├── DeppartPrototypeHentaiPlayMod ├── UnityEngine.dll ├── Assembly-CSharp.dll ├── FodyWeavers.xml ├── EventEnum.cs ├── IEventReporter.cs ├── Utils.cs ├── BaseReporter.cs ├── Properties │ └── AssemblyInfo.cs ├── DeppartPrototypeHentaiPlayMod.csproj ├── HttpReporter.cs ├── ButtPlugReporter.cs ├── FodyWeavers.xsd └── HentaiPlayMod.cs ├── CHANGELOG.md ├── .github ├── dependabot.yml └── workflows │ ├── dotnet.yml │ └── github-release.yml ├── DeppartPrototypeHentaiPlayMod.sln ├── openapi.yaml ├── LICENSE ├── examples └── dg-lab-v3.cfg ├── docs └── dg-lab-v3.md └── README.md /DeppartPrototypeHentaiPlayMod/UnityEngine.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Ljzd-PRO/DeppartPrototypeHentaiPlayMod/HEAD/DeppartPrototypeHentaiPlayMod/UnityEngine.dll -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/Assembly-CSharp.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Ljzd-PRO/DeppartPrototypeHentaiPlayMod/HEAD/DeppartPrototypeHentaiPlayMod/Assembly-CSharp.dll -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/FodyWeavers.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/EventEnum.cs: -------------------------------------------------------------------------------- 1 | namespace DeppartPrototypeHentaiPlayMod 2 | { 3 | public enum EventEnum 4 | { 5 | GameEnter, 6 | GameExit, 7 | InGame, 8 | BulbBroken, 9 | ZombieRun, 10 | EnterLevel1, 11 | Level1Zombie, 12 | EndZombie, 13 | PlayerDied, 14 | Shot 15 | } 16 | } -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/IEventReporter.cs: -------------------------------------------------------------------------------- 1 | namespace DeppartPrototypeHentaiPlayMod 2 | { 3 | public interface IEventReporter 4 | { 5 | void ReportActivateEvent(string eventName); 6 | void ReportDeactivateEvent(string eventName); 7 | void ReportGameEnterEvent(); 8 | void ReportGameExitEvent(); 9 | void ReportShot(); 10 | } 11 | } -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | ## Changes 2 | 3 | [//]: # (### 🐍 Fix) 4 | 5 | ### 💡 New Features 6 | 7 | - Integrated dependencies into the main assembly DLL file. (Only one DLL file now) 8 | 9 | - - - 10 | 11 | [//]: # (### 🐍 修复) 12 | 13 | ### 💡 新增内容 14 | 15 | - 将依赖项集成到了主程序集 DLL 文件里。(现在只有一个 DLL 文件了) 16 | 17 | **Full Changelog**: https://github.com/Ljzd-PRO/DeppartPrototypeHentaiPlayMod/compare/v1.1.0...v1.1.1 -------------------------------------------------------------------------------- /.github/dependabot.yml: -------------------------------------------------------------------------------- 1 | # To get started with Dependabot version updates, you'll need to specify which 2 | # package ecosystems to update and where the package manifests are located. 3 | # Please see the documentation for all configuration options: 4 | # https://docs.github.com/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file 5 | 6 | version: 2 7 | updates: 8 | - package-ecosystem: "nuget" # See documentation for possible values 9 | directory: "/" # Location of package manifests 10 | schedule: 11 | interval: "weekly" 12 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/Utils.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Mono.Web; 4 | 5 | namespace DeppartPrototypeHentaiPlayMod 6 | { 7 | public static class Utils 8 | { 9 | public static Uri BuildRequestUri(string url, Dictionary query) 10 | { 11 | var queryCollection = HttpUtility.ParseQueryString(string.Empty); 12 | foreach (var kvp in query) queryCollection[kvp.Key] = kvp.Value; 13 | var uriBuilder = new UriBuilder(url) 14 | { 15 | Query = queryCollection.ToString() 16 | }; 17 | return uriBuilder.Uri; 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DeppartPrototypeHentaiPlayMod", "DeppartPrototypeHentaiPlayMod\DeppartPrototypeHentaiPlayMod.csproj", "{A68AC8D6-276B-4A21-ACED-1255E3708EF5}" 4 | EndProject 5 | Global 6 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 7 | Debug|Any CPU = Debug|Any CPU 8 | Release|Any CPU = Release|Any CPU 9 | EndGlobalSection 10 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 11 | {A68AC8D6-276B-4A21-ACED-1255E3708EF5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 12 | {A68AC8D6-276B-4A21-ACED-1255E3708EF5}.Debug|Any CPU.Build.0 = Debug|Any CPU 13 | {A68AC8D6-276B-4A21-ACED-1255E3708EF5}.Release|Any CPU.ActiveCfg = Release|Any CPU 14 | {A68AC8D6-276B-4A21-ACED-1255E3708EF5}.Release|Any CPU.Build.0 = Release|Any CPU 15 | EndGlobalSection 16 | EndGlobal 17 | -------------------------------------------------------------------------------- /.github/workflows/dotnet.yml: -------------------------------------------------------------------------------- 1 | # This workflow will build a .NET project 2 | # For more information see: https://docs.github.com/en/actions/automating-builds-and-tests/building-and-testing-net 3 | 4 | name: .NET Build 5 | 6 | on: 7 | push: 8 | pull_request: 9 | workflow_dispatch: 10 | workflow_call: 11 | 12 | jobs: 13 | build: 14 | strategy: 15 | matrix: 16 | configuration: [Debug, Release] 17 | 18 | runs-on: windows-latest 19 | 20 | steps: 21 | - uses: actions/checkout@v4 22 | 23 | - name: Setup MSBuild 24 | uses: microsoft/setup-msbuild@v2 25 | 26 | - name: Setup NuGet 27 | uses: NuGet/setup-nuget@v2 28 | 29 | - name: Restore NuGet Packages 30 | run: nuget restore DeppartPrototypeHentaiPlayMod.sln 31 | 32 | - name: Build 33 | run: msbuild DeppartPrototypeHentaiPlayMod.sln /p:Configuration=${{ matrix.configuration }} 34 | 35 | - name: Upload Artifact 36 | uses: actions/upload-artifact@v4 37 | with: 38 | name: ${{ matrix.configuration }} 39 | path: DeppartPrototypeHentaiPlayMod\bin\${{ matrix.configuration }} 40 | -------------------------------------------------------------------------------- /openapi.yaml: -------------------------------------------------------------------------------- 1 | openapi: "3.0.3" 2 | info: 3 | title: "DeppartPrototypeHentaiPlayMod HttpReporter API" 4 | description: "DeppartPrototypeHentaiPlayMod HttpReporter API" 5 | version: "1.0.0" 6 | servers: 7 | - url: "http://localhost:7788" 8 | paths: 9 | /report: 10 | get: 11 | summary: Report game events 12 | parameters: 13 | - name: event_name 14 | in: query 15 | description: The name of the event 16 | required: true 17 | schema: 18 | type: string 19 | enum: 20 | - GameEnter 21 | - GameExit 22 | - InGame 23 | - BulbBroken 24 | - ZombieRun 25 | - EnterLevel1 26 | - Level1Zombie 27 | - EndZombie 28 | - PlayerDied 29 | - Shot 30 | - name: status 31 | in: query 32 | description: The status of the event 33 | schema: 34 | type: string 35 | enum: 36 | - activate 37 | - deactivate 38 | - name: t 39 | in: query 40 | description: The timestamp of the event 41 | schema: 42 | type: string 43 | format: date-time 44 | responses: 45 | "200": 46 | description: Event reported successfully 47 | "400": 48 | description: Bad request -------------------------------------------------------------------------------- /.github/workflows/github-release.yml: -------------------------------------------------------------------------------- 1 | name: GitHub Release 2 | 3 | on: 4 | workflow_dispatch: 5 | push: 6 | tags: 7 | - "*" 8 | 9 | permissions: 10 | contents: write 11 | 12 | jobs: 13 | build: 14 | uses: ./.github/workflows/dotnet.yml 15 | 16 | release: 17 | runs-on: ubuntu-latest 18 | needs: 19 | - build 20 | 21 | steps: 22 | - uses: actions/checkout@v4 23 | 24 | - name: Download executable 25 | uses: actions/download-artifact@v4 26 | with: 27 | path: artifact 28 | 29 | - name: Compress Directories 30 | run: | 31 | cd artifact 32 | for dir in */; do 33 | dir_name=$(basename "$dir") 34 | new_dir_name="${dir_name}-$(basename ${{ github.ref }})" 35 | zip_file_name="${new_dir_name}.zip" 36 | mkdir ${new_dir_name} 37 | mkdir ${new_dir_name}/Mods 38 | find ${dir} -type f -name '*.dll' -exec cp {} ${new_dir_name}/Mods \; 39 | cd ${new_dir_name} 40 | zip -r ../${zip_file_name} Mods 41 | cd .. 42 | done 43 | cd .. 44 | 45 | - name: Release 46 | uses: softprops/action-gh-release@v1 47 | if: startsWith(github.ref, 'refs/tags/') 48 | with: 49 | body_path: CHANGELOG.md 50 | files: artifact/*.zip 51 | prerelease: contains(github.ref, 'beta') 52 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/BaseReporter.cs: -------------------------------------------------------------------------------- 1 | namespace DeppartPrototypeHentaiPlayMod 2 | { 3 | public class BaseReporter : IEventReporter 4 | { 5 | protected readonly HentaiPlayMod MelonMod; 6 | public bool DisableEventLog = false; 7 | 8 | public BaseReporter(HentaiPlayMod melonMod) 9 | { 10 | MelonMod = melonMod; 11 | } 12 | 13 | public virtual void ReportActivateEvent(string eventName) 14 | { 15 | if (!DisableEventLog) 16 | MelonMod.LoggerInstance.Msg($"ActivateEvent: {eventName}"); 17 | } 18 | 19 | public virtual void ReportDeactivateEvent(string eventName) 20 | { 21 | if (!DisableEventLog) 22 | MelonMod.LoggerInstance.Msg($"DeactivateEvent: {eventName}"); 23 | } 24 | 25 | public virtual void ReportGameEnterEvent() 26 | { 27 | if (!DisableEventLog) 28 | MelonMod.LoggerInstance.Msg($"Event: {EventEnum.GameEnter.ToString()}"); 29 | } 30 | 31 | public virtual void ReportGameExitEvent() 32 | { 33 | if (!DisableEventLog) 34 | MelonMod.LoggerInstance.Msg($"Event: {EventEnum.GameExit.ToString()}"); 35 | } 36 | 37 | public virtual void ReportShot() 38 | { 39 | if (!DisableEventLog) 40 | MelonMod.LoggerInstance.Msg($"Event: {EventEnum.Shot.ToString()}"); 41 | } 42 | } 43 | } -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | BSD 3-Clause License 2 | 3 | Copyright (c) 2024, Ljzd-PRO (https://github.com/Ljzd-PRO) 4 | 5 | Redistribution and use in source and binary forms, with or without 6 | modification, are permitted provided that the following conditions are met: 7 | 8 | 1. Redistributions of source code must retain the above copyright notice, this 9 | list of conditions and the following disclaimer. 10 | 11 | 2. Redistributions in binary form must reproduce the above copyright notice, 12 | this list of conditions and the following disclaimer in the documentation 13 | and/or other materials provided with the distribution. 14 | 15 | 3. Neither the name of the copyright holder nor the names of its 16 | contributors may be used to endorse or promote products derived from 17 | this software without specific prior written permission. 18 | 19 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 20 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 21 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 22 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 23 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 24 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 25 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 26 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 27 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 28 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 29 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.InteropServices; 3 | 4 | // General Information about an assembly is controlled through the following 5 | // set of attributes. Change these attribute values to modify the information 6 | // associated with an assembly. 7 | [assembly: AssemblyTitle("DeppartPrototypeHentaiPlayMod")] 8 | [assembly: AssemblyDescription("Buttplug.io game mod for DeppartPrototype | 适配郊狼 3.0 DG-Lab-V3")] 9 | [assembly: AssemblyConfiguration("")] 10 | [assembly: AssemblyCompany("https://github.com/Ljzd-PRO")] 11 | [assembly: AssemblyProduct("DeppartPrototypeHentaiPlayMod")] 12 | [assembly: AssemblyCopyright("Copyright © 2024, Ljzd-PRO")] 13 | [assembly: AssemblyTrademark("")] 14 | [assembly: AssemblyCulture("")] 15 | 16 | // Setting ComVisible to false makes the types in this assembly not visible 17 | // to COM components. If you need to access a type in this assembly from 18 | // COM, set the ComVisible attribute to true on that type. 19 | [assembly: ComVisible(false)] 20 | 21 | // The following GUID is for the ID of the typelib if this project is exposed to COM 22 | [assembly: Guid("A68AC8D6-276B-4A21-ACED-1255E3708EF5")] 23 | 24 | // Version information for an assembly consists of the following four values: 25 | // 26 | // Major Version 27 | // Minor Version 28 | // Build Number 29 | // Revision 30 | // 31 | // You can specify all the values or you can default the Build and Revision Numbers 32 | // by using the '*' as shown below: 33 | // [assembly: AssemblyVersion("1.0.*")] 34 | [assembly: AssemblyVersion("1.1.1")] 35 | [assembly: AssemblyFileVersion("1.1.1.0")] -------------------------------------------------------------------------------- /examples/dg-lab-v3.cfg: -------------------------------------------------------------------------------- 1 | [HentaiPlay] 2 | # Type of reporter that report events in game (Available: BaseReporter, HttpReporter, ButtPlugReporter) 3 | EventReporterType = "ButtPlugReporter" 4 | # Report URL for HttpReporter 5 | HttpReporterUrl = "http://127.0.0.1:7788/report" 6 | # Time interval for HttpReporter to reporting InGame events 7 | HttpReportInGameInterval = 3000 8 | # Not to report events to Console 9 | DisableEventLog = false 10 | # Websocket URL of ButtPlug server (Intiface Central) 11 | ButtPlugServerUrl = "ws://localhost:12345" 12 | 13 | # Set the ButtPlug vibrate scalar when game events active 14 | # * 郊狼 3.0 虽然电源强度可调范围为 0-200,但默认上限为 100,因此一般此处 0.5 就已经是最大了 15 | ButtPlugActiveVibrateScalar = 0.1 16 | 17 | # Set the ButtPlug vibrate scalar when gun shot 18 | # * 郊狼 3.0 虽然电源强度可调范围为 0-200,但默认上限为 100,因此一般此处 0.5 就已经是最大了 19 | ButtPlugShotVibrateScalar = 0.25 20 | 21 | # Set the ButtPlug vibrate duration when gun shot (Millisecond) 22 | # * 郊狼 3.0 如果持续时间太短反馈不明显,太长则可能跟不上开枪速度 23 | ButtPlugVibrateDuration = 300 24 | 25 | # Set the index of ButtPlug vibrate scalar commands, you can set multiple index or empty as default. (e.g. [0,1]) 26 | # * 郊狼 3.0 电源强度 (Vibrate) 命令索引,0, 1 即 A 通道和 B 通道 27 | ButtPlugVibrateCmdIndexList = [ 0, 1, ] 28 | 29 | # Set the additional ButtPlug scalar commands, which called during vibrate (It will set to 0 after vibrate stop) 30 | 31 | # * 郊狼 3.0 波形频率 (Oscillate) 命令索引 2 (A通道) 32 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 33 | Enable = true 34 | ActuatorType = "Oscillate" 35 | Index = 2 36 | Scalar = 0.5 37 | 38 | # * 郊狼 3.0 波形频率 (Oscillate) 命令索引 3 (B 通道) 39 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 40 | Enable = true 41 | ActuatorType = "Oscillate" 42 | Index = 3 43 | Scalar = 0.5 44 | 45 | # * 郊狼 3.0 波形强度 (Inflate) 命令索引 4 (A 通道) 46 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 47 | Enable = true 48 | ActuatorType = "Inflate" 49 | Index = 4 50 | Scalar = 0.5 51 | 52 | # * 郊狼 3.0 波形强度 (Inflate) 命令索引 5 (B 通道) 53 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 54 | Enable = true 55 | ActuatorType = "Inflate" 56 | Index = 5 57 | Scalar = 0.5 58 | -------------------------------------------------------------------------------- /docs/dg-lab-v3.md: -------------------------------------------------------------------------------- 1 | # DG-Lab-V3 Guide 2 | 3 | 由于 [buttplugio/buttplug](https://github.com/buttplugio/buttplug) 未适配郊狼,且由于其不适合该类产品,buttplug 不接受适配 PR。 4 | 因此需要使用专门适配过的 buttplug 分支,包括 Intiface Central。 5 | 6 | ## 安装 7 | 8 | 1. 前往 [**Ljzd-PRO/buttplug-dg-lab**](https://github.com/Ljzd-PRO/buttplug-dg-lab) 9 | 的 Releases 页面下载最新的 Intiface Central 并安装 10 | 2. 启动 Intiface Central 的引擎服务,在 Devices 页面扫描蓝牙设备并连接上郊狼 3.0 \ 11 | 可以测试一下各项控制条是否有作用 12 | 3. 完成主页 [`README.md`](../README.md) 中剩余的其他安装步骤 13 | 4. **为郊狼 3.0 配置 Mod**,可参考已配置好的示例文件 [`examples/dg-lab-v3.cfg`](../examples/dg-lab-v3.cfg) \ 14 | 复制其全部内容,替换游戏目录下 `UserData\MelonPreferences.cfg` 配置文件中的 `[HentaiPlay]` 部分 15 | 5. 如果您是通过**手机等其他设备**的 Intiface Central App 连接的郊狼 3.0,也就是**不在运行游戏的电脑**上, 16 | 那么需要修改默认的 `ButtPlugServerUrl` 选项,修改其中的 IP 地址为 Intiface Central 所在设备的 IP 地址,否则将无法连接 17 | 18 | ## 配置说明 19 | 20 | 一些修改了的配置选项,其中与强度相关的参数可以自行调整: 21 | 22 | ```cfg 23 | # Set the ButtPlug vibrate scalar when game events active 24 | # * 郊狼 3.0 虽然电源强度可调范围为 0-200,但默认上限为 100,因此一般此处 0.5 就已经是最大了 25 | ButtPlugActiveVibrateScalar = 0.1 26 | 27 | # Set the ButtPlug vibrate scalar when gun shot 28 | # * 郊狼 3.0 虽然电源强度可调范围为 0-200,但默认上限为 100,因此一般此处 0.5 就已经是最大了 29 | ButtPlugShotVibrateScalar = 0.25 30 | 31 | # Set the ButtPlug vibrate duration when gun shot (Millisecond) 32 | # * 郊狼 3.0 如果持续时间太短反馈不明显,太长则可能跟不上开枪速度 33 | ButtPlugVibrateDuration = 300 34 | 35 | # Set the index of ButtPlug vibrate scalar commands, you can set multiple index or empty as default. (e.g. [0,1]) 36 | # * 郊狼 3.0 电源强度 (Vibrate) 命令索引,0, 1 即 A 通道和 B 通道 37 | ButtPlugVibrateCmdIndexList = [ 0, 1, ] 38 | 39 | # Set the additional ButtPlug scalar commands, which called during vibrate (It will set to 0 after vibrate stop) 40 | 41 | # * 郊狼 3.0 波形频率 (Oscillate) 命令索引 2 (A通道) 42 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 43 | Enable = true 44 | ActuatorType = "Oscillate" 45 | Index = 2 46 | Scalar = 0.5 47 | 48 | # * 郊狼 3.0 波形频率 (Oscillate) 命令索引 3 (B 通道) 49 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 50 | Enable = true 51 | ActuatorType = "Oscillate" 52 | Index = 3 53 | Scalar = 0.5 54 | 55 | # * 郊狼 3.0 波形强度 (Inflate) 命令索引 4 (A 通道) 56 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 57 | Enable = true 58 | ActuatorType = "Inflate" 59 | Index = 4 60 | Scalar = 0.5 61 | 62 | # * 郊狼 3.0 波形强度 (Inflate) 命令索引 5 (B 通道) 63 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 64 | Enable = true 65 | ActuatorType = "Inflate" 66 | Index = 5 67 | Scalar = 0.5 68 | ``` 69 | 70 | ## 常见问题 71 | 72 | ### 触发各种事件时,Intiface Central 的各项控制条并没有发生变化 73 | 74 | 这是因为 Intiface Central 的控制条位置不会主动更新,您可以观察郊狼设备上的指示灯是否发生变化,或直接用身体体验变化。 75 | 76 | ### 命令索引是怎么得出的,以及为什么 Vibrate, Oscillate 等对应的是电源强度和频率之类的 77 | 78 | Buttplug 协议不适合郊狼这类设备,一些设计主要是配合震动类的设备,因此没有电源强度、脉冲强度、脉宽之类的控制命令。但由于其生态较广,有适配的意义。 79 | 80 | 需要指定命令索引号的原因是,郊狼有两个通道(A, B),因此各种控制命令都会有重复,一个控制 A 通道,另一个控制 B 通道。 81 | 82 | 命令含义和索引号是由该 buttplug 适配分支定义的。 -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/DeppartPrototypeHentaiPlayMod.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 5 | 6 | Debug 7 | AnyCPU 8 | {A68AC8D6-276B-4A21-ACED-1255E3708EF5} 9 | Library 10 | Properties 11 | DeppartPrototypeHentaiPlayMod 12 | DeppartPrototypeHentaiPlayMod 13 | v4.8.1 14 | 512 15 | 16 | 17 | AnyCPU 18 | true 19 | full 20 | false 21 | bin\Debug\ 22 | DEBUG;TRACE 23 | prompt 24 | 4 25 | 26 | 27 | AnyCPU 28 | pdbonly 29 | true 30 | bin\Release\ 31 | TRACE 32 | prompt 33 | 4 34 | 35 | 36 | 37 | Assembly-CSharp.dll 38 | 39 | 40 | ..\packages\LavaGang.MelonLoader.0.6.1\lib\net35\MelonLoader.dll 41 | 42 | 43 | UnityEngine.dll 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | all 52 | 53 | 54 | all 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 78 | 79 | 80 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # DeppartPrototype HentaiPlay 2 | 3 | - DeppartPrototype Game Download: https://n4ba.itch.io/deppart 4 | - Buttplug protocol: https://github.com/buttplugio/buttplug 5 | - Intiface® Central: https://intiface.com/central/ 6 | 7 | ### About the game DeppartPrototype 8 | 9 | > Deppart is an indie first-person horror game with shooter elements. \ 10 | > Be very careful, enemies kill you with one hit. \ 11 | > https://n4ba.itch.io/deppart 12 | 13 | ## Feature 14 | 15 | - Buttplug devices will be activated on these situations: 16 | - Gun shot 17 | - Jump-scares 18 | - During battle 19 | - Player died 20 | - Game end 21 | - Mainly use `Vibrate` command, but you can add other scalar commands 22 | - Provide an alternative event reporter instead of buttplug (`HttpReporter`) 23 | 24 | ## Usage 25 | 26 | 1. Install MelonLoader: 27 | - https://melonwiki.xyz/#/README?id=automated-installation 28 | 2. Download latest release and extract: 29 | - https://github.com/Ljzd-PRO/DeppartPrototypeHentaiPlayMod/releases/latest 30 | 3. Place the `Mods` directory under the game path. 31 | 4. Install [Intiface® Central](https://intiface.com/central/) 32 | 5. Launch Intiface® Central, start the engine server. 33 | 6. Launch the game, connect you Buttplug device to Intiface® Central. 34 | 7. (Optional) Configure the mod preference in `UserData\MelonPreferences.cfg` under the game path. 35 | 8. Enjoy the game. 36 | 37 | ## For DG-Lab Users 38 | 39 | 该 Mod 已适配 郊狼 2.0 3.0 即 DG-Lab-V2, V3,但是需要修改 Mod 配置,同时需要使用专门适配的 buttplug 分支。 40 | 41 | - 郊狼 3.0 具体请查看文档:[`docs/dg-lab-v3.md`](docs/dg-lab-v3.md) 42 | - 郊狼 2.0 由于没有设备可测试,无法给出具体配置参考,但可以参考 3.0 进行配置。 43 | 44 | ## Preference 45 | 46 | Some important options: 47 | - ButtPlugServerUrl 48 | - ButtPlugActiveVibrateScalar 49 | - ButtPlugShotVibrateScalar 50 | - ButtPlugVibrateDuration 51 | - ButtPlugVibrateCmdIndexList 52 | - ButtPlugAdditionalScalarList 53 | 54 | ```cfg 55 | [HentaiPlay] 56 | # Type of reporter that report events in game (Available: BaseReporter, HttpReporter, ButtPlugReporter) 57 | EventReporterType = "ButtPlugReporter" 58 | # Report URL for HttpReporter 59 | HttpReporterUrl = "http://127.0.0.1:7788/report" 60 | # Time interval for HttpReporter to reporting InGame events 61 | HttpReportInGameInterval = 3000 62 | # Not to report events to Console 63 | DisableEventLog = false 64 | # Websocket URL of ButtPlug server (Intiface Central) 65 | ButtPlugServerUrl = "ws://localhost:12345" 66 | # Set the ButtPlug vibrate scalar when game events active 67 | ButtPlugActiveVibrateScalar = 0.5 68 | # Set the ButtPlug vibrate scalar when gun shot 69 | ButtPlugShotVibrateScalar = 1.0 70 | # Set the ButtPlug vibrate duration when gun shot (Millisecond) 71 | ButtPlugVibrateDuration = 300 72 | # Set the index of ButtPlug vibrate scalar commands, you can set multiple index or empty as default. (e.g. [0,1]) 73 | ButtPlugVibrateCmdIndexList = [ ] 74 | # Set the additional ButtPlug scalar commands, which called during vibrate (It will set to 0 after vibrate stop) 75 | 76 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 77 | Enable = false 78 | ActuatorType = "Oscillate" 79 | Index = 0 80 | Scalar = 0.5 81 | 82 | [[HentaiPlay.ButtPlugAdditionalScalarList]] 83 | Enable = false 84 | ActuatorType = "Inflate" 85 | Index = 0 86 | Scalar = 0.5 87 | ``` 88 | 89 | ## About `HttpReporter` 90 | 91 | This is **OPTIONAL**, you can setup an HTTP server to handle events in the mod instead of using buttplug. 92 | 93 | Set the option `EventReporterType` in `UserData\MelonPreferences.cfg` to `"HttpReporter"` if you want to use this. 94 | 95 | ### `HttpReporter` API 96 | 97 | Define in [`openapi.yaml`](openapi.yaml). 98 | 99 | ### Example implementation for the server of `HttpReporter` 100 | 101 | ```python3 102 | import datetime 103 | from enum import StrEnum 104 | from typing import Literal 105 | 106 | from fastapi import FastAPI 107 | from loguru import logger 108 | 109 | app = FastAPI() 110 | 111 | 112 | class EventNameEnum(StrEnum): 113 | GameEnter = "GameEnter" 114 | GameExit = "GameExit" 115 | InGame = "InGame" 116 | BulbBroken = "BulbBroken" 117 | ZombieRun = "ZombieRun" 118 | EnterLevel1 = "EnterLevel1" 119 | Level1Zombie = "Level1Zombie" 120 | EndZombie = "EndZombie" 121 | PlayerDied = "PlayerDied" 122 | Shot = "Shot" 123 | 124 | @app.get("/report") 125 | async def report( 126 | event_name: Literal[ 127 | EventNameEnum.GameEnter, 128 | EventNameEnum.GameExit, 129 | EventNameEnum.InGame, 130 | EventNameEnum.BulbBroken, 131 | EventNameEnum.ZombieRun, 132 | EventNameEnum.EnterLevel1, 133 | EventNameEnum.Level1Zombie, 134 | EventNameEnum.EndZombie, 135 | EventNameEnum.PlayerDied, 136 | EventNameEnum.Shot 137 | ], 138 | status: Literal["activate", "deactivate"] = None, 139 | t: datetime.datetime = None 140 | ): 141 | logger.info(f"event_name: {event_name}, " 142 | f"status: {status}, " 143 | f"t: {t.astimezone(tz=None)}, " 144 | f"latency: {datetime.datetime.now(datetime.timezone.utc) - t}") 145 | 146 | ``` 147 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/HttpReporter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Net.Http; 4 | using System.Reflection; 5 | using System.Threading; 6 | using MelonLoader; 7 | 8 | namespace DeppartPrototypeHentaiPlayMod 9 | { 10 | public class HttpReporter : BaseReporter 11 | { 12 | private readonly HttpClient _httpClient = new HttpClient(); 13 | private readonly MelonPreferences_Entry _httpReporterUrlEntry; 14 | private readonly MelonPreferences_Entry _httpReportInGameInterval; 15 | private bool _reportInGameStarted; 16 | private bool _stopReportingInGame; 17 | 18 | public HttpReporter( 19 | HentaiPlayMod melonMod, 20 | MelonPreferences_Entry httpReporterUrlEntry, 21 | MelonPreferences_Entry httpReportInGameInterval 22 | ) : base(melonMod) 23 | { 24 | try 25 | { 26 | Assembly.Load("Mono.HttpUtility"); 27 | } 28 | catch (Exception) 29 | { 30 | MelonMod.LoggerInstance.Error("Mono.HttpUtility is required"); 31 | throw; 32 | } 33 | 34 | _httpReporterUrlEntry = httpReporterUrlEntry; 35 | _httpReportInGameInterval = httpReportInGameInterval; 36 | } 37 | 38 | private void SendRequest(Dictionary query) 39 | { 40 | new Thread(() => 41 | { 42 | query["t"] = DateTimeOffset.Now.ToUnixTimeSeconds().ToString(); 43 | try 44 | { 45 | _httpClient.GetAsync(Utils.BuildRequestUri(_httpReporterUrlEntry.Value, query)).Wait(); 46 | } 47 | catch (Exception e) 48 | { 49 | MelonMod.LoggerInstance.Error($"{nameof(HttpReporter)}: Report failed", e); 50 | } 51 | }).Start(); 52 | } 53 | 54 | private void KeepReportingInGame() 55 | { 56 | if (_reportInGameStarted) 57 | return; 58 | var query = new Dictionary 59 | { 60 | { "event_name", EventEnum.InGame.ToString() } 61 | }; 62 | new Thread(() => 63 | { 64 | while (!_stopReportingInGame) 65 | { 66 | query["t"] = DateTimeOffset.Now.ToUnixTimeSeconds().ToString(); 67 | try 68 | { 69 | _httpClient.GetAsync(Utils.BuildRequestUri(_httpReporterUrlEntry.Value, query)).Wait(); 70 | } 71 | catch (Exception e) 72 | { 73 | MelonMod.LoggerInstance.Error($"{nameof(HttpReporter)}: Report failed", e); 74 | } 75 | 76 | Thread.Sleep(_httpReportInGameInterval.Value); 77 | } 78 | }).Start(); 79 | _reportInGameStarted = true; 80 | } 81 | 82 | private void StopReportingInGame() 83 | { 84 | _stopReportingInGame = true; 85 | } 86 | 87 | public override void ReportActivateEvent(string eventName) 88 | { 89 | base.ReportActivateEvent(eventName); 90 | SendRequest( 91 | new Dictionary 92 | { 93 | { "status", "activate" }, 94 | { "event_name", eventName } 95 | } 96 | ); 97 | } 98 | 99 | public override void ReportDeactivateEvent(string eventName) 100 | { 101 | base.ReportDeactivateEvent(eventName); 102 | SendRequest( 103 | new Dictionary 104 | { 105 | { "status", "deactivate" }, 106 | { "event_name", eventName } 107 | } 108 | ); 109 | } 110 | 111 | public override void ReportGameEnterEvent() 112 | { 113 | base.ReportGameEnterEvent(); 114 | SendRequest( 115 | new Dictionary 116 | { 117 | { "event_name", EventEnum.GameEnter.ToString() } 118 | } 119 | ); 120 | KeepReportingInGame(); 121 | } 122 | 123 | public override void ReportGameExitEvent() 124 | { 125 | base.ReportGameExitEvent(); 126 | SendRequest( 127 | new Dictionary 128 | { 129 | { "event_name", EventEnum.GameExit.ToString() } 130 | } 131 | ); 132 | StopReportingInGame(); 133 | } 134 | 135 | public override void ReportShot() 136 | { 137 | base.ReportShot(); 138 | SendRequest( 139 | new Dictionary 140 | { 141 | { "event_name", EventEnum.Shot.ToString() } 142 | } 143 | ); 144 | } 145 | } 146 | } -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/ButtPlugReporter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Threading; 5 | using Buttplug.Client; 6 | using Buttplug.Client.Connectors.WebsocketConnector; 7 | using Buttplug.Core; 8 | using Buttplug.Core.Messages; 9 | using MelonLoader; 10 | 11 | namespace DeppartPrototypeHentaiPlayMod 12 | { 13 | public struct ButtPlugAdditionalScalar 14 | { 15 | public bool Enable; 16 | public ActuatorType ActuatorType; 17 | public uint Index; 18 | public double Scalar; 19 | } 20 | 21 | public class ButtPlugReporter : BaseReporter 22 | { 23 | private readonly MelonPreferences_Entry _buttPlugActiveVibrateScalar; 24 | private readonly MelonPreferences_Entry _buttPlugAdditionalScalarList; 25 | private readonly ButtplugClient _buttplugClient; 26 | private readonly MelonPreferences_Entry _buttPlugShotVibrateDuration; 27 | private readonly MelonPreferences_Entry _buttPlugShotVibrateScalar; 28 | private readonly MelonPreferences_Entry _buttPlugVibrateCmdIndexList; 29 | 30 | private readonly Dictionary _deviceMutexMap = 31 | new Dictionary(); 32 | 33 | 34 | private double _baseVibrateScalar; 35 | 36 | public ButtPlugReporter 37 | ( 38 | HentaiPlayMod melonMod, 39 | MelonPreferences_Entry buttPlugActiveVibrateScalar, 40 | MelonPreferences_Entry buttPlugServerUrlEntry, 41 | MelonPreferences_Entry buttPlugShotVibrateScalar, 42 | MelonPreferences_Entry buttPlugVibrateCmdIndexList, 43 | MelonPreferences_Entry buttPlugShotVibrateDuration, 44 | MelonPreferences_Entry buttPlugAdditionalScalarList 45 | ) : base(melonMod) 46 | { 47 | _buttPlugActiveVibrateScalar = buttPlugActiveVibrateScalar; 48 | _buttPlugShotVibrateScalar = buttPlugShotVibrateScalar; 49 | _buttPlugShotVibrateDuration = buttPlugShotVibrateDuration; 50 | _buttPlugAdditionalScalarList = buttPlugAdditionalScalarList; 51 | _buttPlugVibrateCmdIndexList = buttPlugVibrateCmdIndexList; 52 | _buttplugClient = new ButtplugClient(MelonMod.Info.Name); 53 | _buttplugClient.DeviceAdded += 54 | (sender, args) => 55 | { 56 | MelonMod.LoggerInstance.Msg($"ButtPlug device added: {args.Device.Name}"); 57 | _deviceMutexMap.Add(args.Device, new Mutex()); 58 | }; 59 | _buttplugClient.DeviceRemoved += 60 | (sender, args) => 61 | { 62 | MelonMod.LoggerInstance.Msg($"ButtPlug device removed: {args.Device.Name}"); 63 | _deviceMutexMap.Remove(args.Device); 64 | }; 65 | _buttplugClient.ScanningFinished += (sender, args) => 66 | MelonMod.LoggerInstance.Msg($"ButtPlug scanning finished: {args}"); 67 | var connector = new ButtplugWebsocketConnector(new Uri(buttPlugServerUrlEntry.Value)); 68 | connector.Disconnected += 69 | (sender, args) => MelonMod.LoggerInstance.Msg($"ButtPlug scanning finished: {args}"); 70 | new Thread(() => 71 | { 72 | try 73 | { 74 | _buttplugClient.ConnectAsync(connector).Wait(); 75 | } 76 | catch (ButtplugHandshakeException e) 77 | { 78 | MelonMod.LoggerInstance.Msg("ButtPlug handshake failed", e); 79 | } 80 | catch (AggregateException e) 81 | { 82 | MelonMod.LoggerInstance.Msg("Failed to connect to ButtPlug server", e); 83 | } 84 | 85 | _buttplugClient.StartScanningAsync().Wait(); 86 | }).Start(); 87 | } 88 | 89 | private void SendCommand(double[] scalars, int interval = 0) 90 | { 91 | foreach (var device in _buttplugClient.Devices) 92 | new Thread(() => 93 | { 94 | _deviceMutexMap[device].WaitOne(); 95 | try 96 | { 97 | foreach (var scalar in scalars) 98 | { 99 | if (_buttPlugVibrateCmdIndexList.Value.Length == 0) 100 | device.VibrateAsync(scalar); 101 | else 102 | device.VibrateAsync( 103 | _buttPlugVibrateCmdIndexList.Value.Select(index => (index, scalar))); 104 | foreach (var cmdInfo in _buttPlugAdditionalScalarList.Value) 105 | if (cmdInfo.Enable) 106 | device.ScalarAsync( 107 | new ScalarCmd.ScalarSubcommand( 108 | cmdInfo.Index, 109 | scalar.Equals(_baseVibrateScalar) && _baseVibrateScalar == 0 110 | ? 0 111 | : cmdInfo.Scalar, 112 | cmdInfo.ActuatorType 113 | ) 114 | ); 115 | if (interval != 0) 116 | Thread.Sleep(interval); 117 | } 118 | } 119 | catch (ButtplugDeviceException e) 120 | { 121 | MelonMod.LoggerInstance.Msg($"ButtPlug device {device.Name} vibrate failed", e); 122 | } 123 | finally 124 | { 125 | _deviceMutexMap[device].ReleaseMutex(); 126 | } 127 | }).Start(); 128 | } 129 | 130 | public override void ReportActivateEvent(string eventName) 131 | { 132 | base.ReportActivateEvent(eventName); 133 | var tempEvents = new[] 134 | { EventEnum.BulbBroken.ToString(), EventEnum.ZombieRun.ToString(), EventEnum.EnterLevel1.ToString() }; 135 | if (tempEvents.Contains(eventName)) 136 | { 137 | SendCommand(new[] { _buttPlugActiveVibrateScalar.Value, _baseVibrateScalar }, 5000); 138 | } 139 | else 140 | { 141 | _baseVibrateScalar = _buttPlugActiveVibrateScalar.Value; 142 | SendCommand(new[] { _baseVibrateScalar }); 143 | } 144 | } 145 | 146 | public override void ReportDeactivateEvent(string eventName) 147 | { 148 | base.ReportDeactivateEvent(eventName); 149 | _baseVibrateScalar = 0; 150 | SendCommand(new[] { _baseVibrateScalar }); 151 | } 152 | 153 | public override void ReportGameEnterEvent() 154 | { 155 | base.ReportGameEnterEvent(); 156 | SendCommand(new[] { _baseVibrateScalar }); 157 | } 158 | 159 | public override void ReportGameExitEvent() 160 | { 161 | base.ReportGameExitEvent(); 162 | SendCommand(new[] { _baseVibrateScalar }); 163 | } 164 | 165 | public override void ReportShot() 166 | { 167 | base.ReportShot(); 168 | SendCommand( 169 | new[] { _buttPlugShotVibrateScalar.Value, _baseVibrateScalar }, 170 | _buttPlugShotVibrateDuration.Value 171 | ); 172 | } 173 | } 174 | } -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/FodyWeavers.xsd: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks 13 | 14 | 15 | 16 | 17 | A list of assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks. 18 | 19 | 20 | 21 | 22 | A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks 23 | 24 | 25 | 26 | 27 | A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks. 28 | 29 | 30 | 31 | 32 | A list of unmanaged 32 bit assembly names to include, delimited with line breaks. 33 | 34 | 35 | 36 | 37 | A list of unmanaged 64 bit assembly names to include, delimited with line breaks. 38 | 39 | 40 | 41 | 42 | The order of preloaded assemblies, delimited with line breaks. 43 | 44 | 45 | 46 | 47 | 48 | This will copy embedded files to disk before loading them into memory. This is helpful for some scenarios that expected an assembly to be loaded from a physical file. 49 | 50 | 51 | 52 | 53 | Controls if .pdbs for reference assemblies are also embedded. 54 | 55 | 56 | 57 | 58 | Controls if runtime assemblies are also embedded. 59 | 60 | 61 | 62 | 63 | Controls whether the runtime assemblies are embedded with their full path or only with their assembly name. 64 | 65 | 66 | 67 | 68 | Embedded assemblies are compressed by default, and uncompressed when they are loaded. You can turn compression off with this option. 69 | 70 | 71 | 72 | 73 | As part of Costura, embedded assemblies are no longer included as part of the build. This cleanup can be turned off. 74 | 75 | 76 | 77 | 78 | Costura by default will load as part of the module initialization. This flag disables that behavior. Make sure you call CosturaUtility.Initialize() somewhere in your code. 79 | 80 | 81 | 82 | 83 | Costura will by default use assemblies with a name like 'resources.dll' as a satellite resource and prepend the output path. This flag disables that behavior. 84 | 85 | 86 | 87 | 88 | A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with | 89 | 90 | 91 | 92 | 93 | A list of assembly names to include from the default action of "embed all Copy Local references", delimited with |. 94 | 95 | 96 | 97 | 98 | A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with | 99 | 100 | 101 | 102 | 103 | A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with |. 104 | 105 | 106 | 107 | 108 | A list of unmanaged 32 bit assembly names to include, delimited with |. 109 | 110 | 111 | 112 | 113 | A list of unmanaged 64 bit assembly names to include, delimited with |. 114 | 115 | 116 | 117 | 118 | The order of preloaded assemblies, delimited with |. 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 'true' to run assembly verification (PEVerify) on the target assembly after all weavers have been executed. 127 | 128 | 129 | 130 | 131 | A comma-separated list of error codes that can be safely ignored in assembly verification. 132 | 133 | 134 | 135 | 136 | 'false' to turn off automatic generation of the XML Schema file. 137 | 138 | 139 | 140 | 141 | -------------------------------------------------------------------------------- /DeppartPrototypeHentaiPlayMod/HentaiPlayMod.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using Buttplug.Core.Messages; 5 | using DeppartPrototypeHentaiPlayMod; 6 | using MelonLoader; 7 | using UnityEngine; 8 | 9 | [assembly: MelonInfo(typeof(HentaiPlayMod), "HentaiPlay", "1.1.1", "Ljzd-PRO")] 10 | [assembly: MelonGame("N4bA", "DEPPART prototype")] 11 | [assembly: MelonOptionalDependencies("Mono.HttpUtility")] 12 | 13 | namespace DeppartPrototypeHentaiPlayMod 14 | { 15 | public class HentaiPlayMod : MelonMod 16 | { 17 | private readonly Dictionary _events = new Dictionary 18 | { 19 | { EventEnum.BulbBroken.ToString(), false }, 20 | { EventEnum.ZombieRun.ToString(), false }, 21 | { EventEnum.EnterLevel1.ToString(), false }, 22 | { EventEnum.Level1Zombie.ToString(), false }, 23 | { EventEnum.EndZombie.ToString(), false }, 24 | { EventEnum.PlayerDied.ToString(), false } 25 | }; 26 | 27 | private MelonPreferences_Entry _buttPlugActiveVibrateScalar; 28 | private MelonPreferences_Entry _buttPlugAdditionalScalarList; 29 | private MelonPreferences_Entry _buttPlugServerUrlEntry; 30 | private MelonPreferences_Entry _buttPlugShotVibrateScalar; 31 | private MelonPreferences_Entry _buttPlugVibrateCmdIndexList; 32 | private MelonPreferences_Entry _buttPlugVibrateDuration; 33 | private MelonPreferences_Entry _disableEventLogEntry; 34 | 35 | private IEventReporter _eventReporter; 36 | private MelonPreferences_Entry _eventReporterTypeEntry; 37 | private MelonPreferences_Entry _httpReporterUrlEntry; 38 | private MelonPreferences_Entry _httpReportInGameInterval; 39 | private MelonPreferences_Category _preferencesCategory; 40 | 41 | public HentaiPlayMod() 42 | { 43 | _eventReporter = new BaseReporter(this); 44 | } 45 | 46 | public override void OnInitializeMelon() 47 | { 48 | _preferencesCategory = MelonPreferences.CreateCategory("HentaiPlay"); 49 | _eventReporterTypeEntry = _preferencesCategory.CreateEntry 50 | ( 51 | "EventReporterType", 52 | nameof(ButtPlugReporter), 53 | description: "Type of reporter that report events in game " + 54 | $"(Available: {nameof(BaseReporter)}, {nameof(HttpReporter)}, {nameof(ButtPlugReporter)})" 55 | ); 56 | _httpReporterUrlEntry = _preferencesCategory.CreateEntry 57 | ( 58 | "HttpReporterUrl", 59 | "http://127.0.0.1:7788/report", 60 | description: "Report URL for HttpReporter" 61 | ); 62 | _httpReportInGameInterval = _preferencesCategory.CreateEntry 63 | ( 64 | "HttpReportInGameInterval", 65 | 3000, 66 | description: "Time interval for HttpReporter to reporting InGame events" 67 | ); 68 | _disableEventLogEntry = _preferencesCategory.CreateEntry 69 | ( 70 | "DisableEventLog", 71 | false, 72 | description: "Not to report events to Console" 73 | ); 74 | _buttPlugServerUrlEntry = _preferencesCategory.CreateEntry 75 | ( 76 | "ButtPlugServerUrl", 77 | "ws://localhost:12345", 78 | description: "Websocket URL of ButtPlug server (Intiface Central)" 79 | ); 80 | _buttPlugActiveVibrateScalar = _preferencesCategory.CreateEntry 81 | ( 82 | "ButtPlugActiveVibrateScalar", 83 | 0.5, 84 | description: "Set the ButtPlug vibrate scalar when game events active" 85 | ); 86 | _buttPlugShotVibrateScalar = _preferencesCategory.CreateEntry 87 | ( 88 | "ButtPlugShotVibrateScalar", 89 | 1.0, 90 | description: "Set the ButtPlug vibrate scalar when gun shot" 91 | ); 92 | _buttPlugVibrateDuration = _preferencesCategory.CreateEntry 93 | ( 94 | "ButtPlugVibrateDuration", 95 | 300, 96 | description: 97 | "Set the ButtPlug vibrate duration when gun shot (Millisecond)" 98 | ); 99 | _buttPlugVibrateCmdIndexList = _preferencesCategory.CreateEntry 100 | ( 101 | "ButtPlugVibrateCmdIndexList", 102 | new uint[] { }, 103 | description: 104 | "Set the index of ButtPlug vibrate scalar commands, you can set multiple index or empty as default. (e.g. [0,1])" 105 | ); 106 | _buttPlugAdditionalScalarList = _preferencesCategory.CreateEntry 107 | ( 108 | "ButtPlugAdditionalScalarList", 109 | new[] 110 | { 111 | new ButtPlugAdditionalScalar 112 | { 113 | Enable = false, 114 | ActuatorType = ActuatorType.Oscillate, 115 | Index = 0, 116 | Scalar = 0.5 117 | }, 118 | new ButtPlugAdditionalScalar 119 | { 120 | Enable = false, 121 | ActuatorType = ActuatorType.Inflate, 122 | Index = 0, 123 | Scalar = 0.5 124 | } 125 | }, 126 | description: 127 | "Set the additional ButtPlug scalar commands, which called during vibrate (It will set to 0 after vibrate stop)" 128 | ); 129 | MelonPreferences.Save(); 130 | } 131 | 132 | public override void OnLateInitializeMelon() 133 | { 134 | SetupEventReporter(); 135 | } 136 | 137 | public override void OnLateUpdate() 138 | { 139 | ReportBulbBroken(); 140 | ReportZombieRun(); 141 | ReportEnterLevel1(); 142 | ReportLevel1Zombie(); 143 | ReportEndZombie(); 144 | ReportPlayerDied(); 145 | } 146 | 147 | public override void OnUpdate() 148 | { 149 | ReportShot(); 150 | } 151 | 152 | public override void OnSceneWasInitialized(int buildIndex, string sceneName) 153 | { 154 | _eventReporter.ReportGameEnterEvent(); 155 | } 156 | 157 | public override void OnApplicationQuit() 158 | { 159 | _eventReporter.ReportGameExitEvent(); 160 | } 161 | 162 | private void SetupEventReporter() 163 | { 164 | var eventReporterType = _eventReporterTypeEntry.Value; 165 | LoggerInstance.Msg($"Using reporter: {eventReporterType}"); 166 | switch (eventReporterType) 167 | { 168 | case nameof(BaseReporter): 169 | _eventReporter = new BaseReporter(this); 170 | break; 171 | case nameof(HttpReporter): 172 | _eventReporter = new HttpReporter( 173 | this, 174 | _httpReporterUrlEntry, 175 | _httpReportInGameInterval 176 | ); 177 | break; 178 | case nameof(ButtPlugReporter): 179 | try 180 | { 181 | _eventReporter = new ButtPlugReporter 182 | ( 183 | this, 184 | _buttPlugActiveVibrateScalar, 185 | _buttPlugServerUrlEntry, 186 | _buttPlugShotVibrateScalar, 187 | _buttPlugVibrateCmdIndexList, 188 | _buttPlugVibrateDuration, 189 | _buttPlugAdditionalScalarList 190 | ); 191 | } 192 | catch (Exception e) 193 | { 194 | LoggerInstance.Error($"ButtPlugReporter reporter initialize failed: {e}"); 195 | } 196 | 197 | break; 198 | } 199 | 200 | if (_eventReporter is BaseReporter baseReporter) baseReporter.DisableEventLog = _disableEventLogEntry.Value; 201 | } 202 | 203 | private void UpdateEventStatus(string eventName, bool isActivate) 204 | { 205 | if (isActivate && !_events[eventName]) 206 | { 207 | _events[eventName] = true; 208 | _eventReporter.ReportActivateEvent(eventName); 209 | } 210 | else if (!isActivate && _events[eventName]) 211 | { 212 | _events[eventName] = false; 213 | _eventReporter.ReportDeactivateEvent(eventName); 214 | } 215 | } 216 | 217 | private void ReportBulbBroken() 218 | { 219 | var gameObject = GameObject.Find("/2etaj/shtyki/lampLopnyla"); 220 | if (gameObject == null) 221 | { 222 | UpdateEventStatus(EventEnum.BulbBroken.ToString(), false); 223 | return; 224 | } 225 | 226 | UpdateEventStatus(EventEnum.BulbBroken.ToString(), gameObject.activeSelf); 227 | } 228 | 229 | private void ReportZombieRun() 230 | { 231 | var gameObject = GameObject.Find("/z/GameObject"); 232 | if (gameObject == null) 233 | { 234 | UpdateEventStatus(EventEnum.ZombieRun.ToString(), false); 235 | return; 236 | } 237 | 238 | UpdateEventStatus(EventEnum.ZombieRun.ToString(), gameObject.activeSelf); 239 | } 240 | 241 | private void ReportEnterLevel1() 242 | { 243 | var gameObject = GameObject.Find("/lvl1"); 244 | if (gameObject == null) 245 | { 246 | UpdateEventStatus(EventEnum.EnterLevel1.ToString(), false); 247 | return; 248 | } 249 | 250 | UpdateEventStatus 251 | ( 252 | EventEnum.EnterLevel1.ToString(), 253 | gameObject.activeSelf && _events[EventEnum.BulbBroken.ToString()] && 254 | _events[EventEnum.ZombieRun.ToString()] 255 | ); 256 | } 257 | 258 | private void ReportLevel1Zombie() 259 | { 260 | var gameObject = GameObject.Find("/lvl1/z"); 261 | if (gameObject == null) 262 | { 263 | UpdateEventStatus(EventEnum.Level1Zombie.ToString(), false); 264 | return; 265 | } 266 | 267 | var level1ZombieExists = gameObject.GetComponentsInChildren() 268 | .FirstOrDefault(child => 269 | child.name.StartsWith("Ch10_nonPBR") && child.gameObject.activeSelf && 270 | child.GetComponent().enabled) != null; 271 | UpdateEventStatus(EventEnum.Level1Zombie.ToString(), level1ZombieExists); 272 | } 273 | 274 | private void ReportEndZombie() 275 | { 276 | var gameObject = GameObject.Find("/end/Ch10_nonPBR (11)"); 277 | if (gameObject == null) 278 | { 279 | UpdateEventStatus(EventEnum.EndZombie.ToString(), false); 280 | return; 281 | } 282 | 283 | UpdateEventStatus(EventEnum.EndZombie.ToString(), gameObject.activeSelf); 284 | } 285 | 286 | private void ReportPlayerDied() 287 | { 288 | var gameObject = GameObject.Find("/DIE"); 289 | if (gameObject == null) 290 | { 291 | UpdateEventStatus(EventEnum.PlayerDied.ToString(), false); 292 | return; 293 | } 294 | 295 | UpdateEventStatus(EventEnum.PlayerDied.ToString(), gameObject.activeSelf); 296 | } 297 | 298 | private void ReportShot() 299 | { 300 | var gameObject = GameObject.Find("/First Person Controller/First Person Camera/Armpist"); 301 | if (gameObject == null) 302 | return; 303 | var pistolObject = gameObject.GetComponent(); 304 | if ( 305 | gameObject.activeSelf && 306 | !(pistolObject.YBRAL > 0) && !(pistolObject.pl.walking == 2 || pistolObject.stene.vstene) && 307 | Input.GetButtonDown("SHOOT") && !pistolObject.cantshoot && pistolObject.ammo > 0) 308 | _eventReporter.ReportShot(); 309 | } 310 | } 311 | } --------------------------------------------------------------------------------