Track LocalMods as part of monolith

This commit is contained in:
2026-06-08 18:50:16 +03:00
parent 143f2fed7c
commit 1b214b44c2
1287 changed files with 139255 additions and 1 deletions
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-- Consent Required API
-- Any Lua script can access this API by adding this line:
-- local Api = require "com.github.cintique.ConsentRequired.Api"
local Environment = require("ConsentRequiredExtended.Util.Environment")
local Barotrauma = require("ConsentRequiredExtended.Util.Barotrauma")
local _ENV = Environment.PrepareEnvironment(_ENV)
-- Table of identifiers (strings) of items that when used
-- as a treatment on an NPC from a different team,
-- causes that NPC (and their allies) to become hostile
-- towards the player.
local affectedItems = {}
---Adds an item (by identifier string) to `affectedItems`.
---@param identifier string
function AddAffectedItem(identifier)
table.insert(affectedItems, identifier)
end
LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.AbandonedOutpostMission"], "requireRescue")
-- Character type doesn't have tags we can assign a custom "rescuetarget" tag to
-- So instead we just hold characters which need rescue in a table and compare their entity IDs
-- This table is only resfreshed on roundstart
local rescuetargets = {}
---Returns a boolean indicating whether a given item is affected or not.
---@param identifier string The identifier of the item that we are testing.
---@return boolean isAffected True if the item is affected, false otherwise.
function IsItemAffected(identifier)
for _, item in pairs(affectedItems) do
if item == identifier or HF.StartsWith(identifier, item) then
return true
end
end
return false
end
LuaUserData.MakeMethodAccessible(Descriptors["Barotrauma.HumanAIController"], "RespondToAttack")
local ADD_ATTACKER_DAMAGE = 130 -- Heelge: this used to max out negative rep gain, now only around 4 negative rep, any less negative rep is too forgiving.
---@param aiChar Barotrauma_Character The AI character to be made hostile.
---@param instigator Barotrauma_Character The character to be the target of the AI's wrath.
function makeHostile(aiChar, instigator)
--There is a bit of code which causes attackresults without afflictions to get discarded if some other affliction happens whichin a second
--That one was "fun" to debug
--aiChar.AIController.OnAttacked(instigator, Barotrauma.AttackResult.NewAttackResultFromDamage(ADD_ATTACKER_DAMAGE))
Timer.Wait(function()
aiChar.AIController.RespondToAttack(instigator, Barotrauma.AttackResult.NewAttackResultFromDamage(ADD_ATTACKER_DAMAGE))
aiChar.AddAttacker(instigator, ADD_ATTACKER_DAMAGE)
end, 500)
-- as this bypasses usual npc reaction timer add a bit of delay to make it not instant
end
---@param char1 Barotrauma_Character Character one.
---@param char2 Barotrauma_Character Character two.
---@return boolean charactersAreOnSameTeam True if characters one & two are on the same team, false otherwise.
function isOnSameTeam(char1, char2)
local team1 = char1.TeamID
local team2 = char2.TeamID
return team1 == team2
end
---Updates current rescue targets list, separate so we dont cycle thru all missions every time we apply item to chacter. Use IsRescueTarget(target) after this.
function UpdateRescueTargets()
rescuetargets = {}
for mission in Game.GameSession.Missions do
if LuaUserData.IsTargetType(mission.Prefab.MissionClass, "Barotrauma.AbandonedOutpostMission") then
for character in mission.requireRescue do
rescuetargets[character.ID] = character
--table.insert(rescuetargets, character)
end
end
end
-- print('rescue targets =')
-- for char in rescuetargets do print(char.Name) end
end
---@param target Barotrauma_Character The character we want to confirm as being rescued
---@return boolean consent True if target is rescue mission target, false otherwise
function IsRescueTarget(target)
-- for char in rescuetargets do
-- if target.ID == char.ID then return true end
-- end
if rescuetargets[target.ID] ~= nil then
return true
end
return false
end
---@param user Barotrauma_Character The character who desires consent.
---@param target Barotrauma_Character The character who gives consent
---@return boolean consent True if consent is given, false otherwise.
function hasConsent(user, target)
return isOnSameTeam(user, target) or target.IsEscorted or IsRescueTarget(target) -- No longer needs to be shared.
end
---@param aiChar Barotrauma_Character The (AI but not necessarily) character whose sight is being tested.
---@param target Barotrauma_Character The character to be seen.
---@return boolean aiCanSeeTarget True if the AI can see the target character.
function canAiSeeTarget(aiChar, target)
-- I'll just use what Barotrauma uses for witness line of sight
local aiVisibleHulls = aiChar.GetVisibleHulls()
local targetCurrentHull = target.CurrentHull
for _, visibleHull in pairs(aiVisibleHulls) do
if targetCurrentHull == visibleHull then
return true
end
end
return false
end
---@param user Barotrauma_Character The character of the instigator being witnessed.
---@param victim Barotrauma_Character The character of the victim of the crime being witnessed.
---@return Barotrauma_Character[] Characters that have witnessed the crime.
function getWitnessesToCrime(user, victim)
local witnesses = {}
for _, char in pairs(Character.CharacterList) do
if
not char.Removed
and not char.IsUnconscious
and char.IsBot
and char.IsHuman
and isOnSameTeam(char, victim)
then
local isWitnessingUser = canAiSeeTarget(char, user)
if isWitnessingUser then
table.insert(witnesses, char)
end
end
end
return witnesses
end
---@param user Barotrauma_Character The character that is applying the affected item.
---@param target Barotrauma_Character The character of the target of the affected item's application.
function onAffectedItemApplied(user, target)
if not hasConsent(user, target) and target.IsBot and target.IsHuman then
if not target.IsIncapacitated and target.Stun <= 10 then
makeHostile(target, user)
else
-- Vanilla Barotrauma Human AI doesn't care what you do to their unconscious teammates, even shooting them in the head
-- Let's fix that for this particular case of mistreatment
local witnesses = getWitnessesToCrime(user, target)
for _, witness in pairs(witnesses) do
makeHostile(witness, user)
end
end
end
end
return Environment.Export(_ENV)
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-- User edited configuration file.
local Environment = require("ConsentRequiredExtended.Util.Environment")
local _ENV = Environment.PrepareEnvironment(_ENV)
--------- Start editing here ---------
AffectedItems = {
-- Neurotrauma
-- "healthscanner", --健康扫描仪 -- whats a tiny bit of radiation damage between friends?
"bloodanalyzer", --血液分析仪
"opium", --药用鸦片
"antidama1", --吗啡
"antidama2", --芬太尼
"antibleeding3", --抗生素凝膠
"propofol", -- 异丙酚
"mannitol", -- 甘露醇
"pressuremeds", -- 压力药物
"meth",
"needle",
"adrenaline",
"multiscalpel", -- 多功能手术刀
"advscalpel", -- 手术刀
"advhemostat", -- 止血钳
"advretractors", -- 皮肤牵引器
"tweezers", -- 镊子
"surgicaldrill", -- 骨钻
"surgerysaw", -- 手术锯
"organscalpel_liver", -- 器官切割刀:肝脏
"organscalpel_lungs", -- 器官切割刀:肺
"organscalpel_kidneys", -- 器官切割刀:肾脏
"organscalpel_heart", -- 器官切割刀:心脏
"organscalpel_brain", -- 器官切割刀:大脑
"emptybloodpack", -- 空血袋
"bloodpack",
"alienblood", -- 异星血浆
"tourniquet", -- 止血带
"defibrillator", -- 手动除颤器
"aed", -- 智能除颤器
"bvm", -- 人工呼吸器
"antibiotics", -- 广谱抗生素
"sulphuricacid", -- 硫酸
"divingknife", -- 潜水刀
"divingknifedementonite", -- 攝魂潛水刀
"divingknifehardened", -- 硬化潛水刀
"crowbar", -- 潜水刀
"crowbardementonite", -- 攝魂撬棍
"crowbarhardened", -- 硬化撬棍
"stasisbag", -- 冷藏袋
"autocpr", -- 全自动CPR
-- NeuroEyes
"organscalpel_eyes", -- 器官切割刀:眼睛
-- blahaj 布罗艾鲨鱼
-- "blahaj", -- 布罗艾鲨鱼 -- Blahaj never hurt anyone
-- "blahajplus", -- 大鲨鲨
"blahajplusplus", -- 超大鲨鲨
-- Pharmacy 制药大师
"custompill", -- 自制药丸
"custompill_horsepill", -- 大药丸
"custompill_tablets", -- 药片
-- vanilla 原版
"toyhammer", -- 玩具锤子
}
--------- Stop editing here ---------
return Environment.Export(_ENV)
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-- Do not take my blood or organs without my consent, thanks.
-- Causes AI to get angry at you if you use certain medical items on them.
-- These items are those related to organ and blood removal.
-- This mod is meant to be accompanied by Neurotrauma, and aims to
-- resolve the issue of being freely able to steal blood/organs from
-- neutral NPCs (e.g. outposts, VIPs) without them getting mad at you.
local Api = require("ConsentRequiredExtended.Api")
local OnItemApplied = require("ConsentRequiredExtended.OnItemApplied")
local onMeleeWeaponHandleImpact = require("ConsentRequiredExtended.onMeleeWeaponHandleImpact")
local onHandleProjectileCollision = require("ConsentRequiredExtended.onHandleProjectileCollision")
local Config = require("ConsentRequiredExtended.Config")
local LUA_EVENT_ITEM_APPLYTREATMENT = "item.ApplyTreatment"
local HOOK_NAME_ITEM_APPLYTREATMENT = "ConsentRequiredExtended.onItemApplyTreatment"
local LUA_EVENT_MELEEWEAPON_HANDLEIMPACT = "meleeWeapon.handleImpact"
local HOOK_NAME_MELEEWEAPON_HANDLEIMPACT = "ConsentRequiredExtended.onMeleeWeaponHandleImpact"
local LUA_EVENT_ROUNDSTART = "roundStart"
local HOOK_NAME_UPDATE_RESCUETARGETS = "ConsentRequiredExtended.onUpdateRescueTargets"
-- Set up affected items from config.
for _, affectedItem in pairs(Config.AffectedItems) do
Api.AddAffectedItem(affectedItem)
end
Hook.Add(LUA_EVENT_ITEM_APPLYTREATMENT, HOOK_NAME_ITEM_APPLYTREATMENT, OnItemApplied)
-- damn meleeWeapon
Hook.Add(LUA_EVENT_MELEEWEAPON_HANDLEIMPACT, HOOK_NAME_MELEEWEAPON_HANDLEIMPACT, onMeleeWeaponHandleImpact)
Hook.Add(LUA_EVENT_ROUNDSTART, HOOK_NAME_UPDATE_RESCUETARGETS, Api.UpdateRescueTargets)
Hook.Patch(
"ConsentRequiredExtended.onHandleProjectileCollision",
"Barotrauma.Items.Components.Projectile",
"HandleProjectileCollision",
onHandleProjectileCollision,
Hook.HookMethodType.After
)
@@ -0,0 +1,20 @@
local Api = require("ConsentRequiredExtended.Api")
local function isItemAffected(identifier)
return Api.IsItemAffected(identifier)
end
---@param item Barotrauma_Item Item being applied.
---@param user Barotrauma_Character The character that is applying the item.
---@param target Barotrauma_Character The character of the target of the item's application.
local function OnItemApplied(item, user, target)
if not NTConfig.Get("NTCRE_ConsentRequiredExtra", true) then
return
end
local itemIdentifier = item.Prefab.Identifier.Value
if isItemAffected(itemIdentifier) then
Api.onAffectedItemApplied(user, target)
end
end
return OnItemApplied
@@ -0,0 +1,90 @@
-- Functions for interfacing with Barotrauma.
local Environment = require 'ConsentRequiredExtended.Util.Environment'
local _ENV = Environment.PrepareEnvironment(_ENV)
-- local Clr = require 'ConsentRequiredExtended.Util.Clr'
-- local UserData = require 'ConsentRequiredExtended.Util.UserData'
---Functions related to working with Barotrauma.AttackResult.
AttackResult = {}
---Initialise AttackResults.
-- local function Init_AttackResult()
-- -- Registrations.
-- UserData.RegisterStandardType("System.Reflection.FieldInfo")
-- -- Construct a List<Affliction> generic type.
-- local afflictionsListClrType = Clr.CreateConstructedGenericType("System.Collections.Generic.List`1", "Barotrauma.Affliction")
-- local attackResultAfflictionsField = Clr.GetRawClrType("Barotrauma.AttackResult").GetField("Afflictions")
-- ---Instantiates a new AttackResult with damage and empty afflictions.
-- ---@param damage number An amount of damage.
-- function AttackResult.NewAttackResultFromDamage(damage)
-- -- Instantiate a new AttackResult.
-- local attackResult = _G.AttackResult(damage, nil)
-- -- Instantiate an empty List<Afflictions> (this is to prevent NREs),
-- -- and set it to attackResult.Afflictions. This is a readonly field,
-- -- hence the use of reflection.
-- local afflictionsList = UserData.FromClrType({}, afflictionsListClrType)
-- attackResultAfflictionsField.SetValue(attackResult, afflictionsList)
-- return attackResult
-- end
-- end
---Initialise AttackResults without needing to register system.type and reflections
local function Init_AttackResult()
-- Registrations.
LuaUserData.MakePropertyAccessible(Descriptors['Barotrauma.AttackResult'], 'Damage')
---Instantiates a new AttackResult with damage and empty afflictions.
---@param damage number An amount of damage.
function AttackResult.NewAttackResultFromDamage(damage)
-- I have not noticed any NREs from affliction list being null
-- but just in case here is version which intializes with empty list
-- Also uncomment MakePropertyAccessible Damage above
local attackResult = _G.AttackResult({}, nil, {})
attackResult.Damage = damage
--local attackResult = _G.AttackResult(damage)
return attackResult
end
end
---Runs at start-up, handles registrations, etc.
function Init()
Init_AttackResult()
end
function Test()
local errors = {}
local function AssertEquals(testDescription, expected, got)
if expected ~= got then
local errorString = string.format(
"Test Error: %s\n\texpected = %s\n\tgot = %s",
testDescription,
tostring(expected),
tostring(got)
)
table.insert(errors, errorString)
end
end
local atkRes = AttackResult.NewAttackResultFromDamage(10)
AssertEquals("atkRes.Damage", 10, atkRes.Damage)
AssertEquals("atkRes.Afflictions is null", true, atkRes.Afflictions ~= nil)
AssertEquals("#atkRes.Afflictions is non-zero", 0, #atkRes.Afflictions)
if #errors == 0 then
print("Tests successful")
else
for _, err in pairs(errors) do
print(err)
end
end
end
Init()
return Environment.Export(_ENV)
@@ -0,0 +1,74 @@
-- Functions for working with CLR types.
local Environment = require 'ConsentRequiredExtended.Util.Environment'
local _ENV = Environment.PrepareEnvironment(_ENV)
local UserData = require 'ConsentRequiredExtended.Util.UserData'
---Construct ClrType wrapper table for CLR types.
---@param underlyingType userdata The underlying type (CLR type: System.Type).
---@return ClrType Wrapper table for working with CLR types.
local function New(underlyingType)
---@class ClrType
local clrType = {}
---Instantiate an object for the given CLR type.
---@return any An instance of the CLR type. Actual Lua type depends on MoonSharp conversions.
function clrType:Instantiate()
-- TODO: Implement args.
return underlyingType.Assembly.CreateInstance(underlyingType.FullName)
end
---Get the underlying type as a raw CLR type object.
---@return userdata The raw underlying type (CLR type: System.Type).
function clrType:GetUnderlyingType()
return underlyingType
end
---Get the full name of the CLR type.
---@return string The full name of the type.
function clrType:GetFullName()
return underlyingType.FullName
end
return clrType
end
---Create a constructed generic type.
---@param genericTypeName string The name of the generic type to construct and register.
---@vararg string
---@return ClrType The constructed generic type.
function CreateConstructedGenericType(genericTypeName, ...)
local genericTypeArgumentsString = table.pack(...)
local genericTypeArgumentsType = {}
for _, typeString in pairs(genericTypeArgumentsString) do
table.insert(genericTypeArgumentsType, GetRawClrType(typeString))
end
local genericTypeDefinition = GetRawClrType(genericTypeName)
local constructedGenericType = genericTypeDefinition.MakeGenericType(table.unpack(genericTypeArgumentsType))
return New(constructedGenericType)
end
---Get a System.Type object from a type name.
---@param typeName string Name of the type.
---@return userdata The type object (CLR type: System.Type).
function GetRawClrType(typeName)
return LuaUserData.GetType(typeName)
end
---Get a ClrType instance wrapping a Type object that matches the type name.
---@param typeName string Name of the type.
---@return ClrType The CLR type.
function GetClrType(typeName)
return New(GetRawClrType(typeName))
end
local function Init()
UserData.RegisterStandardType("System.Type")
UserData.RegisterStandardType("System.Reflection.RuntimeAssembly")
end
Init()
return Environment.Export(_ENV)
@@ -0,0 +1,32 @@
-- Functions for managing the mod's environment.
---Isolate a function or module's environment from Global.
---@param env table The _ENV table.
local function prepareEnvironment(env)
return setmetatable(
{},
{
__index = _G,
}
)
end
local _ENV = prepareEnvironment(_ENV)
PrepareEnvironment = prepareEnvironment
---Create an empty table whose metatable indexes non-local variables declared within
---a function/module's environment, and is immutable to any changes.
---@param env table The _ENV table.
---@return table Empty table that interfaces with _ENV.
function Export(env)
return setmetatable(
{},
{
__index = function(t, k) return env[k] end,
__newindex = function() error("Attempted to modify a protected table.") end
}
)
end
return Export(_ENV)
@@ -0,0 +1,35 @@
-- Functions for creating userdata.
local Environment = require 'ConsentRequiredExtended.Util.Environment'
local _ENV = Environment.PrepareEnvironment(_ENV)
---Create a userdata that references the type in a static context.
---@param clrTypeName string The name of the type to point to.
---@return userdata A userdata that references the type in a static context.
function FromStringStatic(clrTypeName)
LuaUserData.CreateStatic(clrTypeName)
end
---Create a userdata that references the type described by a ClrType in a static context.
---@param clrType ClrType ClrType that describes the type being referenced.
---@return userdata A userdata that references the type in a static context.
function FromClrTypeStatic(clrType)
return FromStringStatic(clrType:GetFullName())
end
---Create a userdata that references an instance of a CLR type with conversion.
---@param value any A Lua value to convert to a CLR object of the given type and wrap up in a userdata.
---@param clrType ClrType The CLR type to instantiate and wrap in the userdata.
---@return userdata A userdata that references the an instance of the CLR type.
function FromClrType(value, clrType)
return LuaUserData.CreateUserDataFromType(value, clrType:GetUnderlyingType())
end
---Register standard types with MoonSharp. For generics use RegisterClrType.ConstructedGenericType.
---@param typeName string Name of the type to register.
function RegisterStandardType(typeName)
local desc = LuaUserData.RegisterType(typeName)
_G.Descriptors[typeName] = desc
end
return Environment.Export(_ENV)
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local SRC_NAMESPACE = "ConsentRequiredExtended."
local MAIN = "Main"
local LUA_EVENT_LOADED = "loaded"
local HOOK_NAME_ON_LOADED = "ConsentRequiredExtended.onLoaded"
if Game.IsMultiplayer and CLIENT then return end
local function onLoaded()
-- Only run client side if not multiplayer
---@diagnostic disable-next-line: undefined-global
-- if Game.IsMultiplayer and CLIENT then return end
local requireStr = SRC_NAMESPACE .. MAIN
require(requireStr)
end
Hook.Add(LUA_EVENT_LOADED, HOOK_NAME_ON_LOADED, onLoaded)
@@ -0,0 +1,39 @@
local Api = require("ConsentRequiredExtended.Api")
local function isItemAffected(identifier)
return Api.IsItemAffected(identifier)
end
local function onHandleProjectileCollision(projectile, ptable)
if not ptable.ReturnValue then
return
end
if not NTConfig.Get("NTCRE_ConsentRequiredExtra", true) then
return
end
if not isItemAffected(projectile.Item.Prefab.Identifier.Value) then
return
end
if projectile.User == nil then
return
end
local target = ptable["target"]
if target.Body == nil or target.Body.UserData == nil then
return
end
local targetUserData = target.Body.UserData
local targetUser = nil
if LuaUserData.IsTargetType(targetUserData, "Barotrauma.Limb") then
targetUser = targetUserData.character
elseif LuaUserData.IsTargetType(targetUserData, "Barotrauma.Character") then
targetUser = targetUserData
end
if targetUser ~= nil then
Api.onAffectedItemApplied(projectile.User, targetUser)
end
end
return onHandleProjectileCollision
@@ -0,0 +1,38 @@
local Api = require("ConsentRequiredExtended.Api")
local function isItemAffected(identifier)
return Api.IsItemAffected(identifier)
end
---@param meleeweapon Weapon target
---@param target The target of the hit could be a limb or just a character.
local function onMeleeWeaponHandleImpact(meleeweapon, target)
if not NTConfig.Get("NTCRE_ConsentRequiredExtra", true) then
return
end
if meleeweapon == nil or target == nil then
return
end
local itemIdentifier = meleeweapon.item.Prefab.Identifier.Value
if isItemAffected(itemIdentifier) then
local user = meleeweapon.picker
if user == nil then
return
end
local targetUserData = target.UserData
if targetUserData == nil then
return
end
local targetUser = nil
if LuaUserData.IsTargetType(targetUserData, "Barotrauma.Limb") then
targetUser = targetUserData.character
elseif LuaUserData.IsTargetType(targetUserData, "Barotrauma.Character") then
targetUser = targetUserData
end
if targetUser ~= nil then
Api.onAffectedItemApplied(user, targetUser)
end
end
end
return onMeleeWeaponHandleImpact