567 lines
24 KiB
C#

using UnityEngine;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using EFT;
using EFT.UI;
using EFT.Communications;
using EFT.Weather;
using Comfort.Common;
using RegexCMD = GClass2296;
using GameDateTime = GClass1258;
using Notifier = GClass1691;
using CursorSettings = GClass2299;
using Random = UnityEngine.Random;
namespace SamSWAT.TimeWeatherChanger
{
public class TimeWeatherController : MonoBehaviour
{
private static GameObject input;
private static WeatherController weatherController;
private static GameWorld gameWorld;
private static GameDateTime gameDateTime;
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 _lightningthunderprobability;
private static float _temperature;
private static float _windmagnitude;
private static int _direction = 2;
private static int topwinddirection = 2;
private static WeatherDebug.Direction _winddirection;
private static Vector2 _topwinddirection;
private static string weatherdebugtex;
private static int targetTimeHours;
private static int targetTimeMinutes;
private static KeyCode ToggleKey = KeyCode.Home;
private static Dictionary<string, string> ini;
private static string modfolder = Path.Combine(Directory.GetParent(Application.dataPath).ToString(), "user/mods/SamSWAT-TWChanger");
private static string configpath = Path.Combine(modfolder, "config.ini");
void Start()
{
Debug.LogError("SamSWAT - Time and Weather Changer loaded");
//Duplicate functionality of toggle key
ConsoleScreen.Commands.AddCommand(new RegexCMD("twc", match =>
{
gameWorld = Singleton<GameWorld>.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);
PreloaderUI.Instance.Console.AddLog(" " + log, "[TWChanger]:");
}
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);
PreloaderUI.Instance.Console.AddLog(" " + log, "[TWChanger]:");
}
else
{
if (input == null)
{
input = GameObject.Find("___Input");
}
gameDateTime = gameWorld.GameDateTime;
GUIStatus = !GUIStatus;
Cursor.visible = GUIStatus;
if (GUIStatus)
{
CursorSettings.SetCursor(ECursorType.Idle);
Cursor.lockState = CursorLockMode.None;
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
}
else
{
CursorSettings.SetCursor(ECursorType.Invisible);
Cursor.lockState = CursorLockMode.Locked;
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.MenuDropdown);
}
input.SetActive(!GUIStatus);
PreloaderUI.Instance.Console.AddLog(" Switching control panel...", "[TWChanger]:");
}
}
}));
//Load config
StartCoroutine(PreloaderUIWaiter());
}
public void Update()
{
if (Input.GetKeyDown(ToggleKey))
{
//Obtaining current GameWorld for later time change
gameWorld = Singleton<GameWorld>.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");
}
//Getting class responsible for time in the current world for later use
gameDateTime = gameWorld.GameDateTime;
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<GUISounds>.Instance.PlayUISound(EUISoundType.MenuContextMenu);
}
else
{
//Hiding cursor and playing a sound when the menu disappears
CursorSettings.SetCursor(ECursorType.Invisible);
Cursor.lockState = CursorLockMode.Locked;
Singleton<GUISounds>.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 v1.0");
}
void WindowFunction(int windowID)
{
if (weatherdebug)
weatherdebugtex = "ON";
else
weatherdebugtex = "OFF";
//Caching WeatherController script for the first time
if (weatherController == null)
{
weatherController = GameObject.Find("Weather").GetComponent<WeatherController>();
}
//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 = gameDateTime.Calculate();
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);
gameDateTime.Reset(modifiedDateTime);
Notifier.DisplayMessageNotification("Time was set to: " + modifiedDateTime.ToString("HH:mm"));
Singleton<GUISounds>.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());
_direction = Mathf.RoundToInt(GUILayout.HorizontalSlider(_direction, 1, 8));
_winddirection = (WeatherDebug.Direction)_direction;
if (GUILayout.Button("Clear"))
{
_clouddensity = -0.7f;
_fog = 0.004f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Clear Wind"))
{
_clouddensity = -0.7f;
_fog = 0.004f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0.4f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Clear Fog"))
{
_clouddensity = -0.4f;
_fog = 0.02f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Partly Cloud"))
{
_clouddensity = -0.2f;
_fog = 0.004f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Mostly Cloud"))
{
_clouddensity = 0f;
_fog = 0.004f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = 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(_lightningthunderprobability * 1000) / 1000);
_lightningthunderprobability = GUILayout.HorizontalSlider(_lightningthunderprobability, 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:
_direction = Random.Range(1, 8);
topwinddirection = Random.Range(0, 5);
_windmagnitude = Random.Range(0f, 1f);
_lightningthunderprobability = 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;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Cloud Wind"))
{
_clouddensity = 0.2f;
_fog = 0.003f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0.66f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Cloud Fog"))
{
_clouddensity = 0.2f;
_fog = 0.02f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Thunder Cloud"))
{
_clouddensity = 1f;
_fog = 0.004f;
_lightningthunderprobability = 0.8f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0.4f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Cloud Wind Rain"))
{
_clouddensity = 1f;
_fog = 0.004f;
_lightningthunderprobability = 0.5f;
_rain = 0.8f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0.6f;
topwinddirection = 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());
topwinddirection = Mathf.RoundToInt(GUILayout.HorizontalSlider(topwinddirection, 1, 6));
switch (topwinddirection)
{
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;
_lightningthunderprobability = 0f;
_rain = 0.5f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Rain"))
{
_clouddensity = 0.05f;
_fog = 0.004f;
_lightningthunderprobability = 0.3f;
_rain = 1f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0.15f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Fog"))
{
_clouddensity = -0.4f;
_fog = 0.1f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 22f;
_direction = Random.Range(1, 8);
_windmagnitude = 0f;
topwinddirection = Random.Range(0, 5);
}
if (GUILayout.Button("Default"))
{
_clouddensity = -0.3f;
_fog = 0.004f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 20f;
_direction = 7;
_windmagnitude = 0.75f;
topwinddirection = 2;
}
if (GUILayout.Button("BSG Preset"))
{
_clouddensity = -0.371f;
_fog = 0.009f;
_lightningthunderprobability = 0f;
_rain = 0f;
_temperature = 0f;
_direction = 8;
_windmagnitude = 0.125f;
topwinddirection = 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 = _lightningthunderprobability;
weatherController.WeatherDebug.Rain = _rain;
weatherController.WeatherDebug.Temperature = _temperature;
weatherController.WeatherDebug.TopWindDirection = _topwinddirection;
weatherController.WeatherDebug.WindDirection = _winddirection;
weatherController.WeatherDebug.WindMagnitude = _windmagnitude;
}
IEnumerator PreloaderUIWaiter()
{
//Waiting for preloader ui to load in case we need to show an error mesage if integrity of config.ini is compromised
yield return new WaitUntil(() => PreloaderUI.Instantiated);
if (File.Exists(configpath))
{
//If the file exists, loading config values
LoadConfig();
}
else
{
//Message if there is no config.ini file in the mod folder, default home key will be used instead
PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "Time & Weather Changer Error: \n \n Integrity compromised, config.ini is missing from the mod folder. \n Default \"Home\" key will be used.");
Debug.LogError("Time & Weather Changer Error: Integrity compromised, config.ini is missing from the mod folder. Default \"Home\" key will be used.");
}
}
private void LoadConfig()
{
//reading config.ini and separating line in it into dictionary where key=value so we will be able to use our prefered key
ini = File.ReadLines(configpath).Where(IsConfigurationLine).Select(line => line.Split('=')).ToDictionary(line => line[0], line => line[1]);
//checking if the line exists in the config file
if (!ini.TryGetValue("PanelToggleKey", out var value))
{
//Showing error message if there is no such line
PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "Time & Weather Changer Error: \n \n Integrity compromised, config.ini is missing PanelToggleKey line. \n Default \"Home\" key will be used.");
Debug.LogError("Time & Weather Changer Error: Integrity compromised, config.ini is missing PanelToggleKey line. Default \"Home\" key will be used.");
ToggleKey = KeyCode.Home;
}
else
{
//If enum is good, replacing default one
if (Enum.TryParse(value, out ToggleKey))
{
Enum.TryParse(value, out ToggleKey);
}
else
{
//If not, showing error mesage
PreloaderUI.Instance.ShowErrorScreen("Time & Weather Changer Error", "Time & Weather Changer Error: \n \n The key in config.ini is invalid, please compare it with the list of available keys at: \n https://docs.unity3d.com/ScriptReference/KeyCode.html \n \n Default \"Home\" key will be used.");
Debug.LogError("Time & Weather Changer Error: The key in config.ini is invalid, please compare it with the list of available keys at: https://docs.unity3d.com/ScriptReference/KeyCode.html Default \"Home\" key will be used.");
ToggleKey = KeyCode.Home;
}
}
}
private static bool IsConfigurationLine(string line)
{
//ignore [Config] and # commentary in the file
return !line.StartsWith("#") && line.Contains("=");
}
}
}