namespace Aeshnidae.BuffBot;
///
/// Entry point ACE looks for.
///
/// ModContainer resolves the type purely by convention:
/// assembly "Aeshnidae.BuffBot.dll" -> type "Aeshnidae.BuffBot.Mod"
/// so this class must be named Mod and live in a namespace matching the
/// assembly name. Renaming one without the other is the most common reason a mod
/// loads its assembly and then logs "Missing IHarmonyMod Type".
///
public class Mod : IHarmonyMod
{
///
/// "Aeshnidae.BuffBot". Taken from the assembly rather than written out, so a
/// rename cannot leave a stale literal behind.
/// (Note: nameof(Aeshnidae.BuffBot) would yield just "Template" - nameof on a
/// namespace returns only its last segment.)
///
public static readonly string Name = typeof(Mod).Assembly.GetName().Name!;
/// Harmony owner id. Unique per mod - it is what UnpatchAll targets.
public static readonly string HarmonyId = $"mod.{Name.ToLowerInvariant()}";
/// Folder this mod was loaded from, e.g. C:\ACEPublic\Mods\Aeshnidae.BuffBot
public static readonly string ModPath = Path.Combine(ModManager.ModPath, Name);
public static ModContainer? Container => ModManager.GetModContainerByPath(ModPath);
/// Live settings, re-read every time the mod is enabled.
public static Settings Settings { get; private set; } = new();
private static Harmony? _harmony;
private bool _disposed;
///
/// Called by ModContainer.Enable() once the assembly is loaded.
/// The world is not open yet at this point, so keep this cheap and defensive -
/// anything that throws leaves the mod stuck Inactive.
///
public void Initialize()
{
Settings = Settings.Load(ModPath);
Bands.Forget();
Tiers.Forget();
WardenDb.Initialize();
Wardens.Reload();
TinkerDb.Initialize();
Tinkers.Reload();
_harmony = new Harmony(HarmonyId);
// Applies [HarmonyPatch] classes that are NOT in a [HarmonyPatchCategory].
// Categorized patches stay dormant until you call _harmony.PatchCategory(...)
// yourself - a convenient switch for optional features.
// Pass the assembly explicitly. The parameterless overload finds its target
// by walking the stack, and the JIT inlines a small Initialize(), so the walk
// lands on ACE.Server instead of this mod and silently patches nothing.
_harmony.PatchAllUncategorized(typeof(Mod).Assembly);
// After the patches, because it builds a reverse patch of its own, and separately
// from them, because a crafting feature must not be able to throw out of Initialize
// and leave the buff bots and the wardens Inactive with it.
Formula.Verify(_harmony);
ModManager.Log($"[{Name}] ready - banes from bot(s) {string.Join(", ", Settings.Bots)} land on every armour piece; " +
$"town warden(s) {string.Join(", ", Settings.Wardens ?? new List())} in {Settings.Towns?.Count ?? 0} town(s), " +
$"{Wardens.Rows.Count} tier row(s), ledger {(WardenDb.Ready ? "ready" : "UNAVAILABLE")}, " +
$"ForcedTier {Settings.ForcedTier}{(Wardens.Forced ? " (every town held at this tier, nothing can be paid)" : " (off)")}; " +
$"town tinker(s) {string.Join(", ", Settings.Tinkers ?? new List())} within {Settings.TinkerRange:N0} m, " +
$"{Tinkers.Rows.Count} skill row(s), ledger {(TinkerDb.Ready ? "ready" : "UNAVAILABLE")}, " +
$"ForcedTinkerSkill {Settings.ForcedTinkerSkill}, formula guard {(Formula.Ok ? "OK" : "OFF")} ({Formula.Status})");
}
///
/// Called by ModContainer.Disable() on shutdown, hot-reload, and /mod disable.
/// Every patch and event handler added above must come off here, or the old
/// assembly cannot be collected and the next load will double-patch.
///
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (_disposed)
return;
if (disposing)
{
_harmony?.UnpatchAll(HarmonyId);
_harmony = null;
ModManager.Log($"[{Name}] shut down");
}
_disposed = true;
}
}