Крафт крови и так снимает 90% текущего ХП, но делал это молча. Теперь на том же
месте играет штатный звук боли игрока - тот, что слышно при накалывании на кол
или на колючую проволоку.
ИМЯ КЛИПА СПРАШИВАЕТСЯ У СУЩНОСТИ, А НЕ ВПИСАНО СТРОКОЙ. Звук боли зависит от
пола персонажа (Data/Config/entityclasses.xml):
playerMale SoundHurt="player1painlg" SoundHurtSmall="player1painsm"
playerFemale SoundHurt="player2painlg" SoundHurtSmall="player2painsm"
playerFemale extends playerMale и переопределяет обе строки, так что
захардкоженный "player1painlg" выдал бы женскому персонажу мужской кряк. Вместо
этого зовутся GetSoundHurt() и GetSoundHurtSmall() - публичные методы
EntityAlive, каждый из которых целиком есть чтение поля (проверено по IL:
"ldarg.0; ldfld soundHurt|soundHurtSmall; ret", токены разрешены через
Module.ResolveField).
ПОРОГ ВЗЯТ У САМОЙ ИГРЫ. EntityPlayer переопределяет
GetSoundHurt(DamageSource, int) - тот самый метод, через который проходят колья
и колючая проволока. Его IL разобран целиком, и правило такое: урон СТРОГО
больше 15 -> большой кряк (soundHurt), 15 и меньше -> малый (soundHurtSmall),
плюс фолбэк на большой, если малый не объявлен. Воспроизведено один в один,
включая строгое "больше" и фолбэк; константа названа PainSoundBigDamage и несёт
этот разбор в комментарии.
Сам GetSoundHurt(DamageSource, int) не вызывается: ему нужен DamageSource, а
здесь урона от источника нет - ХП снимается через AddHealth, осознанно (см.
комментарий на месте вызова). Правило выбора - три строки, поэтому оно повторено,
а не подделано синтетическим DamageSource.
PLAYONESHOT ВЫЗВАН РОВНО КАК В ВАНИЛИ. Единственный вызывающий -
EntityAlive.OnUpdateEntity, IL 348: там PlayOneShot получает
sound_in_head:false, serverSignalOnly:false, isUnique:false, _animEvent:null,
volumeScale:1f. Значения по умолчанию у Entity.PlayOneShot - те же самые
(сверено через RawDefaultValue), так что вызов одним аргументом поведенчески
идентичен ванильному: кряк идёт ОТ персонажа, а не "в голове". Оттуда же взят
null-guard - ваниль пропускает вызов при пустом имени клипа, а не отдаёт его
PlayOneShot.
Вызов стоит ПОСЛЕ AddHealth(-amount), а не до: крафт, который свалился бы выше,
не должен издавать звук, которому игрок не найдёт объяснения. При цене 90% это
практически всегда большой кряк - малый включится только на остатке около 17 ХП,
там же, где его сделала бы малым ваниль.
ЗАОДНО: устаревшая шапка NecromancerBloodPatch.cs. Комментарий утверждал, что
кровь живёт в item_modifiers.xml, "not in items.xml, since 2026-09-15". Откат
15.09 это отменил, но тогда правились только комментарии в items.xml, а .cs
пропустили. Переписано: кровь в items.xml, и рядом коротко, почему её оттуда
нельзя двигать.
Сборка: 0 ошибок (4 прежних MSB3277 про версии System.Runtime, к правке
отношения не имеют). Скомпилированный PlayPainSound проверен рефлексией по
готовой DLL - вызовы идут в ожидаемом порядке.
НЕ ПРОВЕРЕНО В ИГРЕ. Проверять обоими полами персонажа - ради этого имя клипа и
спрашивается у сущности.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
223 lines
11 KiB
C#
223 lines
11 KiB
C#
using HarmonyLib;
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using UnityEngine;
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namespace NecromancerTome
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{
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/// <summary>
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/// "Кровь некроманта" (Necromancer's Blood) - dictated 2026-08-30. See items.xml
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/// (resourceNecromancerBlood) for the item and recipes.xml for the base recipe (an empty jar,
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/// like any other resource conversion).
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///
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/// IT LIVES IN items.xml, AND THAT IS NOT AN ACCIDENT. On 2026-09-15 it was moved into
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/// item_modifiers.xml so it could be installed in the Spatial Bracelet, and that move
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/// DESTROYED a character in a save: ItemValue.Read/Write gate the modification block on
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/// !(itemClass is ItemClassModifier), so the item's CLASS decides the byte layout of every
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/// stack of it in the save, and an existing save read one byte off from the first blood stack
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/// onward. It was rolled back the same day, the bracelet's charge became a brand-new item
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/// (resourceBloodSphere, and later resourceBloodStone) instead, and the rule stands: an item
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/// that could already be in someone's inventory must not change class in either direction.
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/// The full account is in BACKLOG.md; the earlier wording of this comment claimed the modifier
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/// home as current and outlived the code by a day. Two rules the user asked for have NO vanilla XML
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/// equivalent at all, so both are enforced here instead:
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/// 1. "нужна... наличие любого ножа" - a knife must be present (in the toolbelt or
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/// backpack) to craft this, but is NOT consumed. recipes.xml has no "required but not
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/// consumed" ingredient flag (confirmed - only `craft_tool="itemName"` exists for
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/// something adjacent, but it takes exactly ONE item name, not "any item of a category",
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/// and its actual runtime enforcement point wasn't confirmed by decompilation either -
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/// not risking an untested mechanism for this).
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/// 2. "При крафте нужно отнимать у персонажа 90% имеющегося ХП" - crafting this recipe
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/// costs 90% of the player's CURRENT health. Recipes have no cost hook beyond their
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/// ingredient list at all.
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///
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/// "любого ножа" (ANY knife) is detected via ItemClass.DisplayType == "meleeKnife" - decompiled
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/// Data/Config/items.xml directly: every real vanilla knife (meleeWpnBladeT0BoneKnife,
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/// meleeWpnBladeT1HuntingKnife, even meleeWpnBladeT3Machete) shares this exact DisplayType,
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/// which is how the game itself categorizes "the knife family" in its own UI - a single,
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/// reliable check instead of hand-maintaining a list of item names. necroWpnBladeNecroKnife
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/// (Extends meleeWpnBladeT0BoneKnife, never overrides DisplayType) is covered by the same
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/// check automatically.
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///
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/// PATCH POINTS - both on XUiC_RecipeStack, decompiled directly (not guessed):
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/// - SetRecipe(...) Prefix: the earliest confirmed point a "craft this recipe" click reaches
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/// (XUiC_CraftingQueue.AddRecipeToCraftAtIndex calls straight into this). Blocking here
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/// (return false) stops the craft from ever starting - recipe/recipeCount never get set,
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/// isCrafting never becomes true.
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/// - outputStack() Prefix+Postfix (via __state): outputStack() is where the output item is
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/// actually granted, once per queued unit - HP is only deducted when __result is true,
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/// i.e. the item genuinely was produced this call, not on a failed/blocked attempt.
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///
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/// CAVEAT - not glossed over: decompiling XUiC_RecipeStack/XUiC_CraftingQueue/XUiM_Recipes did
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/// NOT turn up the exact line that removes ingredients from the player's inventory (it happens
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/// somewhere upstream of SetRecipe, in whatever UI code handles the actual "Craft" button click
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/// - not found within reasonable search). XUiC_RecipeStack.HandleOnPress (the CANCEL button)
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/// refunds ingredients, which proves they're already gone by the time SetRecipe runs - so if
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/// SetRecipe's Prefix blocks a no-knife attempt, the jar may already be spent with nothing
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/// granted back. Blocking at the earliest CONFIRMED point was judged better than not blocking
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/// at all; a lost jar on a rare misclick is a minor rough edge, not a correctness bug. Revisit
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/// if this turns out to happen often in practice.
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/// </summary>
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public static class NecromancerBloodPatch
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{
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public const string BloodItemName = "resourceNecromancerBlood";
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public const float HealthCostFraction = 0.9f;
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/// <summary>Damage above which the player's BIG pain grunt is used instead of the small
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/// one. Not invented: it is vanilla's own threshold, read out of
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/// EntityPlayer.GetSoundHurt(DamageSource, int) - the override that every spike and every
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/// strand of barbed wire goes through. Its IL is
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///
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/// ldarg.2 // _damageStrength
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/// ldc.i4.s 15
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/// bgt.s -> GetSoundHurt() // strictly MORE than 15 -> soundHurt (…painlg)
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/// call GetSoundHurtSmall() // 15 or less -> soundHurtSmall (…painsm)
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///
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/// so the comparison is strictly greater-than, and 15 exactly still counts as small. The
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/// same method has an earlier branch for damage type 16 that returns GetSoundDrownPain();
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/// that one is the drowning case and has nothing to do with us.</summary>
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public const int PainSoundBigDamage = 15;
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/// <summary>Plays the player's own pain grunt, picking the big or the small one by the
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/// same rule vanilla uses for spikes and barbed wire (user request 2026-09-16: "в игре
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/// есть звук боли (когда персонаж напарывается на колья или на колючую проволоку). Пусть
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/// этот звук воспроизводится при создании крови некроманта").
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///
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/// WHY THE SOUND NAME IS ASKED FOR AND NOT SPELLED OUT. The clip differs by gender -
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/// playerMale carries SoundHurt="player1painlg"/SoundHurtSmall="player1painsm" and
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/// playerFemale overrides both to player2pain* (Data/Config/entityclasses.xml). Hardcoding
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/// "player1painlg" would have given every female character a male grunt. GetSoundHurt() and
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/// GetSoundHurtSmall() are public on EntityAlive and are plain field reads (verified: each
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/// one's whole body is "ldarg.0; ldfld soundHurt|soundHurtSmall; ret"), so they return
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/// whatever this entity's own class declared and cost nothing.
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///
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/// WHY NOT GetSoundHurt(DamageSource, int), which would pick for us: it needs a
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/// DamageSource, and this is not damage from a source - the HP here is spent by AddHealth,
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/// deliberately (see the comment at the call site). Its selection rule is three lines, so
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/// it is reproduced instead of faked with a synthetic DamageSource.
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///
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/// The null guard is vanilla's too: EntityAlive.OnUpdateEntity stores the result and skips
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/// the call on null (brfalse right after the stloc) rather than handing PlayOneShot a null
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/// clip name. The fallback to the big grunt covers an entity that declares SoundHurt but
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/// not SoundHurtSmall - again exactly what vanilla's override does when
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/// GetSoundHurtSmall() comes back empty.
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///
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/// PlayOneShot(name) with no further arguments is byte-for-byte what vanilla passes here:
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/// its optional parameters default to sound_in_head:false, serverSignalOnly:false,
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/// isUnique:false, _animEvent:null, volumeScale:1f, and OnUpdateEntity's own call pushes
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/// exactly those five constants. So the grunt comes out of the character, not "in the
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/// head", same as being spiked.</summary>
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public static void PlayPainSound(EntityPlayerLocal _player, int _damage)
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{
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if (_player == null)
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{
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return;
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}
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string clip = _damage > PainSoundBigDamage
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? _player.GetSoundHurt()
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: _player.GetSoundHurtSmall();
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if (string.IsNullOrEmpty(clip))
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{
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clip = _player.GetSoundHurt();
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}
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if (string.IsNullOrEmpty(clip))
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{
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return;
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}
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_player.PlayOneShot(clip);
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}
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public static bool HasAnyKnife(EntityPlayerLocal player)
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{
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return ContainsKnife(player.inventory?.GetSlots()) || ContainsKnife(player.bag?.GetSlots());
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}
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private static bool ContainsKnife(ItemStack[] slots)
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{
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if (slots == null)
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{
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return false;
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}
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foreach (ItemStack stack in slots)
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{
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if (stack == null || stack.IsEmpty())
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{
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continue;
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}
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if (stack.itemValue?.ItemClass?.DisplayType == "meleeKnife")
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{
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return true;
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}
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}
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return false;
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}
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}
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[HarmonyPatch(typeof(XUiC_RecipeStack), "SetRecipe")]
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public static class Patch_XUiC_RecipeStack_SetRecipe_NecromancerBlood
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{
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public static bool Prefix(XUiC_RecipeStack __instance, Recipe _recipe, bool recipeModification)
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{
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// recipeModification covers the "clear this slot" calls (ClearQueue/RefreshQueue/
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// cancel) - never block those, only an actual attempt to start crafting our recipe.
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if (recipeModification || _recipe == null || _recipe.GetName() != NecromancerBloodPatch.BloodItemName)
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{
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return true;
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}
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EntityPlayerLocal player = __instance.xui?.playerUI?.entityPlayer;
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if (player == null)
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{
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return true;
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}
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if (!NecromancerBloodPatch.HasAnyKnife(player))
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{
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GameManager.ShowTooltip(player, "resourceNecromancerBloodNeedsKnife");
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Debug.Log("[NecromancerTome] NecromancerBloodPatch: blocked craft (no knife present) for owner=" + player.entityId);
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return false;
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}
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return true;
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}
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}
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[HarmonyPatch(typeof(XUiC_RecipeStack), "outputStack")]
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public static class Patch_XUiC_RecipeStack_outputStack_NecromancerBlood
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{
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public static void Prefix(XUiC_RecipeStack __instance, out EntityPlayerLocal __state)
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{
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__state = null;
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if (__instance.recipe != null && __instance.recipe.GetName() == NecromancerBloodPatch.BloodItemName)
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{
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__state = __instance.xui?.playerUI?.entityPlayer;
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}
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}
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public static void Postfix(bool __result, EntityPlayerLocal __state)
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{
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if (!__result || __state == null)
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{
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return;
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}
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// Deliberately not clamped to leave the player at least 1 HP - the user asked for a
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// straight 90% cost, and a blood ritual that can genuinely kill you if you're already
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// badly hurt fits the theme. AddHealth is the same safe, non-combat HP-modification
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// API vanilla itself uses (decompiled EntityAlive.AddHealth) - not DamageEntity/
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// DamageResponse, since this isn't damage from a source, it's a direct self-cost.
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int amount = Mathf.RoundToInt(__state.Health * NecromancerBloodPatch.HealthCostFraction);
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if (amount <= 0)
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{
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return;
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}
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__state.AddHealth(-amount);
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// The grunt goes AFTER the HP is actually gone, so a craft that somehow bailed out
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// above never makes a sound the player cannot account for. At the 90% cost this is the
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// big pain clip in every normal case (amount > 15 unless the player is already down to
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// about 17 HP), and drops to the small one exactly where vanilla would drop it too.
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NecromancerBloodPatch.PlayPainSound(__state, amount);
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Debug.Log("[NecromancerTome] NecromancerBloodPatch: crafted blood, deducted " + amount + " HP from owner=" + __state.entityId);
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}
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}
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}
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