2022-05-14 19:55:18 +01:00

234 lines
10 KiB
C#

using BepInEx;
using Comfort.Common;
using EFT;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Reflection;
using System;
using AirdropLogic2Class = GClass778; // wont be needed once we move to latest modules
namespace AirDrop
{
[BepInPlugin("com.aki.secret", "aki-secret", "1.0.0")]
public class AirDrop : BaseUnityPlugin
{
public static GameWorld gameWorld;
public static SynchronizableObject planes; // first plane in list which is always called: IL76MD-90
public static SynchronizableObject boxes; // first box in the list which is always called: scontainer_airdrop_box_04
public static bool planesEnabled = false; // used to check if the plane is currently visible on the map and Init'd
public static bool boxesEnabled = false; // used to check if the box is currently visible on the map and Init'd
public static int amountDropped; // used to make sure the EnableObjects.Start(); on line60 does not keep repeating
public static int dropChance = 20; // used to check if the airdrop can spawn from chance
public static List<AirdropPoint> airdropPoints; // list of airdrop points on the map loaded
public static AirdropPoint randomAirdropPoint; // one random point picked to drop box too
public static int boxObjId = 10; // random number selected thats not the same as the plane can be
public static Vector3 boxPosition; // randomAirdropPoints Position Coords (used as a targetPosition)
public static Vector3 planeStartPosition; // planes starting position which can be 4 different ones definded in EnableObjects.PlaneStartGen()
public static Vector3 planeStartRotation; // planes starting rotation which can be 4 different ones from above (might not be needed as we rotate to target)
public static int planeObjId; // range from 1 - 4 using RandomChanceGen, used planeObjId as a spawnpoint number as well as what EFT needs to init
public static float planeEndPointPositive = 3000f;
public static float planeEndPointNegative = -3000f;
public static float defaultDropHeight = 400f;
public static float timer; // starting timer
public static float timeToDrop; // time when the plane should start moving in seconds
public static bool doNotRun = false; // used to determine if map has planes and drops, line 130
// TODO:
// once server is converted to TS attach to server endpoint for chances and timeToDrop
// ask for advice on refactor, make things easier to read/better
public void Start()
{
new Patch().Enable();
}
public void FixedUpdate() // FixedUpdate executes 50 times per second. https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html
{
if (gameWorld == null)
{
return;
}
timer += 0.02f;
if (timer >= timeToDrop && !planesEnabled && amountDropped != 1 && !doNotRun)
{
EnableObjects.Start();
}
if (timer >= timeToDrop && planesEnabled && !doNotRun)
{
planes.transform.Translate(Vector3.forward, Space.Self); // transform foward on local rotation using Space.Self, vector3.forward moves forward 1f per run
switch (AirDrop.planeObjId)
{
case 1:
if (planes.transform.position.z >= planeEndPointPositive && planesEnabled) // spawn 1 moves along Z axis and goes in the positive direction,
{
DisableObjects.DisablePlanes(planes);
}
if (planes.transform.position.z >= randomAirdropPoint.transform.position.z && !boxesEnabled)
{
EnableObjects.InitDrop(boxes);
}
break;
case 2:
if (planes.transform.position.x >= planeEndPointPositive && planesEnabled) // spawn 2 moves along x axis and goes in the positive direction
{
DisableObjects.DisablePlanes(planes);
}
if (planes.transform.position.x >= randomAirdropPoint.transform.position.x && !boxesEnabled)
{
EnableObjects.InitDrop(boxes);
}
break;
case 3:
if (planes.transform.position.z <= planeEndPointNegative && planesEnabled) // spawn 3 moves along z axis and goes in the negative direction
{
DisableObjects.DisablePlanes(planes);
}
if (planes.transform.position.z <= randomAirdropPoint.transform.position.z && !boxesEnabled)
{
EnableObjects.InitDrop(boxes);
}
break;
case 4:
if (planes.transform.position.x <= planeEndPointNegative && planesEnabled) // spawn 2 moves along x axis and goes in the negative direction
{
DisableObjects.DisablePlanes(planes);
}
if (planes.transform.position.x <= randomAirdropPoint.transform.position.x && !boxesEnabled)
{
EnableObjects.InitDrop(boxes);
}
break;
}
}
}
public static int RandomChanceGen(int minValue, int maxValue)
{
System.Random chance = new System.Random();
return chance.Next(minValue, maxValue);
}
public static void InitObjects()
{
// this method sets to default, checks if indoors map, gets new objects
boxesEnabled = false;
planesEnabled = false;
doNotRun = false;
timer = 0f;
amountDropped = 0;
gameWorld = Singleton<GameWorld>.Instance;
var player = gameWorld.RegisteredPlayers[0];
if (player != null)
{
if (player.Location.Contains("factory") || player.Location.Contains("laboratory") || player.Location.Contains("hideout"))
{
doNotRun = true; // will stay true till next map load
return;
}
}
AirDrop.timeToDrop = RandomChanceGen(60, 900);
planes = LocationScene.GetAll<SynchronizableObject>().First(x => x.name.Contains("IL76MD-90"));
boxes = LocationScene.GetAll<SynchronizableObject>().First(x => x.name.Contains("scontainer_airdrop_box_04"));
airdropPoints = LocationScene.GetAll<AirdropPoint>().ToList();
randomAirdropPoint = airdropPoints.OrderBy(_ => Guid.NewGuid()).FirstOrDefault();
}
}
public static class EnableObjects
{
public static void Start()
{
if (AirDrop.boxes != null)
{
AirDrop.boxPosition = AirDrop.randomAirdropPoint.transform.position;
AirDrop.boxPosition.y = AirDrop.defaultDropHeight;
}
if (AirDrop.planes != null)
{
PlaneStartGen();
}
}
public static void PlaneStartGen()
{
AirDrop.planeObjId = AirDrop.RandomChanceGen(1, 4);
switch (AirDrop.planeObjId)
{
case 1:
AirDrop.planeStartPosition = new Vector3(0, AirDrop.defaultDropHeight, -3000);
AirDrop.planeStartRotation = new Vector3(0, 0, 0);
break;
case 2:
AirDrop.planeStartPosition = new Vector3(-3000, AirDrop.defaultDropHeight, 0);
AirDrop.planeStartRotation = new Vector3(0, 90, 0);
break;
case 3:
AirDrop.planeStartPosition = new Vector3(0, AirDrop.defaultDropHeight, 3000);
AirDrop.planeStartRotation = new Vector3(0, 180, 0);
break;
case 4:
AirDrop.planeStartPosition = new Vector3(3000, AirDrop.defaultDropHeight, 0);
AirDrop.planeStartRotation = new Vector3(0, 270, 0);
break;
}
InitPlane(AirDrop.planes);
}
public static void InitPlane(SynchronizableObject plane)
{
AirDrop.planesEnabled = true;
plane.TakeFromPool();
plane.Init(AirDrop.planeObjId, AirDrop.planeStartPosition, AirDrop.planeStartRotation);
plane.transform.LookAt(AirDrop.boxPosition); // turns the plane to look at the box drop point
plane.ManualUpdate(0);
var sound = plane.GetComponentInChildren<AudioSource>();
sound.volume = 1f;
sound.dopplerLevel = 1;
sound.Play();
}
public static void InitDrop(SynchronizableObject box)
{
// this is basically a copy of the debugAirdrop script BSG has in the syncProcess
object[] passToList = new object[1];
passToList[0] = SynchronizableObjectType.AirDrop;
var syncProcess = AirDrop.gameWorld.SynchronizableObjectLogicProcessor;
syncProcess.GetType().GetMethod("method_9", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(syncProcess, passToList);
// if the drop is not in list_0, the box will not move, the above adds the box to that list
AirDrop.boxesEnabled = true;
box.SetLogic(new AirdropLogic2Class());
box.ReturnToPool();
box.TakeFromPool();
box.Init(AirDrop.boxObjId, AirDrop.boxPosition, Vector3.zero);
}
}
public static class DisableObjects
{
public static void DisablePlanes(SynchronizableObject plane)
{
AirDrop.planesEnabled = false;
AirDrop.amountDropped = 1;
plane.ReturnToPool();
}
}
}