Initial commit - version 1.0.0

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Terkoiz 2024-04-19 18:13:14 +03:00
commit cafdfa1d42
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# NCSA Open Source License
Copyright (c) 2024 Terkoiz. All rights reserved.
Developed by: Terkoiz
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
with the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimers.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimers in the documentation
and/or other materials provided with the distribution.
* Neither the names of Terkoiz, nor the names of
its contributors may be used to endorse or promote products derived from
this Software without specific prior written permission.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE CONTRIBUTORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS WITH THE SOFTWARE.

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# Skipper
A BepInEx plugin for SPT-AKI that allows you to skip quests in-game.
### How to install
1. Download the latest release here: [link](https://dev.sp-tarkov.com/Terkoiz/Skipper/releases) -OR- build from source (instructions below)
2. Simply extract the zip file contents into your root SPT-AKI folder (where EscapeFromTarkov.exe is)
3. Your `BepInEx/plugins` folder should now contain a `Terkoiz.Skipper.dll` file inside
1. Download/clone this repository
2. Open your current SPT directory and copy all files from `\EscapeFromTarkov_Data\Managed` into this solution's `\References\EFT_Managed` folder.
3. Rebuild the project in the Release configuration.
4. Grab the `Terkoiz.Skipper.dll` file from the `bin/Release` folder and use it wherever. Refer to the "How to install" section if you need help here.

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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageRestore>
<add key="enabled" value="True" />
<add key="automatic" value="True" />
</packageRestore>
<activePackageSource>
<add key="All" value="(Aggregate source)" />
</activePackageSource>
<packageSources>
<add key="nuget.org" value="https://api.nuget.org/v3/index.json" />
<add key="BepInEx" value="https://nuget.bepinex.dev/v3/index.json" protocolVersion="3" />
</packageSources>
</configuration>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32616.157
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Terkoiz.Skipper", "Terkoiz.Skipper\Terkoiz.Skipper.csproj", "{9C38A2B1-5F09-49FE-AC57-9FBEF7717582}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9C38A2B1-5F09-49FE-AC57-9FBEF7717582}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9C38A2B1-5F09-49FE-AC57-9FBEF7717582}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9C38A2B1-5F09-49FE-AC57-9FBEF7717582}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9C38A2B1-5F09-49FE-AC57-9FBEF7717582}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {26F91A8D-3767-457A-821C-F66AFD620885}
EndGlobalSection
EndGlobal

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using System.Linq;
using System.Reflection;
using Aki.Reflection.Patching;
using EFT;
using EFT.Quests;
using EFT.UI;
using HarmonyLib;
using JetBrains.Annotations;
using UnityEngine;
namespace Terkoiz.Skipper
{
public class QuestObjectiveViewPatch : ModulePatch
{
private static string UnderlyingQuestControllerClassName;
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(QuestObjectiveView), nameof(QuestObjectiveView.Show));
}
[PatchPostfix]
private static void PatchPostfix([CanBeNull]DefaultUIButton ____handoverButton, AbstractQuestControllerClass questController, Condition condition, IConditionCounter quest)
{
if (!SkipperPlugin.ModEnabled.Value)
{
return;
}
// The handover button is usually only missing in the non-trader task view screens, where we don't want to allow skipping either way
if (____handoverButton == null)
{
return;
}
if (UnderlyingQuestControllerClassName == null)
{
var type = AccessTools.GetTypesFromAssembly(typeof(AbstractGame).Assembly)
.SingleOrDefault(t => t.GetEvent("OnConditionQuestTimeExpired", BindingFlags.DeclaredOnly | BindingFlags.Public | BindingFlags.Instance) != null);
if (type == null)
{
SkipperPlugin.Logger.LogError("Failed to locate a specific quest controller type");
return;
}
UnderlyingQuestControllerClassName = type.Name.Split('`')[0];
SkipperPlugin.Logger.LogDebug($"Resolved {nameof(UnderlyingQuestControllerClassName)} to be {UnderlyingQuestControllerClassName}");
}
var skipButton = Object.Instantiate(____handoverButton, ____handoverButton.transform.parent.transform);
skipButton.SetRawText("SKIP", 22);
skipButton.gameObject.name = "SkipButton";
skipButton.gameObject.GetComponent<UnityEngine.UI.LayoutElement>().minWidth = 100f;
skipButton.gameObject.SetActive(!quest.IsConditionDone(condition));
skipButton.OnClick.RemoveAllListeners();
skipButton.OnClick.AddListener(() => ItemUiContext.Instance.ShowMessageWindow(
description: "Are you sure you want to autocomplete this quest objective?",
acceptAction: () =>
{
if (quest.IsConditionDone(condition))
{
skipButton.gameObject.SetActive(false);
return;
}
SkipperPlugin.Logger.LogDebug($"Setting condition {condition.id} value to {condition.value}");
// This line will force any condition checker to pass, as the 'condition.value' field contains the "goal" of any quest condition
quest.ProgressCheckers[condition].SetCurrentValueGetter(_ => condition.value);
// We call 'SetConditionCurrentValue' to trigger all the code needed to make the condition completion appear visually in-game
var conditionController = AccessTools.Field(questController.GetType(), $"{UnderlyingQuestControllerClassName.ToLowerInvariant()}_0").GetValue(questController);
AccessTools.DeclaredMethod(conditionController.GetType().BaseType, "SetConditionCurrentValue").Invoke(conditionController, new object[] { quest, EQuestStatus.AvailableForFinish, condition, condition.value, true });
skipButton.gameObject.SetActive(false);
},
cancelAction: () => {},
caption: "Confirmation"));
}
}
}

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using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using JetBrains.Annotations;
namespace Terkoiz.Skipper
{
[BepInPlugin("com.terkoiz.skipper", "Terkoiz.Skipper", "1.0.0")]
public class SkipperPlugin : BaseUnityPlugin
{
internal new static ManualLogSource Logger { get; private set; }
private const string MainSectionName = "Main";
internal static ConfigEntry<bool> ModEnabled;
[UsedImplicitly]
internal void Start()
{
Logger = base.Logger;
InitConfiguration();
new QuestObjectiveViewPatch().Enable();
}
private void InitConfiguration()
{
ModEnabled = Config.Bind(
MainSectionName,
"Enabled",
true,
"Global mod toggle. Will need to re-open the quest window for the setting change to take effect.");
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net471</TargetFramework>
<Version>1.0.0</Version>
<Authors>Terkoiz</Authors>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.Core" Version="5.4.21">
<ExcludeAssets>runtime</ExcludeAssets>
</PackageReference>
</ItemGroup>
<ItemGroup>
<Reference Include="Aki.Reflection">
<HintPath>..\References\EFT_Managed\Aki.Reflection.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\References\EFT_Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Comfort">
<HintPath>..\References\EFT_Managed\Comfort.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Comfort.Unity">
<HintPath>..\References\EFT_Managed\Comfort.Unity.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sirenix.Serialization">
<HintPath>..\References\EFT_Managed\Sirenix.Serialization.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>..\References\EFT_Managed\Unity.TextMeshPro.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>..\References\EFT_Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\References\EFT_Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>..\References\EFT_Managed\UnityEngine.InputLegacyModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\References\EFT_Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Project>