunk, and the bracelet's closest equivalent home is its owner's save data).
/// 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: /// REGULAR ATTACK (index 0) - knock back + slow whatever zombie the crosshair is aimed at:
/// - Same raycast mechanism HarmonySrc/ThiefLoopPatch.cs already established for /// - Same raycast mechanism HarmonySrc/ThiefLoopPatch.cs already established for
@@ -71,8 +67,9 @@ namespace NecromancerTome
public const float MaxRange = 50f; public const float MaxRange = 50f;
public const float ShoveDistance = 6f; public const float ShoveDistance = 6f;
/// <summary>See the class-level comment above for exactly what this does and doesn't /// <summary>Session cache only - the durable copy lives on disk, see
/// guarantee - session-scoped only, not yet saved/loaded across game restarts.</summary> /// SpatialVaultPersistence.cs. Cleared on WorldShuttingDown so a different save loaded
/// afterwards cannot inherit this world's vault through a recycled entityId.</summary>
public static readonly Dictionary<int, Bag> PlayerVaults = new Dictionary<int, Bag>(); public static readonly Dictionary<int, Bag> PlayerVaults = new Dictionary<int, Bag>();
public static bool Prefix(ItemActionData _actionData, bool _bReleased) public static bool Prefix(ItemActionData _actionData, bool _bReleased)
@@ -118,7 +115,17 @@ namespace NecromancerTome
if (!PlayerVaults.TryGetValue(player.entityId, out Bag bag)) if (!PlayerVaults.TryGetValue(player.entityId, out Bag bag))
{ {
bag = new Bag(slotCount); // Normally a restored vault is already here - the ToPlayer postfix puts it in
// when the game applies the save file to the spawning player. LastLoadedVault is
// the safety net for when that chain does not complete: opening the bracelet must
// never be what silently starts an empty vault over a saved one. Only then is a
// genuinely new bag created.
bag = SpatialVaultPersistence.LastLoadedVault ?? new Bag(slotCount);
if (bag == SpatialVaultPersistence.LastLoadedVault)
{
Debug.Log("[NecromancerTome] SpatialVaultPatch: session cache was empty, adopted the last loaded vault (" +
bag.SlotCount + " slots, " + bag.GetUsedSlotCount() + " used)");
}
PlayerVaults[player.entityId] = bag; PlayerVaults[player.entityId] = bag;
} }
else if (bag.SlotCount < slotCount) else if (bag.SlotCount < slotCount)
@@ -134,7 +141,21 @@ namespace NecromancerTome
Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " opened vault, " + slotCount + " slots (Necromancy level " + level + ")"); Debug.Log("[NecromancerTome] SpatialVaultPatch: owner=" + player.entityId + " opened vault, " + slotCount + " slots (Necromancy level " + level + ")");
LocalPlayerUI playerUI = LocalPlayerUI.GetUIForPlayer(player); LocalPlayerUI playerUI = LocalPlayerUI.GetUIForPlayer(player);
XUiC_BagStorageWindowGroup.Open(playerUI.xui, player, bag, LootContainer.GetLootContainer("roboticDrone"), Localization.Get("braceletSpatialVaultWindowTitle")); // The trailing callbacks are vanilla's own optional parameters (_onModified, _onClose).
// _onModified is not needed: the vault lives in PlayerVaults, and PlayerDataFile's
// FromPlayer postfix reads it fresh every time the game saves the player, so there is
// nothing to flush per item move. _onClose asks for a player-data save right away, so
// closing the window is a commit point rather than waiting for the next autosave -
// SaveLocalPlayerData is the game's own routine call and no-ops when saving is not
// active (which is the correct behaviour on a client, where the server owns the file).
XUiC_BagStorageWindowGroup.Open(
playerUI.xui,
player,
bag,
LootContainer.GetLootContainer("roboticDrone"),
Localization.Get("braceletSpatialVaultWindowTitle"),
null,
() => GameManager.Instance.SaveLocalPlayerData());
} }
public static void ShoveZombieAtCrosshair(EntityPlayerLocal player) public static void ShoveZombieAtCrosshair(EntityPlayerLocal player)
+366
View File
@@ -0,0 +1,366 @@
using System;
using System.IO;
using System.Runtime.CompilerServices;
using System.Text;
using HarmonyLib;
using UnityEngine;
namespace NecromancerTome
{
/// <summary>
/// Cross-restart persistence for the Spatial Bracelet's vault - the fix for the first bug
/// report the mod ever got on Nexus (youkia96581, 11 Sep 2026: "Items stored in the space
/// bracelet will disappear after leaving the game and going online again").
///
/// WHY IT LIVES IN THE PLAYER'S SAVE FILE - "почему не сделать принцип как у ящика?" (user,
/// 13.09.2026). Right question, and it decided the design. A chest keeps its items because
/// they live in a TileEntity, and a TileEntity belongs to a CHUNK: decompiled, `TileEntity`
/// has chunkPos and chunk fields and its ONLY constructor is TileEntity(Chunk). The game saves
/// and syncs the chunk; the container rides along. That is the whole trick - not a "storage
/// system" one can call, but a home in something the engine already persists. The bracelet has
/// no position and no chunk, so it got the closest equivalent for something personal: the
/// player's own save data, written right after everything vanilla writes, in the same file and
/// the same moment as the backpack.
///
/// THAT ALSO ANSWERS THE ID QUESTION ("у браслета, как и у ящика, наверняка есть id"). A
/// chest's id IS its position. An item has no per-instance id by default - ItemValue.type is
/// the item CLASS, identical on every bracelet - but ItemValue.Metadata would hold one and
/// genuinely round-trips through saves (ItemValue.Write writes it, ItemValue.ReadData reads it
/// back; both checked). Per-bracelet vaults are therefore buildable and deliberately not built:
/// keying by the item means losing the bracelet locks the items away forever even though they
/// are still in the save file, and it would let ten bracelets be ten warehouses. Keying by the
/// player - which storing them IN the player's file does for free - has neither problem.
///
/// THE FOUR HOOKS:
/// FromPlayer - live player -> file object: attach that player's vault to the file.
/// Write - file object -> bytes (Save to disk, or WriteNetwork to the wire, which is
/// literally Write + PlayerMetaInfo): append the vault blob.
/// Read - bytes -> file object: pull the vault back off the stream.
/// ToPlayer - file object -> live player: hand the vault back.
/// FromPlayer always reads the CURRENT vault, so there is no dirty flag and no save scheduling
/// to get wrong: whenever the game saves the player, it saves the vault.
///
/// ================================================================================
/// THE BUG THAT COST TWO TEST RUNS, AND WHY IT IS WORTH A BIG COMMENT
/// ================================================================================
/// Earlier versions cleared the session cache from a ModEvents.WorldShuttingDown handler, to
/// stop one save's vault leaking into the next. The user reported the vault kept losing its
/// contents, and the diagnostics printed the murder weapon in order:
///
/// INF SaveAndCleanupWorld
/// [NecromancerTome] world shutting down, dropped 1 in-memory vault(s)
/// [NecromancerTome] FromPlayer entity 171 - vault NONE
/// [NecromancerTome] Write - no vault attached (writes an EMPTY marker)
///
/// **WorldShuttingDown fires BEFORE the final player save, not after.** Confirmed in
/// GameManager.SaveAndCleanupWorld by decompilation rather than inferred from the log: the
/// event is invoked at IL_0026 and SaveLocalPlayerData() is called at IL_00c4, a hundred-odd
/// instructions later. So the handler emptied the cache, and the save that followed
/// faithfully recorded "this player has no vault" over the real one. Every clean exit wiped
/// the vault - which is exactly the symptom the Nexus report described, reintroduced by the
/// fix for it.
///
/// There is no documentation to have checked first: the community consensus is that the
/// official ModAPI is barebones and has no reference for event ordering, so the decompiler is
/// the only authority. Treat every ModEvent's position in the shutdown sequence as unknown
/// until read out of the method that invokes it.
///
/// TWO RULES CAME OUT OF IT, and both are load-bearing here:
///
/// 1. A RESTORE PATH MAY FAIL; IT MAY NEVER DELETE. An empty session cache is not evidence
/// that the player has no vault - it is the absence of evidence. LastLoadedVault below is
/// the safety net, so a broken restore chain costs a restore, not the data.
/// 2. FRESHNESS IS DECIDED BY WHAT WAS READ, NOT BY A TIMER. Cross-save leaking is now
/// prevented by ToPlayer being authoritative: a player file that was read and explicitly
/// carried no vault CLEARS the cache. Nothing has to be cleared "at the right moment"
/// any more, which is what made the old approach fragile in the first place.
/// </summary>
public static class SpatialVaultPersistence
{
/// <summary>Payload layout version, independent of the blob framing in
/// SpatialVaultBlobIO. An unknown version is skipped, not guessed at - the framing's
/// explicit length means we can always step over a payload we do not understand.</summary>
public const byte PayloadVersion = 1;
/// <summary>What a PlayerDataFile carries. A class rather than a bare Bag because its mere
/// PRESENCE is information: "this file has been read/filled, and the answer - including a
/// null Bag - is authoritative". ConditionalWeakTable cannot store null, so a null Bag
/// needs a wrapper to be expressible at all.</summary>
public class VaultSlot
{
public Bag Bag;
}
/// <summary>Vault attached to a PlayerDataFile while it is being written, read or
/// converted. Weak, because PlayerDataFile objects are created fresh for every save and
/// every network packet and nothing here should keep one alive.</summary>
public static readonly ConditionalWeakTable<PlayerDataFile, VaultSlot> AttachedVaults =
new ConditionalWeakTable<PlayerDataFile, VaultSlot>();
/// <summary>
/// Last vault seen this session, kept outside the weak table. This is rule 1 above made
/// concrete: if the Read -> ToPlayer -> PlayerVaults chain ever fails to complete, the bag
/// is still here, so the next save writes the real contents instead of an empty marker.
///
/// SINGLE LOCAL PLAYER ONLY. There is one of these per process, so on a dedicated server
/// it would be one player's vault handed to whoever asked next. Every use is gated on the
/// player being an EntityPlayerLocal - which a dedicated server does not have, and a host
/// or single-player game has exactly one of.
/// </summary>
public static Bag LastLoadedVault;
/// <summary>Last line printed by the save path, so an unchanged vault saved over and over
/// does not repeat itself in the log. Kept 2026-09-13 when the fix was confirmed: the
/// save pair fires on every autosave, and a player's log should not carry two lines of
/// inventory listing every few minutes - but the moment anything CHANGES it still says so,
/// which is the part that had diagnostic value.</summary>
public static string lastSaveLogged;
/// <summary>Builds the opaque payload SpatialVaultBlobIO wraps. Uses netstandard's own
/// BinaryWriter over a MemoryStream, which is why Bag serialization can stay in this
/// project instead of the satellite assembly.</summary>
public static byte[] BuildPayload(Bag _bag)
{
using (MemoryStream ms = new MemoryStream())
using (BinaryWriter bw = new BinaryWriter(ms))
{
bw.Write(PayloadVersion);
bool hasBag = _bag != null;
bw.Write(hasBag);
if (hasBag)
{
// Plain BinaryWriter is enough: Bag.Write only demands a PooledBinaryWriter
// when bag.preferences != null, and vault bags come from `new Bag(int)`, whose
// constructor sets nothing but the item array.
_bag.Write(bw);
}
bw.Flush();
return ms.ToArray();
}
}
/// <summary>Null when the payload holds no vault or is a version we do not know.</summary>
public static Bag ParsePayload(byte[] _payload)
{
if (_payload == null || _payload.Length == 0)
{
return null;
}
using (MemoryStream ms = new MemoryStream(_payload, false))
using (BinaryReader br = new BinaryReader(ms))
{
byte version = br.ReadByte();
if (version != PayloadVersion)
{
Debug.LogWarning("[NecromancerTome] SpatialVaultPersistence: vault payload version " + version + ", expected " + PayloadVersion + " - skipped");
return null;
}
if (!br.ReadBoolean())
{
return null;
}
// Bag.Read is the STATIC one and returns a new Bag; ReadInto is the instance
// version. Symmetric with BuildPayload: preferences were written as absent, so no
// PooledBinaryReader is needed here either.
return Bag.Read(br);
}
}
public static void Attach(PlayerDataFile _file, Bag _bag)
{
AttachedVaults.Remove(_file);
AttachedVaults.Add(_file, new VaultSlot { Bag = _bag });
}
/// <summary>Contents of a bag, for the log. Item names rather than just a count, because
/// "2 slots, 0 used" was true and useless three test runs in a row - what was needed was
/// whether the items the user put in had actually reached this object.</summary>
public static string Describe(Bag _bag)
{
if (_bag == null)
{
return "NONE";
}
ItemStack[] slots = _bag.GetSlots();
StringBuilder sb = new StringBuilder();
sb.Append(_bag.SlotCount).Append(" slots, ").Append(_bag.GetUsedSlotCount()).Append(" used");
if (slots != null)
{
for (int i = 0; i < slots.Length; i++)
{
ItemStack stack = slots[i];
if (stack == null || stack.IsEmpty())
{
continue;
}
string name = stack.itemValue != null && stack.itemValue.ItemClass != null
? stack.itemValue.ItemClass.GetItemName()
: "?";
sb.Append(" [").Append(i).Append("]=").Append(name).Append("x").Append(stack.count);
}
}
return sb.ToString();
}
}
/// <summary>Live player -> save file: take the vault along.</summary>
[HarmonyPatch(typeof(PlayerDataFile), "FromPlayer")]
public static class Patch_PlayerDataFile_FromPlayer_SpatialVault
{
public static void Postfix(PlayerDataFile __instance, EntityPlayer _player)
{
try
{
if (_player == null)
{
return;
}
Patch_ItemActionEat_ExecuteAction_SpatialVault.PlayerVaults.TryGetValue(_player.entityId, out Bag bag);
string source = bag != null ? "session cache" : null;
if (bag == null && _player is EntityPlayerLocal && SpatialVaultPersistence.LastLoadedVault != null)
{
// Rule 1: never write "no vault" over a vault we know exists.
bag = SpatialVaultPersistence.LastLoadedVault;
source = "last loaded (session cache was empty)";
}
SpatialVaultPersistence.Attach(__instance, bag);
string line = "FromPlayer entity " + _player.entityId + " - " + SpatialVaultPersistence.Describe(bag) +
(source != null ? ", from " + source : "");
if (line != SpatialVaultPersistence.lastSaveLogged)
{
SpatialVaultPersistence.lastSaveLogged = line;
Debug.Log("[NecromancerTome] SpatialVaultPersistence: " + line);
}
}
catch (Exception e)
{
Debug.LogError("[NecromancerTome] SpatialVaultPersistence: FromPlayer postfix failed: " + e);
}
}
}
/// <summary>
/// Save file -> live player: hand the vault back. This is also where freshness is decided
/// (rule 2): a file that WAS read and explicitly carried no vault clears the cache, so loading
/// a different save cannot inherit the previous world's vault. Only a file that was never read
/// at all falls back to LastLoadedVault, which is the broken-chain safety net.
/// </summary>
[HarmonyPatch(typeof(PlayerDataFile), "ToPlayer")]
public static class Patch_PlayerDataFile_ToPlayer_SpatialVault
{
public static void Postfix(PlayerDataFile __instance, EntityPlayer _player)
{
try
{
if (_player == null)
{
return;
}
bool isLocal = _player is EntityPlayerLocal;
string note;
Bag bag;
if (SpatialVaultPersistence.AttachedVaults.TryGetValue(__instance, out SpatialVaultPersistence.VaultSlot slot))
{
bag = slot.Bag;
note = bag != null ? "from this player file" : "this player file says there is no vault";
}
else if (isLocal && SpatialVaultPersistence.LastLoadedVault != null)
{
bag = SpatialVaultPersistence.LastLoadedVault;
note = "nothing attached to this file - fell back to the last loaded vault";
}
else
{
bag = null;
note = "nothing attached and nothing loaded";
}
if (bag != null)
{
Patch_ItemActionEat_ExecuteAction_SpatialVault.PlayerVaults[_player.entityId] = bag;
}
else
{
Patch_ItemActionEat_ExecuteAction_SpatialVault.PlayerVaults.Remove(_player.entityId);
}
if (isLocal)
{
SpatialVaultPersistence.LastLoadedVault = bag;
}
Debug.Log("[NecromancerTome] SpatialVaultPersistence: ToPlayer entity " + _player.entityId +
" - " + SpatialVaultPersistence.Describe(bag) + " (" + note + ")");
}
catch (Exception e)
{
Debug.LogError("[NecromancerTome] SpatialVaultPersistence: ToPlayer postfix failed: " + e);
}
}
}
/// <summary>Appends the vault after everything vanilla wrote - to disk via Save, or to the
/// wire via WriteNetwork.</summary>
[HarmonyPatch(typeof(PlayerDataFile), "Write")]
public static class Patch_PlayerDataFile_Write_SpatialVault
{
public static void Postfix(PlayerDataFile __instance, PooledBinaryWriter _bw)
{
try
{
SpatialVaultPersistence.AttachedVaults.TryGetValue(__instance, out SpatialVaultPersistence.VaultSlot slot);
Bag bag = slot != null ? slot.Bag : null;
SpatialVaultBlobIO.Write(_bw, SpatialVaultPersistence.BuildPayload(bag));
if (bag == null)
{
// Always shouted: writing an empty marker is how the vault got destroyed twice,
// so it must never again scroll past unnoticed.
Debug.LogWarning("[NecromancerTome] SpatialVaultPersistence: Write - no vault attached (writes an EMPTY marker)");
}
}
catch (Exception e)
{
Debug.LogError("[NecromancerTome] SpatialVaultPersistence: Write postfix failed: " + e);
}
}
}
/// <summary>Reads the vault back off the stream. Must never throw: PlayerDataFile.Load treats
/// any exception out of Read as "this save is broken, fall back to the .bak".</summary>
[HarmonyPatch(typeof(PlayerDataFile), "Read")]
public static class Patch_PlayerDataFile_Read_SpatialVault
{
public static void Postfix(PlayerDataFile __instance, PooledBinaryReader _br)
{
try
{
byte[] payload = SpatialVaultBlobIO.TryRead(_br);
if (payload == null)
{
// No vault block: a save from before this feature existed, or player data from
// somebody without the mod. Deliberately NOT recorded as an authoritative
// "no vault" - an absent block is silence, not a denial, and ToPlayer's
// fallback is what should handle it. SpatialVaultBlobIO has already put the
// stream position back.
Debug.Log("[NecromancerTome] SpatialVaultPersistence: Read - no vault block on this stream");
return;
}
Bag bag = SpatialVaultPersistence.ParsePayload(payload);
// Attached even when null: a blob that says "no vault" IS an answer, and ToPlayer
// uses it to clear a stale cache when a different save is loaded.
SpatialVaultPersistence.Attach(__instance, bag);
if (bag != null)
{
SpatialVaultPersistence.LastLoadedVault = bag;
}
Debug.Log("[NecromancerTome] SpatialVaultPersistence: Read - blob of " + payload.Length +
" byte(s), " + SpatialVaultPersistence.Describe(bag));
}
catch (Exception e)
{
Debug.LogError("[NecromancerTome] SpatialVaultPersistence: Read postfix failed: " + e);
}
}
}
}
+1 -1
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@@ -4,6 +4,6 @@
<DisplayName value="Necromancer's Tome" /> <DisplayName value="Necromancer's Tome" />
<Description value="A dark necromancy progression for 7 Days to Die 3.2: a kill-count-driven skill tree with cursed weapons, charm/deviation magic, summonable undead pets, base-defence wards, and a story-ending Black Portal ritual. Fully localized into 13 languages. Single-player; requires EAC off." /> <Description value="A dark necromancy progression for 7 Days to Die 3.2: a kill-count-driven skill tree with cursed weapons, charm/deviation magic, summonable undead pets, base-defence wards, and a story-ending Black Portal ritual. Fully localized into 13 languages. Single-player; requires EAC off." />
<Author value="Alex Cube" /> <Author value="Alex Cube" />
<Version value="2.0.0" /> <Version value="1.0.1" />
<Website value="https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/" /> <Website value="https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/" />
</xml> </xml>
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+4 -2
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@@ -1,6 +1,6 @@
# Книга некроманта / Necromancer's Tome (NecromancerTome) # Книга некроманта / Necromancer's Tome (NecromancerTome)
**Версия 1.0** — для 7 Days to Die 3.2. Автор: Alex Cube. **Версия 1.0.1** — для 7 Days to Die 3.2. Автор: Alex Cube.
- Страница мода: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/ - Страница мода: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/
- Nexus Mods: https://www.nexusmods.com/7daystodie/mods/12547 - Nexus Mods: https://www.nexusmods.com/7daystodie/mods/12547
@@ -121,7 +121,9 @@
## Статус ## Статус
Версия 1.0 — весь заявленный контент реализован и проходит тесты в игре. Из запланированного не Версия 1.0.1исправление по первому баг-репорту с Nexus: содержимое Пространственного
браслета больше не пропадает после выхода из игры (хранилище теперь сохраняется в файле
игрока, рядом с рюкзаком). Весь заявленный контент реализован и проходит тесты в игре. Из запланированного не
сделана только часть фирменных звуков. Текст описания для сайта (RU + EN) — в сделана только часть фирменных звуков. Текст описания для сайта (RU + EN) — в
`SITE_DESCRIPTION.html` (разметка блоков WordPress). Полная техническая история разработки и текст финала лежат рядом с модом `SITE_DESCRIPTION.html` (разметка блоков WordPress). Полная техническая история разработки и текст финала лежат рядом с модом
в `BACKLOG.md` и `FINAL_TEXT.md` — в репозиторий они не входят (спойлеры и внутренняя кухня). в `BACKLOG.md` и `FINAL_TEXT.md` — в репозиторий они не входят (спойлеры и внутренняя кухня).
+99
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@@ -0,0 +1,99 @@
using System.IO;
namespace NecromancerTome
{
/// <summary>
/// Raw byte-level half of the Spatial Bracelet's vault persistence. Lives in this satellite
/// assembly for exactly the reason PyramidWardWriteHelper.cs documents: PooledBinaryWriter's
/// Write overload set cannot be resolved from the main project at all (CS7069), so anything
/// that actually touches a PooledBinaryWriter/PooledBinaryReader has to be compiled here,
/// against the game's own mscorlib.
///
/// The split is deliberately drawn so that ONLY primitives cross it: this file knows about
/// byte arrays and stream positions, nothing else. Bag/ItemStack serialization stays in the
/// main project, where `Bag.Write(BinaryWriter)` against netstandard's own BinaryWriter
/// already compiles fine (proven - that is how the vault blob is built). Keeping Bag out of
/// here also keeps UnityEngine out of here, which this project's reference setup (NoStdLib +
/// the game's mscorlib, no UnityEngine at all) cannot tolerate.
///
/// BLOB LAYOUT, appended after everything vanilla PlayerDataFile.Write produces:
///
/// int64 Magic "NECROVLT"
/// int32 payloadLength
/// byte[] payload (opaque here; the main project builds and parses it)
///
/// The magic plus the explicit length is what makes this safe to append to somebody else's
/// format. On read we remember the stream position first: if the magic is not there (an old
/// save written before this feature, or a player-data packet from a party that does not have
/// the mod) the position is put back exactly where it was and the caller is told "no vault" -
/// so whatever the game reads next still reads the right bytes. That matters concretely:
/// PlayerDataFile.ReadNetwork calls Read and then goes on to read PlayerMetaInfo from the
/// same stream, and PlayerDataFile.Load treats ANY exception out of Read as "file is broken,
/// roll back to the .bak". Neither may be disturbed, so nothing here throws.
/// </summary>
public static class SpatialVaultBlobIO
{
/// <summary>ASCII "NECROVLT" as one int64 - distinctive enough that stray bytes will not
/// be mistaken for our block.</summary>
public const long Magic = 0x4E4543524F564C54L;
/// <summary>Magic (8) + length (4).</summary>
public const int HeaderSize = 12;
public static void Write(PooledBinaryWriter _bw, byte[] _payload)
{
if (_bw == null || _payload == null)
{
return;
}
_bw.Write(Magic);
_bw.Write(_payload.Length);
_bw.Write(_payload);
}
/// <summary>Returns the payload, or null when this stream carries no vault block. Never
/// throws, and never leaves the stream anywhere the caller did not expect: either just
/// past our whole block, or exactly back where it started.</summary>
public static byte[] TryRead(PooledBinaryReader _br)
{
if (_br == null)
{
return null;
}
Stream stream = _br.BaseStream;
if (stream == null || !stream.CanSeek)
{
return null;
}
long startPosition = stream.Position;
try
{
if (stream.Length - startPosition < HeaderSize)
{
return null;
}
if (_br.ReadInt64() != Magic)
{
stream.Position = startPosition;
return null;
}
int length = _br.ReadInt32();
if (length < 0 || stream.Length - stream.Position < length)
{
stream.Position = startPosition;
return null;
}
return _br.ReadBytes(length);
}
catch
{
stream.Position = startPosition;
return null;
}
}
}
}