using Aki.Reflection.Utils; using BepInEx; using BepInEx.Configuration; using Comfort.Common; using EFT; using EFT.Communications; using EFT.Console.Core; using EFT.UI; using EFT.Weather; using SamSWAT.TimeWeatherChanger.Utils; using System; using System.Linq; using System.Reflection; using UnityEngine; using Random = UnityEngine.Random; namespace SamSWAT.TimeWeatherChanger { [BepInPlugin("com.samswat.timeweatherchanger", "SamSWAT.TimeWeatherChanger", "2.3.0")] public class TimeWeatherPlugin : BaseUnityPlugin { internal static ConfigEntry TogglePanel; private static GameObject input; private static WeatherController weatherController; private static GameWorld gameWorld; private static Type gameDateTime; private static MethodInfo calculateTime; private static MethodInfo resetTime; private static DateTime modifiedDateTime; private static DateTime currentDateTime; private static Rect windowRect = new Rect(50, 50, 460, 365); private static bool guiStatus = false; private static bool weatherDebug = false; private static float cloudDensity; private static float fog; private static float rain; private static float lightningThunderProb; private static float temperature; private static float windMagnitude; private static int windDir = 2; private static WeatherDebug.Direction windDirection; private static int topWindDir = 2; private static Vector2 topWindDirection; private static string weatherDebugTex; private static int targetTimeHours; private static int targetTimeMinutes; public void Awake() { //Getting type responsible for time in the current world for later use gameDateTime = PatchConstants.EftTypes.Single(x => x.GetMethod("CalculateTaxonomyDate") != null); calculateTime = gameDateTime.GetMethod("Calculate", BindingFlags.Public | BindingFlags.Instance); resetTime = gameDateTime.GetMethods(BindingFlags.Public | BindingFlags.Instance).Single(x => x.Name == "Reset" && x.GetParameters().Length == 1); ConsoleScreen.Processor.RegisterCommand("twc", new Action(OpenPanel)); TogglePanel = Config.Bind( "Main Settings", "Time Weather Panel Toggle Key", new KeyboardShortcut(KeyCode.Home), "The keyboard shortcut that toggles control panel"); } [ConsoleCommand("Open Time&Weather panel")] public static void OpenPanel() { gameWorld = Singleton.Instance; if (gameWorld == null) { string log = "In order to change the weather, you have to go in a raid first."; Notifier.DisplayWarningNotification(log, ENotificationDurationType.Long); ConsoleScreen.Log($"[TWChanger]: {log}"); } else { if (GameObject.Find("Weather") == null) { string log = "An error occurred when executing command, seems like you are either in the hideout or factory."; Notifier.DisplayWarningNotification(log); ConsoleScreen.Log($"[TWChanger]: {log}"); } else { if (input == null) { input = GameObject.Find("___Input"); } guiStatus = !guiStatus; Cursor.visible = guiStatus; if (guiStatus) { CursorSettings.SetCursor(ECursorType.Idle); Cursor.lockState = CursorLockMode.None; Singleton.Instance.PlayUISound(EUISoundType.MenuContextMenu); } else { CursorSettings.SetCursor(ECursorType.Invisible); Cursor.lockState = CursorLockMode.Locked; Singleton.Instance.PlayUISound(EUISoundType.MenuDropdown); } input.SetActive(!guiStatus); ConsoleScreen.Log("[TWChanger]: Switching control panel..."); } } } public void Update() { if (Input.GetKeyDown(TogglePanel.Value.MainKey)) { //Obtaining current GameWorld for later time change gameWorld = Singleton.Instance; //If GameWorld is null, it means that player currently is not in the raid. We notify the player with an error screen that he first needs to go in a raid if (gameWorld == null) { if (GameObject.Find("ErrorScreen")) PreloaderUI.Instance.CloseErrorScreen(); PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "In order to change the weather, you have to go in a raid first."); } else { //Looking for the weather GameObject to which the WeatherController script is attached. If it's null, means that the player is either in a hideout or factory where dynamic weather and time are not available if (GameObject.Find("Weather") == null) { //Notify player with bottom-right error popup Notifier.DisplayWarningNotification("An error occurred when opening weather panel, seems like you are either in the hideout or factory."); } else { //Caching input manager GameObject which script is responsible for reading the player inputs if (input == null) { input = GameObject.Find("___Input"); } guiStatus = !guiStatus; Cursor.visible = guiStatus; if (guiStatus) { //Changing the default windows cursor to an EFT-style one and playing a sound when the menu appears CursorSettings.SetCursor(ECursorType.Idle); Cursor.lockState = CursorLockMode.None; Singleton.Instance.PlayUISound(EUISoundType.MenuContextMenu); } else { //Hiding cursor and playing a sound when the menu disappears CursorSettings.SetCursor(ECursorType.Invisible); Cursor.lockState = CursorLockMode.Locked; Singleton.Instance.PlayUISound(EUISoundType.MenuDropdown); } //Disabling the input manager so the player won't move input.SetActive(!guiStatus); } } } } public void OnGUI() { if (guiStatus) windowRect = GUI.Window(0, windowRect, WindowFunction, "Time & Weather Changer by SamSWAT v2.3"); } void WindowFunction(int TWCWindowID) { if (weatherDebug) weatherDebugTex = "ON"; else weatherDebugTex = "OFF"; //Caching WeatherController script for the first time if (weatherController == null) { weatherController = GameObject.Find("Weather").GetComponent(); } //Shit ton of different sliders and buttons GUI.DragWindow(new Rect(0, 0, 10000, 20)); //---------------------------------------------\\ GUI.Box(new Rect(15, 23, 140, 60), ""); weatherDebug = GUI.Toggle(new Rect(33, 37, 110, 25), weatherDebug, "Weather debug"); GUI.Label(new Rect(74, 52, 110, 25), weatherDebugTex); currentDateTime = (DateTime)calculateTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), null); GUI.Box(new Rect(160, 23, 285, 60), "Current time: " + currentDateTime.ToString("HH:mm:ss")); GUI.Label(new Rect(190, 42, 40, 20), "Hours"); targetTimeHours = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(165, 60, 80, 15), targetTimeHours, 0, 23)); GUI.TextField(new Rect(248, 50, 20, 20), targetTimeHours.ToString()); GUI.Label(new Rect(295, 42, 50, 20), "Minutes"); targetTimeMinutes = Mathf.RoundToInt(GUI.HorizontalSlider(new Rect(272, 60, 90, 15), targetTimeMinutes, 0, 59)); GUI.TextField(new Rect(365, 50, 20, 20), targetTimeMinutes.ToString()); if (GUI.Button(new Rect(390, 40, 50, 30), "Set")) { modifiedDateTime = currentDateTime.AddHours((double)targetTimeHours - currentDateTime.Hour); modifiedDateTime = modifiedDateTime.AddMinutes((double)targetTimeMinutes - currentDateTime.Minute); resetTime.Invoke(typeof(GameWorld).GetField("GameDateTime").GetValue(gameWorld), new object[] { modifiedDateTime }); Notifier.DisplayMessageNotification("Time was set to: " + modifiedDateTime.ToString("HH:mm")); Singleton.Instance.PlayUISound(EUISoundType.MenuInspectorWindowClose); } //---------------------------------------------\\ //---------------------------------------------\\ GUILayout.BeginArea(new Rect(15, 100, 140, 250)); GUILayout.BeginVertical(); GUILayout.Box("Cloud Density: " + Math.Round(cloudDensity * 1000) / 1000); cloudDensity = GUILayout.HorizontalSlider(cloudDensity, -1f, 1f); GUILayout.Box("Wind Magnitude: " + Math.Round(windMagnitude * 100) / 100); windMagnitude = GUILayout.HorizontalSlider(windMagnitude, 0f, 1f); GUILayout.Box("Wind Direction: " + windDirection.ToString()); windDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(windDir, 1, 8)); windDirection = (WeatherDebug.Direction)windDir; if (GUILayout.Button("Clear")) { cloudDensity = -0.7f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Clear Wind")) { cloudDensity = -0.7f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0.4f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Clear Fog")) { cloudDensity = -0.4f; fog = 0.02f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Partly Cloud")) { cloudDensity = -0.2f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Mostly Cloud")) { cloudDensity = 0f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } GUILayout.EndVertical(); GUILayout.EndArea(); //---------------------------------------------\\ //---------------------------------------------\\ GUILayout.BeginArea(new Rect(160, 100, 140, 160)); GUILayout.BeginVertical(); GUILayout.Box("Fog: " + Math.Round(fog * 1000) / 1000); fog = GUILayout.HorizontalSlider(fog, 0f, 0.35f); GUILayout.Box("Thunder prob: " + Math.Round(lightningThunderProb * 1000) / 1000); lightningThunderProb = GUILayout.HorizontalSlider(lightningThunderProb, 0f, 1f); if (GUILayout.Button("Randomize")) { float num = Random.Range(-1f, 1f); int num3; rain = 0f; cloudDensity = num; if (num > 0.5f) { num3 = Random.Range(0, 5); rain = Random.Range(0f, 1f); fog = 0.004f; switch (num3) { case 0: break; case 1: fog = 0.008f; goto IL_C5; case 2: fog = 0.012f; goto IL_C5; case 3: fog = 0.02f; goto IL_C5; case 4: fog = 0.03f; goto IL_C5; default: goto IL_C5; } } fog = Random.Range(0.003f, 0.006f); IL_C5: windDir = Random.Range(1, 8); topWindDir = Random.Range(0, 5); windMagnitude = Random.Range(0f, 1f); lightningThunderProb = Random.Range(0f, 1f); temperature = Random.Range(-50f, 50f); } GUILayout.EndVertical(); GUILayout.EndArea(); //---------------------------------------------\\ //---------------------------------------------\\ GUILayout.BeginArea(new Rect(160, 229, 140, 160)); GUILayout.BeginVertical(); if (GUILayout.Button("Full Cloud")) { cloudDensity = 1f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Cloud Wind")) { cloudDensity = 0.2f; fog = 0.003f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0.66f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Cloud Fog")) { cloudDensity = 0.2f; fog = 0.02f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Thunder Cloud")) { cloudDensity = 1f; fog = 0.004f; lightningThunderProb = 0.8f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0.4f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Cloud Wind Rain")) { cloudDensity = 1f; fog = 0.004f; lightningThunderProb = 0.5f; rain = 0.8f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0.6f; topWindDir = Random.Range(0, 5); } GUILayout.EndVertical(); GUILayout.EndArea(); //---------------------------------------------\\ //---------------------------------------------\\ GUILayout.BeginArea(new Rect(305, 100, 140, 250)); GUILayout.BeginVertical(); GUILayout.Box("Rain: " + Math.Round(rain * 1000) / 1000); rain = GUILayout.HorizontalSlider(rain, 0f, 1f); GUILayout.Box("Temperature: " + Math.Round(temperature * 10) / 10); temperature = GUILayout.HorizontalSlider(temperature, -50f, 50f); GUILayout.Box("TopWind dir " + topWindDirection.ToString()); topWindDir = Mathf.RoundToInt(GUILayout.HorizontalSlider(topWindDir, 1, 6)); switch (topWindDir) { case 1: topWindDirection = Vector2.down; break; case 2: topWindDirection = Vector2.left; break; case 3: topWindDirection = Vector2.one; break; case 4: topWindDirection = Vector2.right; break; case 5: topWindDirection = Vector2.up; break; case 6: topWindDirection = Vector2.zero; break; } if (GUILayout.Button("Light Rain")) { cloudDensity = -0.1f; fog = 0.004f; lightningThunderProb = 0f; rain = 0.5f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Rain")) { cloudDensity = 0.05f; fog = 0.004f; lightningThunderProb = 0.3f; rain = 1f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0.15f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Fog")) { cloudDensity = -0.4f; fog = 0.1f; lightningThunderProb = 0f; rain = 0f; temperature = 22f; windDir = Random.Range(1, 8); windMagnitude = 0f; topWindDir = Random.Range(0, 5); } if (GUILayout.Button("Default")) { cloudDensity = -0.3f; fog = 0.004f; lightningThunderProb = 0f; rain = 0f; temperature = 20f; windDir = 7; windMagnitude = 0.75f; topWindDir = 2; } if (GUILayout.Button("BSG Preset")) { cloudDensity = -0.371f; fog = 0.009f; lightningThunderProb = 0f; rain = 0f; temperature = 0f; windDir = 8; windMagnitude = 0.125f; topWindDir = 2; } GUILayout.EndVertical(); GUILayout.EndArea(); //---------------------------------------------\\ if (!weatherDebug) GUI.Box(new Rect(10, 95, 440, 260), ""); //Writing all the parameters selected by the player to the WeatherDebug script weatherController.WeatherDebug.Enabled = weatherDebug; weatherController.WeatherDebug.CloudDensity = cloudDensity; weatherController.WeatherDebug.Fog = fog; weatherController.WeatherDebug.LightningThunderProbability = lightningThunderProb; weatherController.WeatherDebug.Rain = rain; weatherController.WeatherDebug.Temperature = temperature; weatherController.WeatherDebug.TopWindDirection = topWindDirection; weatherController.WeatherDebug.WindDirection = windDirection; weatherController.WeatherDebug.WindMagnitude = windMagnitude; } } }