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StreetMonkey.cs
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StreetMonkey.cs
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using MelonLoader;
using Harmony;
using Assets.Scripts.Unity.UI_New.InGame;
using Assets.Scripts.Models.Towers;
using Assets.Scripts.Unity;
using Assets.Scripts.Utils;
using System;
using System.Text.RegularExpressions;
using System.IO;
using Assets.Main.Scenes;
using UnityEngine;
using System.Linq;
using Assets.Scripts.Models.Towers.Behaviors.Attack;
using Assets.Scripts.Models.Towers.Behaviors.Attack.Behaviors;
using BTD_Mod_Helper.Extensions;
using Assets.Scripts.Models.Towers.Behaviors;
using Assets.Scripts.Models.Bloons.Behaviors;
using Assets.Scripts.Models.Towers.Projectiles.Behaviors;
using System.Collections.Generic;
using Assets.Scripts.Models;
using Assets.Scripts.Models.Towers.Projectiles;
using Assets.Scripts.Models.Towers.Behaviors.Emissions;
using Assets.Scripts.Models.Towers.Behaviors.Abilities;
using Assets.Scripts.Simulation.Track;
using static Assets.Scripts.Models.Towers.TargetType;
using Assets.Scripts.Simulation;
using Assets.Scripts.Models.Towers.Pets;
using Assets.Scripts.Unity.Bridge;
using System.Windows;
using BTD_Mod_Helper.Api.Towers;
using BTD_Mod_Helper.Api.Display;
using Assets.Scripts.Unity.Display;
using UnhollowerBaseLib;
using Assets.Scripts.Models.Towers.Behaviors.Abilities.Behaviors;
using Assets.Scripts.Models.Towers.Weapons;
using Assets.Scripts.Models.GenericBehaviors;
using Assets.Scripts.Models.Towers.Weapons.Behaviors;
using BTD_Mod_Helper;
using Assets.Scripts.Models.Towers.Upgrades;
using HarmonyLib;
using BTD_Mod_Helper.Api;
using Assets.Scripts.Models.Towers.Filters;
namespace StreetMonkey
{
public class StreetMonkeyDis000 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 0, 2);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis300 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 2, 0, 3);
public override void ModifyDisplayNode(UnityDisplayNode node) {
this.SetMeshTexture(node, "gundisplayxxx");
node.RemoveBone("supermonkeyRig:Wrench");
}
}
public class StreetMonkeyDis200 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 2, 0, 2);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis001 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 0, 1);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis002 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 0, 3);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class pleaseforthefuckingloveofgodijustwantthewrenchgone : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 2);
public override void ModifyDisplayNode(UnityDisplayNode node) => node.RemoveBone("EngineerMonkeyRig:Wrench");
}
public class StreetMonkeyDis500 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.DartlingGunner, 3, 0, 0);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis040 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 4, 0);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis005 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.SniperMonkey, 0, 0, 4);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis050 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 5, 0);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkeyDis555 : ModDisplay
{
public override string BaseDisplay => this.GetDisplay(TowerType.EngineerMonkey, 0, 0, 5);
public override void ModifyDisplayNode(UnityDisplayNode node) => this.SetMeshTexture(node, "gundisplayxxx");
}
public class StreetMonkey : ModTower
{
public override string TowerSet => MILITARY;
public override string BaseTower => TowerType.EngineerMonkey;
public override string Icon => base.Icon;
public override int Cost => 530;
public override int TopPathUpgrades => 5;
public override int MiddlePathUpgrades => 5;
public override int BottomPathUpgrades => 5;
public override string Description => "Shoots Bloons with his Trusty Gun";
//public override ParagonMode ParagonMode => ParagonMode.Base000;
public override void ModifyBaseTowerModel(TowerModel towerModel)
{
towerModel.range += 5;
var attackModel = towerModel.GetAttackModel();
attackModel.range += 5;
var projectile = attackModel.weapons[0].projectile;
//projectile.ApplyDisplay<Bullet>();
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Moabs", "Moabs",
1, 2, false, false));
projectile.GetDamageModel().damage +=1;
projectile.GetBehavior<TravelStraitModel>().Speed = 550f ;
towerModel.ApplyDisplay<StreetMonkeyDis000>();
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate = 1.75f;
}
}
public override IEnumerable<int[]> TowerTiers()
{
if (MelonHandler.Mods.OfType<BloonsTD6Mod>().Any(m => m.GetModName() == "UltimateCrosspathing"))
{
for (var top = 0; top <= TopPathUpgrades; top++)
{
for (var mid = 0; mid <= MiddlePathUpgrades; mid++)
{
for (var bot = 0; bot <= BottomPathUpgrades; bot++)
{
yield return new[] { top, mid, bot };
}
}
}
} else
{
foreach (var towerTier in base.TowerTiers())
{
yield return towerTier;
}
}
}
}
}
//TOP PATH UPGARAES
namespace StreetMonkey.Upgrades.TopPath
{
public class FasterFiring : ModUpgrade<StreetMonkey>
{
public override int Path => TOP;
public override int Tier => 1;
public override int Cost => 200;
public override string DisplayName => "Faster Firing";
public override string Description => "Improved Gun Tech allows the gun to be fired faster";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .85f;
}
var attackModel = towerModel.GetAttackModel();
}
}
}
namespace StreetMonkey.Upgrades.TopPath
{
public class DualWeilding : ModUpgrade<StreetMonkey>
{
public override int Path => TOP;
public override int Tier => 2;
public override int Cost => 450;
public override string DisplayName => "Dual Weilding";
public override string Description => "The Monkey finally realizes he can use his other hand for more fire power";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .75f;
}
var attackModel = towerModel.GetAttackModel();
towerModel.ApplyDisplay<StreetMonkeyDis002>();
}
}
}
namespace StreetMonkey.Upgrades.TopPath
{
public class SubMachine : ModUpgrade<StreetMonkey>
{
public override int Path => TOP;
public override int Tier => 3;
public override int Cost => 1650;
public override string DisplayName => "Submachine Gun";
public override string Description => "Replaces the two handguns with two SMG, giving faster shooting speed";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .14f;
}
var attackModel = towerModel.GetAttackModel();
towerModel.ApplyDisplay<StreetMonkeyDis300>();
}
}
}
namespace StreetMonkey.Upgrades.TopPath
{
public class FullAutoRifle : ModUpgrade<StreetMonkey>
{
public override int Path => TOP;
public override int Tier => 4;
public override int Cost => 7750;
public override string DisplayName => "Full Auto rifle";
public override string Description => "Dual Weilds 2 Full Auto Rifles for crazy results";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .2f;
}
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=0;
}
}
}
namespace StreetMonkey.Upgrades.TopPath
{
public class Minigun : ModUpgrade<StreetMonkey>
{
public override int Path => TOP;
public override int Tier => 5;
public override int Cost => 37500;
public override string DisplayName => "Minigun";
public override string Description => "I am Heavy Weapons Guy, and this, is my weapon";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .7f;
weaponModel.projectile.GetDamageModel().immuneBloonProperties = BloonProperties.None;
weaponModel.projectile.pierce +=4;
}
towerModel.ApplyDisplay<StreetMonkeyDis500>();
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
towerModel.GetWeapon().emission = new RandomArcEmissionModel("RandomArcEmissionModel_",2 ,0 , 15, 50, 5, null);
}
}
}
// MIDDLE PATH
namespace StreetMonkey.Upgrades.MiddlePath
{
public class Radio: ModUpgrade<StreetMonkey>
{
public override int Path => MIDDLE;
public override int Tier => 1;
public override int Cost => 225;
public override string DisplayName => "Radio";
public override string Description => "Radio Conferencing help the Monkey detect bloons from further away";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
}
var attackModel = towerModel.GetAttackModel();
towerModel.range += 25;
attackModel.range += 25;
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class glasses : ModUpgrade<StreetMonkey>
{
public override int Path => MIDDLE;
public override int Tier => 2;
public override int Cost => 2250;
public override string DisplayName => "Infrared Goggles";
public override string Description => "Infrared Goggles allows nearby monkeys, including himself, to see camo bloons";
public override int Priority => -1;
public override void ApplyUpgrade(TowerModel towerModel)
{
towerModel.GetDescendants<FilterInvisibleModel>().ForEach(model => model.isActive = false);
foreach (var weaponModel in towerModel.GetWeapons())
{
}
var attackModel = towerModel.GetAttackModel();
towerModel.range += 5;
attackModel.range += 5;
var visibilitySupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 2, 0)
.GetBehavior<VisibilitySupportModel>().Duplicate();
towerModel.AddBehavior(visibilitySupportModel);
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class Feartactics : ModUpgrade<StreetMonkey>
{
public override int Path => MIDDLE;
public override int Tier => 3;
public override int Cost => 3200;
public override string DisplayName => "Fear Tactics";
public override string Description => "Fear Tactics scare the bloons with a ring of \"death\" ";
public override void ApplyUpgrade(TowerModel towerModel)
{
var attackModel = towerModel.GetAttackModel();
towerModel.range += 0;
attackModel.range += 0;
var slowBloonsZoneModel = Game.instance.model.GetTower(TowerType.IceMonkey, 0, 3, 0)
.GetBehavior<SlowBloonsZoneModel>().Duplicate();
slowBloonsZoneModel.speedChange = 7f;
towerModel.AddBehavior(slowBloonsZoneModel);
TowerModel tower = Game.instance.model.GetTower("TackShooter", 5, 2, 0);
var fireRing = tower.GetBehaviors<DisplayModel>()[1];
fireRing.scale = 10f;
towerModel.AddBehavior(fireRing);
towerModel.ApplyDisplay<StreetMonkeyDis200>();
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class Reinforcements : ModUpgrade<StreetMonkey>
{
public override int Path => MIDDLE;
public override int Tier => 4;
public override int Cost => 8950;
public override string DisplayName => "Reinforcements";
public override string Description => "Calls in reinforcements for money every round and supplies for nearby monkeys";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
}
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=2;
towerModel.ApplyDisplay<StreetMonkeyDis040>();
if (Tier == 4)
{
var perRoundCashBonusTowerModel = Game.instance.model.GetTower(TowerType.BananaFarm, 0, 0, 5)
.GetBehavior<PerRoundCashBonusTowerModel>().Duplicate();
perRoundCashBonusTowerModel.cashPerRound = 980;
towerModel.AddBehavior(perRoundCashBonusTowerModel);
var discountZoneModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 2)
.GetBehavior<DiscountZoneModel>().Duplicate();
discountZoneModel.affectSelf = false;
discountZoneModel.discountMultiplier = 0.05f;
discountZoneModel.tierCap = 2;
towerModel.AddBehavior(discountZoneModel);
var rateSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 2, 0, 0)
.GetBehavior<RateSupportModel>().Duplicate();
rateSupportModel.multiplier = .9f;
towerModel.AddBehavior(rateSupportModel);
}
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class StreetLeader : ModUpgrade<StreetMonkey>
{
public override int Path => MIDDLE;
public override int Tier => 5;
public override int Cost => 75000;
public override string DisplayName => "Street Leader";
public override string Description => "The Master of the Streets";
public override void ApplyUpgrade(TowerModel towerModel)
{
var attackModel = towerModel.GetAttackModel();
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .75f;
weaponModel.projectile.GetDamageModel().immuneBloonProperties = BloonProperties.None;
weaponModel.projectile.pierce +=6;
}
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=20;
towerModel.range += 3;
attackModel.range += 3;
if (Tier == 5)
{
var perRoundCashBonusTowerModel = Game.instance.model.GetTower(TowerType.BananaFarm, 0, 0, 5)
.GetBehavior<PerRoundCashBonusTowerModel>().Duplicate();
perRoundCashBonusTowerModel.cashPerRound = 2550;
towerModel.AddBehavior(perRoundCashBonusTowerModel);
}
var monkeyCityModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<MonkeyCityModel>().Duplicate();
monkeyCityModel.towerId = "StreetMonkey";
monkeyCityModel.multiplier = 1;
monkeyCityModel.roundsTillMultiplier = 1;
towerModel.AddBehavior(monkeyCityModel);
var discountZoneModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 2)
.GetBehavior<DiscountZoneModel>().Duplicate();
discountZoneModel.affectSelf = true;
discountZoneModel.discountMultiplier = 0.10f;
discountZoneModel.tierCap = 3;
towerModel.AddBehavior(discountZoneModel);
var discountZoneModel1 = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 2)
.GetBehavior<DiscountZoneModel>().Duplicate();
discountZoneModel1.affectSelf = true;
discountZoneModel1.discountMultiplier = 0.075f;
discountZoneModel1.tierCap = 4;
towerModel.AddBehavior(discountZoneModel1);
var monkeyCityIncomeSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<MonkeyCityIncomeSupportModel>().Duplicate();
monkeyCityIncomeSupportModel.incomeModifier = 1.15f;
towerModel.AddBehavior(monkeyCityIncomeSupportModel);
var addBehaviorToTowerSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<AddBehaviorToTowerSupportModel>().Duplicate();
towerModel.AddBehavior(addBehaviorToTowerSupportModel);
var rateSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 2, 0, 0)
.GetBehavior<RateSupportModel>().Duplicate();
rateSupportModel.multiplier = .8f;
towerModel.AddBehavior(rateSupportModel);
towerModel.ApplyDisplay<StreetMonkeyDis040>();
}
}
}
// BOTTOM PATH
namespace StreetMonkey.Upgrades.MiddlePath
{
public class NineMil : ModUpgrade<StreetMonkey>
{
public override int Path => BOTTOM;
public override int Tier => 1;
public override int Cost => 275;
public override string DisplayName => ".9 Millimeter";
public override string Description => "Improves Bullets allow more layer piercing";
public override string Icon => base.Icon;
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
}
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=1;
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class FourtySW : ModUpgrade<StreetMonkey>
{
public override int Path => BOTTOM;
public override int Tier => 2;
public override int Cost => 650;
public override string DisplayName => ".40 S&W rounds";
public override string Description => "S&W rounds allows for even more damage";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .95f;
}
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=1;
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class Magnum : ModUpgrade<StreetMonkey>
{
public override int Path => BOTTOM;
public override int Tier => 3;
public override int Cost => 1150;
public override string DisplayName => ".357 Magnum rounds";
public override string Description => ".357 Magnum rounds allows the poppage of lead, and bonus damage to all";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.projectile.GetDamageModel().immuneBloonProperties = BloonProperties.None;
weaponModel.Rate *= .9f;
}
towerModel.ApplyDisplay<StreetMonkeyDis001>();
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage +=1;
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Moabs", "Moabs",
1, 10, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Ceramic", "Ceramic",
1, 5, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Fortified", "Fortified",
1, 5, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Boss", "Boss",
1, 250, false, false));
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class Winchester : ModUpgrade<StreetMonkey>
{
public override int Path => BOTTOM;
public override int Tier => 4;
public override int Cost => 4500;
public override string DisplayName => ".308 Winchester Rounds";
public override string Description => "Does EVEN more damage per shot, and EVEN more damage to MOABs";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .85f;
weaponModel.projectile.pierce +=25;
}
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Moabs", "Moabs",
1, 10, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Ceramic", "Ceramic",
1, 5, false, false));
projectile.GetDamageModel().damage +=5;
}
}
}
namespace StreetMonkey.Upgrades.MiddlePath
{
public class BMG : ModUpgrade<StreetMonkey>
{
public override int Path => BOTTOM;
public override int Tier => 5;
public override int Cost => 45000;
public override string DisplayName => ".50 BMG Rounds";
public override string Description => "This is a STRONG bullet";
public override void ApplyUpgrade(TowerModel towerModel)
{
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= 0.70f;
weaponModel.projectile.pierce +=350;
}
towerModel.ApplyDisplay<StreetMonkeyDis005>();
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
projectile.GetDamageModel().damage += 250;
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Moabs", "Moabs",
1, 150, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Ceramic", "Ceramic",
1, 120, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Fortified", "Fortified",
1, 75, false, false));
projectile.AddBehavior(new DamageModifierForTagModel("DamageModifierForTagModel_Boss", "Boss",
1, 1250, false, false));
}
}
}
namespace StreetMonkey.Upgrades
{
public class StreetParagon : ModParagonUpgrade<StreetMonkey>
{
public override int Cost => 750000;
public override string Description => "The Legend of the Streets";
public override string DisplayName => "Street Legend";
public override void ApplyUpgrade(TowerModel towerModel)
{
var attackModel = towerModel.GetAttackModel();
var projectile = attackModel.weapons[0].projectile;
attackModel.attackThroughWalls = true;
projectile.GetDamageModel().damage = 1;
var perRoundCashBonusTowerModel = Game.instance.model.GetTower(TowerType.BananaFarm, 0, 0, 5)
.GetBehavior<PerRoundCashBonusTowerModel>().Duplicate();
perRoundCashBonusTowerModel.cashPerRound = 32250;
towerModel.AddBehavior(perRoundCashBonusTowerModel);
towerModel.GetDescendants<FilterInvisibleModel>().ForEach(model => model.isActive = false);
foreach (var weaponModel in towerModel.GetWeapons())
{
weaponModel.Rate *= .015f;
weaponModel.projectile.pierce = 999;
towerModel.GetWeapon().emission = new RandomArcEmissionModel("RandomArcEmissionModel_",15 ,0 , 15, 50, 5, null);
var visibilitySupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 2, 0)
.GetBehavior<VisibilitySupportModel>().Duplicate();
towerModel.AddBehavior(visibilitySupportModel);
weaponModel.projectile.GetDamageModel().immuneBloonProperties = BloonProperties.None;
}
// Support shit from x5x
var monkeyCityModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<MonkeyCityModel>().Duplicate();
monkeyCityModel.towerId = "StreetMonkey";
monkeyCityModel.multiplier = 1;
monkeyCityModel.roundsTillMultiplier = 1;
towerModel.AddBehavior(monkeyCityModel);
var discountZoneModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 2)
.GetBehavior<DiscountZoneModel>().Duplicate();
discountZoneModel.affectSelf = true;
discountZoneModel.discountMultiplier = 0.10f;
discountZoneModel.tierCap = 3;
towerModel.AddBehavior(discountZoneModel);
var discountZoneModel1 = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 2)
.GetBehavior<DiscountZoneModel>().Duplicate();
discountZoneModel1.affectSelf = true;
discountZoneModel1.discountMultiplier = 0.075f;
discountZoneModel1.tierCap = 4;
towerModel.AddBehavior(discountZoneModel1);
var monkeyCityIncomeSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<MonkeyCityIncomeSupportModel>().Duplicate();
monkeyCityIncomeSupportModel.incomeModifier = 1.15f;
towerModel.AddBehavior(monkeyCityIncomeSupportModel);
var addBehaviorToTowerSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 0, 0, 4)
.GetBehavior<AddBehaviorToTowerSupportModel>().Duplicate();
towerModel.AddBehavior(addBehaviorToTowerSupportModel);
var rateSupportModel = Game.instance.model.GetTower(TowerType.MonkeyVillage, 2, 0, 0)
.GetBehavior<RateSupportModel>().Duplicate();
rateSupportModel.multiplier = .8f;
towerModel.AddBehavior(rateSupportModel);
towerModel.range += 45;
attackModel.range += 45;
var slowBloonsZoneModel = Game.instance.model.GetTower(TowerType.IceMonkey, 0, 3, 0)
.GetBehavior<SlowBloonsZoneModel>().Duplicate();
slowBloonsZoneModel.speedChange = 7f;
towerModel.AddBehavior(slowBloonsZoneModel);
TowerModel tower = Game.instance.model.GetTower("TackShooter", 5, 2, 0);
var fireRing = tower.GetBehaviors<DisplayModel>()[1];
fireRing.scale = 10f;
towerModel.AddBehavior(fireRing);
towerModel.ApplyDisplay<StreetMonkeyDis200>();
}
}
}