Initial commit: Trading Card Mod scaffold for Escape from Duckov
Set up project structure with: - .NET Standard 2.1 project targeting Duckov modding API - ModBehaviour entry point with card set loading system - Harmony patching infrastructure (depends on HarmonyLoadMod) - Pipe-separated card definition format for user-generated content - Example card set and documentation 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
commit
9704516dd7
7
.claude/commands/build.md
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7
.claude/commands/build.md
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# Build Mod
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Build the TradingCardMod and report any errors.
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1. Run `dotnet build` in the project root
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2. If successful, show the output DLL path
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3. If errors occur, analyze and suggest fixes
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11
.claude/commands/deploy.md
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11
.claude/commands/deploy.md
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# Deploy to Game
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Build and deploy the mod to the game's Mods folder.
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1. Run `dotnet build -c Release`
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2. Copy the following to `{DuckovPath}/Duckov_Data/Mods/TradingCardMod/`:
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- `TradingCardMod.dll`
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- `info.ini`
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- `preview.png` (if exists)
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- `CardSets/` folder
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3. Report deployment status
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10
.claude/settings.json
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10
.claude/settings.json
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{
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"$schema": "https://claude.ai/code/settings-schema.json",
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"permissions": {
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"allow": [
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"Bash(dotnet build*)",
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"Bash(dotnet clean*)",
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"Bash(dotnet restore*)"
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]
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}
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}
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30
.gitignore
vendored
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30
.gitignore
vendored
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# Build outputs
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bin/
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obj/
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# IDE
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.vs/
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.vscode/
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*.user
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*.suo
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# Claude Code private notes
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.claude/scratchpad/
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# OS files
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.DS_Store
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Thumbs.db
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# NuGet
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*.nupkg
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packages/
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# Debug logs
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*.log
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# Card set images (user-generated content)
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# Uncomment if you don't want to track example images
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# CardSets/*/images/
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# Preview image (generate your own)
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# preview.png
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80
CLAUDE.md
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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A Unity mod for Escape from Duckov that adds a customizable trading card system with storage solutions. The framework supports user-generated content through simple pipe-separated text files, allowing non-programmers to add their own card sets.
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## Build Commands
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```bash
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# Build the mod
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dotnet build
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# Build release version
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dotnet build -c Release
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# Output location: bin/Debug/netstandard2.1/TradingCardMod.dll
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```
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**Important**: Before building, update `DuckovPath` in `TradingCardMod.csproj` (line 10) to your actual game installation path.
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## Architecture
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### Mod Loading System
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The game loads mods from `Duckov_Data/Mods/`. Each mod requires:
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- A DLL with namespace matching `info.ini`'s `name` field
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- A `ModBehaviour` class inheriting from `Duckov.Modding.ModBehaviour`
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- The `info.ini` and `preview.png` files
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### Key Classes
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- **`ModBehaviour`** (`src/ModBehaviour.cs`): Main entry point. Inherits from `Duckov.Modding.ModBehaviour` (which extends `MonoBehaviour`). Handles card set loading in `Start()` and cleanup in `OnDestroy()`.
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- **`Patches`** (`src/Patches.cs`): Harmony patch definitions. Uses `HarmonyLib` for runtime method patching. Patches are applied in `Start()` and removed in `OnDestroy()`.
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- **`TradingCard`**: Data class representing card properties. Contains `GenerateTypeID()` for creating unique item IDs (100000+ range to avoid game conflicts).
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### Dependencies
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- **HarmonyLoadMod** (Workshop ID: 3589088839): Required mod dependency providing Harmony 2.4.1. Referenced at build time but not bundled to avoid version conflicts.
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### Card Definition Format
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Cards are defined in `CardSets/{SetName}/cards.txt` using pipe-separated values:
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```
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CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value
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```
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Images go in `CardSets/{SetName}/images/`.
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## Game API Reference
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Key namespaces and APIs from the game:
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- `ItemStatsSystem.ItemAssetsCollection.AddDynamicEntry(Item prefab)` - Register custom items
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- `ItemStatsSystem.ItemAssetsCollection.RemoveDynamicEntry(Item prefab)` - Remove on unload
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- `SodaCraft.Localizations.LocalizationManager.SetOverrideText(string key, string value)` - Localization
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- `ItemStatsSystem.ItemUtilities.SendToPlayer(Item item)` - Give items to player
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## Development Notes
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- Target framework: .NET Standard 2.1
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- C# language version: 8.0
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- All logging uses `Debug.Log()` with `[TradingCardMod]` prefix
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- Custom items need unique TypeIDs to avoid conflicts with base game and other mods
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## Testing
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1. Copy build output to `{GamePath}/Duckov_Data/Mods/TradingCardMod/`
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2. Include: `TradingCardMod.dll`, `info.ini`, `preview.png`, `CardSets/` folder
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3. Launch game and enable mod in Mods menu
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4. Check game logs for `[TradingCardMod]` messages
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## TODO Items in Code
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The following features need implementation (marked with TODO comments):
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- `RegisterCardWithGame()` - Create Unity prefabs and register with ItemAssetsCollection
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- Item cleanup in `OnDestroy()` - Remove registered items on mod unload
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- `TradingCard.ItemPrefab` property - Store Unity prefab reference
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20
CardSets/ExampleSet/cards.txt
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CardSets/ExampleSet/cards.txt
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# Example Card Set - Trading Card Mod for Escape from Duckov
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# Format: CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value
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#
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# Fields:
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# CardName - Display name of the card
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# SetName - Name of the card collection
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# SetNumber - Number within the set (for sorting)
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# ImageFile - Filename of the card image (must be in images/ subfolder)
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# Rarity - Card rarity (Common, Uncommon, Rare, Ultra Rare)
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# Weight - Physical weight in game units
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# Value - In-game currency value
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#
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# Add your own cards below! Just follow the format above.
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# Place corresponding images in the images/ subfolder.
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Duck Hero | Example Set | 001 | duck_hero.png | Rare | 0.01 | 100
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Golden Quacker | Example Set | 002 | golden_quacker.png | Ultra Rare | 0.01 | 500
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Pond Guardian | Example Set | 003 | pond_guardian.png | Uncommon | 0.01 | 25
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Bread Seeker | Example Set | 004 | bread_seeker.png | Common | 0.01 | 10
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Feathered Fury | Example Set | 005 | feathered_fury.png | Rare | 0.01 | 75
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136
README.md
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136
README.md
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# Trading Card Mod for Escape from Duckov
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A customizable trading card system that lets you add your own card sets to the game.
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## Requirements
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**Required Mod Dependency:**
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- [HarmonyLib (HarmonyLoadMod)](https://steamcommunity.com/sharedfiles/filedetails/?id=3589088839) - Subscribe on Steam Workshop
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This mod requires the HarmonyLoadMod to be installed. It provides the Harmony library that many mods share to avoid version conflicts.
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## Installation
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1. Subscribe to [HarmonyLib](https://steamcommunity.com/sharedfiles/filedetails/?id=3589088839) on Steam Workshop
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2. Build the mod (see Development section)
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3. Copy the `TradingCardMod` folder to your game's `Duckov_Data/Mods` directory
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4. Launch the game and enable both HarmonyLib and this mod in the Mods menu
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## Adding Card Sets
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### Creating a New Card Set
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1. Create a new folder in `CardSets/` with your set name (e.g., `CardSets/MyCards/`)
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2. Create a `cards.txt` file in your folder
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3. Create an `images/` subfolder for card artwork
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### Card Definition Format
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Cards are defined in `cards.txt` using pipe-separated values:
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```
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CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value
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```
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Example:
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```
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Blue Dragon | Fantasy Set | 001 | blue_dragon.png | Ultra Rare | 0.01 | 500
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Fire Sprite | Fantasy Set | 002 | fire_sprite.png | Rare | 0.01 | 100
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```
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### Field Descriptions
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| Field | Description | Example |
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|-------|-------------|---------|
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| CardName | Display name of the card | "Blue Dragon" |
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| SetName | Name of the collection | "Fantasy Set" |
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| SetNumber | Number for sorting (as integer) | 001 |
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| ImageFile | Image filename in images/ folder | "blue_dragon.png" |
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| Rarity | Card rarity tier | Common, Uncommon, Rare, Ultra Rare |
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| Weight | Physical weight in game units | 0.01 |
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| Value | In-game currency value | 500 |
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### Image Requirements
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- Place images in your card set's `images/` subfolder
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- Recommended format: PNG
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- Recommended size: 256x256 or similar aspect ratio
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### Comments
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Lines starting with `#` are treated as comments and ignored:
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```
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# This is a comment
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# CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value
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Blue Dragon | Fantasy Set | 001 | blue_dragon.png | Ultra Rare | 0.01 | 500
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```
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## Folder Structure
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```
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TradingCardMod/
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├── TradingCardMod.dll
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├── info.ini
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├── preview.png
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├── CardSets/
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│ ├── ExampleSet/
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│ │ ├── cards.txt
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│ │ └── images/
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│ │ └── (card images here)
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│ └── YourCustomSet/
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│ ├── cards.txt
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│ └── images/
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└── README.md
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```
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## Development
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### Requirements
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- .NET SDK (for .NET Standard 2.1)
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- Escape from Duckov installed
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### Building
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1. Update `DuckovPath` in `TradingCardMod.csproj` to point to your game installation
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2. Build the project:
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```bash
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dotnet build
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```
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3. The compiled DLL will be in `bin/Debug/netstandard2.1/`
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### Linux Steam Paths
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Common Steam library locations on Linux:
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- `~/.steam/steam/steamapps/common/Escape from Duckov`
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- `~/.local/share/Steam/steamapps/common/Escape from Duckov`
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### Testing
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1. Copy the build output to `Duckov_Data/Mods/TradingCardMod/`
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2. Launch the game through Steam
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3. Enable the mod in the Mods menu
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4. Check the game's log for `[TradingCardMod]` messages
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## Troubleshooting
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### "CardSets directory not found"
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The mod will create this directory automatically. Add your card sets there.
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### Cards not appearing
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- Check that `cards.txt` follows the exact format (7 pipe-separated fields)
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- Ensure image files exist in the `images/` subfolder
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- Check the game log for parsing errors
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### Build errors
|
||||
- Verify `DuckovPath` in the .csproj points to your actual game installation
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- Ensure you have .NET SDK installed with `dotnet --version`
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## License
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This mod is provided as-is for personal use. Do not distribute copyrighted card artwork.
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## Credits
|
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Built using the official Duckov modding framework.
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40
TradingCardMod.csproj
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TradingCardMod.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<Nullable>enable</Nullable>
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<LangVersion>8.0</LangVersion>
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<RootNamespace>TradingCardMod</RootNamespace>
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<AssemblyName>TradingCardMod</AssemblyName>
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<!-- Game installation path -->
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<DuckovPath>/mnt/NV2/SteamLibrary/steamapps/common/Escape from Duckov</DuckovPath>
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<SubPath>/Duckov_Data/Managed/</SubPath>
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||||
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<!-- Steam Workshop path for mod dependencies -->
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||||
<WorkshopPath>/mnt/NV2/SteamLibrary/steamapps/workshop/content/3167020</WorkshopPath>
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||||
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<!-- HarmonyLoadMod Workshop ID -->
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||||
<HarmonyModId>3589088839</HarmonyModId>
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||||
</PropertyGroup>
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||||
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||||
<ItemGroup>
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<!-- Game DLL references -->
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||||
<Reference Include="$(DuckovPath)$(SubPath)TeamSoda.*"/>
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<Reference Include="$(DuckovPath)$(SubPath)ItemStatsSystem.dll"/>
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||||
<Reference Include="$(DuckovPath)$(SubPath)Unity*"/>
|
||||
<Reference Include="$(DuckovPath)$(SubPath)Duckov.dll"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<!-- Harmony library from HarmonyLoadMod (required dependency) -->
|
||||
<Reference Include="$(WorkshopPath)/$(HarmonyModId)/0Harmony.dll"/>
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||||
</ItemGroup>
|
||||
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||||
<ItemGroup>
|
||||
<!-- Exclude non-code files from compilation -->
|
||||
<None Include="CardSets/**/*" CopyToOutputDirectory="PreserveNewest" />
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||||
<None Include="info.ini" CopyToOutputDirectory="PreserveNewest" />
|
||||
<None Include="preview.png" CopyToOutputDirectory="PreserveNewest" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
3
info.ini
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3
info.ini
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||||
name=TradingCardMod
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||||
displayName=Trading Card Mod
|
||||
description=A customizable trading card system with storage solutions. Add your own card sets!
|
||||
203
src/ModBehaviour.cs
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203
src/ModBehaviour.cs
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||||
using System;
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||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
using ItemStatsSystem;
|
||||
using SodaCraft.Localizations;
|
||||
|
||||
namespace TradingCardMod
|
||||
{
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||||
/// <summary>
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||||
/// Main entry point for the Trading Card Mod.
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||||
/// Inherits from Duckov.Modding.ModBehaviour as required by the mod system.
|
||||
/// </summary>
|
||||
public class ModBehaviour : Duckov.Modding.ModBehaviour
|
||||
{
|
||||
private static ModBehaviour? _instance;
|
||||
public static ModBehaviour Instance => _instance!;
|
||||
|
||||
private string _modPath = string.Empty;
|
||||
private List<TradingCard> _loadedCards = new List<TradingCard>();
|
||||
|
||||
/// <summary>
|
||||
/// Called when the mod is loaded. Initialize the card system here.
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
_instance = this;
|
||||
|
||||
// Get the mod's directory path
|
||||
_modPath = Path.GetDirectoryName(GetType().Assembly.Location) ?? string.Empty;
|
||||
|
||||
Debug.Log("[TradingCardMod] Mod initialized!");
|
||||
Debug.Log($"[TradingCardMod] Mod path: {_modPath}");
|
||||
|
||||
// Apply Harmony patches
|
||||
Patches.ApplyPatches();
|
||||
|
||||
try
|
||||
{
|
||||
LoadCardSets();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[TradingCardMod] Failed to load card sets: {ex.Message}");
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scans the CardSets directory and loads all card definitions.
|
||||
/// </summary>
|
||||
private void LoadCardSets()
|
||||
{
|
||||
string cardSetsPath = Path.Combine(_modPath, "CardSets");
|
||||
|
||||
if (!Directory.Exists(cardSetsPath))
|
||||
{
|
||||
Debug.LogWarning($"[TradingCardMod] CardSets directory not found at: {cardSetsPath}");
|
||||
Directory.CreateDirectory(cardSetsPath);
|
||||
return;
|
||||
}
|
||||
|
||||
string[] setDirectories = Directory.GetDirectories(cardSetsPath);
|
||||
Debug.Log($"[TradingCardMod] Found {setDirectories.Length} card set directories");
|
||||
|
||||
foreach (string setDir in setDirectories)
|
||||
{
|
||||
LoadCardSet(setDir);
|
||||
}
|
||||
|
||||
Debug.Log($"[TradingCardMod] Total cards loaded: {_loadedCards.Count}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a single card set from a directory.
|
||||
/// Expects a cards.txt file with pipe-separated values.
|
||||
/// </summary>
|
||||
/// <param name="setDirectory">Path to the card set directory</param>
|
||||
private void LoadCardSet(string setDirectory)
|
||||
{
|
||||
string setName = Path.GetFileName(setDirectory);
|
||||
string cardsFile = Path.Combine(setDirectory, "cards.txt");
|
||||
|
||||
if (!File.Exists(cardsFile))
|
||||
{
|
||||
Debug.LogWarning($"[TradingCardMod] No cards.txt found in {setName}");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"[TradingCardMod] Loading card set: {setName}");
|
||||
|
||||
try
|
||||
{
|
||||
string[] lines = File.ReadAllLines(cardsFile);
|
||||
int cardCount = 0;
|
||||
|
||||
foreach (string line in lines)
|
||||
{
|
||||
// Skip empty lines and comments
|
||||
if (string.IsNullOrWhiteSpace(line) || line.TrimStart().StartsWith("#"))
|
||||
continue;
|
||||
|
||||
TradingCard? card = ParseCardLine(line, setDirectory);
|
||||
if (card != null)
|
||||
{
|
||||
_loadedCards.Add(card);
|
||||
cardCount++;
|
||||
// TODO: Register card with game's item system
|
||||
// RegisterCardWithGame(card);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[TradingCardMod] Loaded {cardCount} cards from {setName}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[TradingCardMod] Error loading card set {setName}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Parses a single line from cards.txt into a TradingCard object.
|
||||
/// Format: CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value
|
||||
/// </summary>
|
||||
private TradingCard? ParseCardLine(string line, string setDirectory)
|
||||
{
|
||||
string[] parts = line.Split('|');
|
||||
|
||||
if (parts.Length < 7)
|
||||
{
|
||||
Debug.LogWarning($"[TradingCardMod] Invalid card line (expected 7 fields): {line}");
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return new TradingCard
|
||||
{
|
||||
CardName = parts[0].Trim(),
|
||||
SetName = parts[1].Trim(),
|
||||
SetNumber = int.Parse(parts[2].Trim()),
|
||||
ImagePath = Path.Combine(setDirectory, "images", parts[3].Trim()),
|
||||
Rarity = parts[4].Trim(),
|
||||
Weight = float.Parse(parts[5].Trim()),
|
||||
Value = int.Parse(parts[6].Trim())
|
||||
};
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[TradingCardMod] Failed to parse card line: {line} - {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the mod is unloaded. Clean up registered items.
|
||||
/// </summary>
|
||||
void OnDestroy()
|
||||
{
|
||||
Debug.Log("[TradingCardMod] Mod unloading, cleaning up...");
|
||||
|
||||
// Remove Harmony patches
|
||||
Patches.RemovePatches();
|
||||
|
||||
// TODO: Remove registered items from game
|
||||
// foreach (var card in _loadedCards)
|
||||
// {
|
||||
// ItemAssetsCollection.RemoveDynamicEntry(card.ItemPrefab);
|
||||
// }
|
||||
|
||||
_loadedCards.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a trading card's data loaded from a card set file.
|
||||
/// </summary>
|
||||
public class TradingCard
|
||||
{
|
||||
public string CardName { get; set; } = string.Empty;
|
||||
public string SetName { get; set; } = string.Empty;
|
||||
public int SetNumber { get; set; }
|
||||
public string ImagePath { get; set; } = string.Empty;
|
||||
public string Rarity { get; set; } = string.Empty;
|
||||
public float Weight { get; set; }
|
||||
public int Value { get; set; }
|
||||
|
||||
// TODO: Add Unity prefab reference once we understand the item system better
|
||||
// public Item? ItemPrefab { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Generates a unique TypeID for this card to avoid conflicts.
|
||||
/// Uses hash of set name + card name for uniqueness.
|
||||
/// </summary>
|
||||
public int GenerateTypeID()
|
||||
{
|
||||
// Start from a high number to avoid conflicts with base game items
|
||||
// Use hash to ensure consistency across loads
|
||||
string uniqueKey = $"TradingCard_{SetName}_{CardName}";
|
||||
return 100000 + Math.Abs(uniqueKey.GetHashCode() % 900000);
|
||||
}
|
||||
}
|
||||
}
|
||||
118
src/Patches.cs
Normal file
118
src/Patches.cs
Normal file
@ -0,0 +1,118 @@
|
||||
using System;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TradingCardMod
|
||||
{
|
||||
/// <summary>
|
||||
/// Contains all Harmony patches for the Trading Card Mod.
|
||||
/// Patches are applied in ModBehaviour.Start() via Harmony.PatchAll().
|
||||
/// </summary>
|
||||
public static class Patches
|
||||
{
|
||||
/// <summary>
|
||||
/// Unique Harmony ID for this mod. Used to identify and unpatch if needed.
|
||||
/// </summary>
|
||||
public const string HarmonyId = "com.manticorum.tradingcardgame.duckov";
|
||||
|
||||
private static Harmony? _harmony;
|
||||
|
||||
/// <summary>
|
||||
/// Apply all Harmony patches defined in this assembly.
|
||||
/// </summary>
|
||||
public static void ApplyPatches()
|
||||
{
|
||||
try
|
||||
{
|
||||
_harmony = new Harmony(HarmonyId);
|
||||
_harmony.PatchAll();
|
||||
Debug.Log($"[TradingCardMod] Harmony patches applied successfully");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[TradingCardMod] Failed to apply Harmony patches: {ex.Message}");
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove all Harmony patches applied by this mod.
|
||||
/// Called during mod unload to clean up.
|
||||
/// </summary>
|
||||
public static void RemovePatches()
|
||||
{
|
||||
try
|
||||
{
|
||||
_harmony?.UnpatchSelf();
|
||||
Debug.Log($"[TradingCardMod] Harmony patches removed");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[TradingCardMod] Failed to remove Harmony patches: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ==========================================================================
|
||||
// Example Harmony Patches
|
||||
// ==========================================================================
|
||||
//
|
||||
// Below are example patches showing common patterns. Uncomment and modify
|
||||
// as needed once you've identified the game methods to patch.
|
||||
//
|
||||
// To find methods to patch, use a decompiler (ILSpy) on the game DLLs in:
|
||||
// Duckov_Data/Managed/
|
||||
// ==========================================================================
|
||||
|
||||
/*
|
||||
/// <summary>
|
||||
/// Example: Postfix patch that runs after a method completes.
|
||||
/// Use case: Log when items are added to inventory, modify return values.
|
||||
/// </summary>
|
||||
[HarmonyPatch(typeof(ItemStatsSystem.ItemUtilities), "SendToPlayer")]
|
||||
public static class SendToPlayer_Patch
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
public static void Postfix(ItemStatsSystem.Item item)
|
||||
{
|
||||
// Check if the item is one of our trading cards
|
||||
// This runs after the original method completes
|
||||
Debug.Log($"[TradingCardMod] Item sent to player: {item.name}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Example: Prefix patch that runs before a method.
|
||||
/// Use case: Modify parameters, skip original method, validate inputs.
|
||||
/// </summary>
|
||||
[HarmonyPatch(typeof(SomeClass), "SomeMethod")]
|
||||
public static class SomeMethod_Patch
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(ref int someParameter)
|
||||
{
|
||||
// Modify parameter before original method runs
|
||||
someParameter = someParameter * 2;
|
||||
|
||||
// Return true to run original method, false to skip it
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Example: Transpiler patch that modifies IL instructions.
|
||||
/// Use case: Complex modifications, inserting code mid-method.
|
||||
/// Note: Advanced technique - prefer Prefix/Postfix when possible.
|
||||
/// </summary>
|
||||
[HarmonyPatch(typeof(SomeClass), "SomeMethod")]
|
||||
public static class SomeMethod_Transpiler
|
||||
{
|
||||
[HarmonyTranspiler]
|
||||
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
|
||||
{
|
||||
// Modify and return the IL instructions
|
||||
return instructions;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user