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