Update for 3.3.0

Documented code for future maintability
This commit is contained in:
notGreg 2022-11-19 19:15:44 +01:00
parent 711ca80dec
commit c5dc51a0db
2 changed files with 82 additions and 64 deletions

View File

@ -9,14 +9,16 @@ using UnityEngine;
namespace notGreg.UniformAim
{
[BepInPlugin("com.notGreg.UniformAim", "notGreg's Uniform Aim for Tarkov", "2.0.0")]
[BepInPlugin("com.notGreg.UniformAim", "notGreg's Uniform Aim for Tarkov", "3.3.0")]
public class Plugin : BaseUnityPlugin
{
ConfigEntry<int> configExponent;
ConfigEntry<float> configSens;
void Awake()
{
configExponent = Config.Bind("General", "Coefficient", 133, new ConfigDescription("", new AcceptableValueRange<int>(10, 200)));
configSens = Config.Bind("General", "Sensitivity", 1.0f, new ConfigDescription("", new AcceptableValueRange<float>(0.01f, 2.0f)));
new get_AimingSensitivityPatch().Enable();
}
@ -26,16 +28,22 @@ namespace notGreg.UniformAim
float inGameAimedSens;
public static float aimingSens;
//this function can be replaced by FixedUpdate() at 50Hz (adjustable via Time.fixedDeltaTime)
//FixedUpdate() proved to be slightly more reliable in the past, however it had other unintended effects on the game.
void Update()
{
//check if the world instance exists
//Logger.LogInfo("Checking world instance");
if (Singleton<AbstractGame>.Instance == null)
{
return;
}
//grab the game status of the existing instance
//Logger.LogInfo("Checking game status");
GameStatus currentGameStatus = Singleton<AbstractGame>.Instance.Status;
//check if the game has started and if the player exists. If the player is aiming, update the scoped sensitivity (executed every frame while aiming)
//Logger.LogInfo("Checking GameStatus and isAiming");
if (currentGameStatus == GameStatus.Started && mainPlayer != null)
{
@ -56,12 +64,6 @@ namespace notGreg.UniformAim
//Logger.LogInfo($"Subscribing to onAimingChanged event");
subscribeOnAimingChanged();
inGameFOV = getInGameFOV();
//Logger.LogInfo($"Getting in-game FOV: {inGameFOV}");
inGameAimedSens = getInGameAimSens();
//Logger.LogInfo($"Getting in-game Aiming Sens: {inGameAimedSens}");
//Logger.LogInfo("TryGetCameras coroutines");
StartCoroutine(tryGetMainCamera());
StartCoroutine(tryGetScopeCamera());
@ -79,16 +81,26 @@ namespace notGreg.UniformAim
break;
}
}
}
//this function grabs the Field of View from the settings. This is the function that most often needs patching after update.
//Appropriate class can usually be found by searching for the ClearSettings function.
int getInGameFOV()
{
return Singleton<GClass1642>.Instance.Game.Settings.FieldOfView; ;
//int fov = Singleton<GClass1642>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.2.3
int fov = Singleton<GClass1653>.Instance.Game.Settings.FieldOfView; //SPT-AKI 3.3.0
//Logger.LogInfo($"In-game FOV: {fov}");
return fov;
}
//this function grabs the Aiming Sensitivity from the settings. This is the function that most often needs patching after update.
//Appropriate class can usually be found by searching for the ClearSettings function.
float getInGameAimSens()
{
return Singleton<GClass1642>.Instance.Control.Settings.MouseAimingSensitivity;
//float sens = Singleton<GClass1642>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.2.*
float sens = Singleton<GClass1653>.Instance.Control.Settings.MouseAimingSensitivity; //SPT-AKI 3.3.0
//Logger.LogInfo($"In-game AimSens: {sens}");
return sens;
}
Player getLocalPlayer()
@ -99,6 +111,8 @@ namespace notGreg.UniformAim
WaitForSecondsRealtime myDelay = new WaitForSecondsRealtime(1f);
Camera mainCamera;
Camera scopeCamera;
//this coroutine attempts to find the FPS Camera in the scene.
IEnumerator tryGetMainCamera()
{
string cameraName = "FPS Camera";
@ -117,6 +131,7 @@ namespace notGreg.UniformAim
yield return null;
}
//this coroutine attempts to find existing baseOpticCamera in the scene. The state of this camera is used to determine whether the player is using a magnified optic or not.
IEnumerator tryGetScopeCamera()
{
string cameraName = "BaseOpticCamera(Clone)";
@ -125,35 +140,41 @@ namespace notGreg.UniformAim
scopeCamera = GameObject.Find(cameraName).GetComponent<Camera>();
//Logger.LogInfo($"{scopeCamera.name} found!");
}
//else
//{
//Logger.LogMessage($"Camera \"{cameraName}\" not found");//, rescheduling...");
//yield return myDelay;
//StartCoroutine(tryGetScopeCamera());
yield break;
//}
//yield return null;
}
//convert vertical FOV (degrees) to horizontal FOV (degrees)
float calculateHFOV(Camera camera)
{
return Camera.VerticalToHorizontalFieldOfView(camera.fieldOfView, camera.aspect);
}
//figure out whether the player is using a magnified optic or not. Return the FOV of the sight.
Camera determineCurrentAimedFOV()
{
string scopeName = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.Item.Name;
var scopeIndex = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.SelectedScopeIndex;
var scopeMode = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod.SelectedScopeMode;
var currentAimingMode = mainPlayer.ProceduralWeaponAnimation.CurrentAimingMod;
//get the name of the currently active scope
string scopeName = currentAimingMode.Item.Template.Name;
//Logger.LogInfo($"Scope name: {scopeName}");
//scopeMode determines the scope being used (e.g. main magnified optic at index 0, backup RDS at index 1)
//scopeIndex determines the mode of the scope being used (e.g. x1 magnification at index 0, x4 magnification at index 1)
//there are exceptions to this rule thanks to BSG's inconsistency, some of them are patched below
var scopeIndex = currentAimingMode.SelectedScopeIndex;
var scopeMode = currentAimingMode.SelectedScopeMode;
//patches for specific scopes, matches item name
switch (scopeName)
{
case "tactical_mp155_kalashnikov_ultima_camera(Clone)":
case "tactical_mp155_kalashnikov_ultima_camera":
{
//Logger.LogInfo("MP-155 Thermal");
return mainCamera;
}
case "scope_leupold_d_evo(Clone)":
//SAM-SWAT's Leupold D-Evo optic patch. The modes on this scope are reversed. Causes detection based on baseOpticCamera to fail as the magnified optic camera is always active
case "scope_leupold_d_evo":
{
if (scopeMode == 0)
{
@ -184,24 +205,33 @@ namespace notGreg.UniformAim
float calculateSensitivity()
{
//grab vertical hipfire field of view (FOV set by the user in the setting), then convert it to horizontal FOV
//convert degrees to radians
float hipFOV = Mathf.Deg2Rad * Camera.VerticalToHorizontalFieldOfView(inGameFOV, mainCamera.aspect);
//grab current field of view while aiming, then convert it to horizontal FOV
//convert degrees to radians
float aimedFOV = Mathf.Deg2Rad * calculateHFOV(determineCurrentAimedFOV());
//exponent applied to the ratio of aimedFOV to hipFOV, causes sights to become relatively faster or slower as zoom increases
float exponent = 100f / configExponent.Value;
float tanRatio = (float)(Mathf.Tan(aimedFOV / 2) / Mathf.Tan(hipFOV / 2));
float sensitivity = (float)Math.Pow(tanRatio, exponent);
float sensitivity = (float)Math.Pow(tanRatio, exponent) * inGameAimedSens;
//Logger.LogInfo($"Final sensitivity: {sensitivity * inGameAimedSens}");
return sensitivity * inGameAimedSens;
//Logger.LogInfo($"Sensitivity: {sensitivity}");
return sensitivity * configSens.Value;
}
void subscribeOnAimingChanged()
{
//HandsChangedEvent triggers whenever player changes weapons
//without it the patch would cease to work as expected when weapons were changed
mainPlayer.HandsChangedEvent += (handsArgs) =>
{
StartCoroutine(tryGetScopeCamera());
//onAimingChanged triggers whenever the player starts or stops aiming.
mainPlayer.HandsController.OnAimingChanged += (aimArgs) =>
{
inGameFOV = getInGameFOV();

View File

@ -30,48 +30,36 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Aki.Build">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\Aki.Build.dll</HintPath>
</Reference>
<Reference Include="Aki.Common">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\Aki.Common.dll</HintPath>
</Reference>
<Reference Include="Aki.Reflection">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="Comfort">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
</Reference>
<Reference Include="ItemComponent.Types, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\ItemComponent.Types.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>E:\SPT-AKI\SPT-AKI 3.2.3\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Patch.cs" />
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Aki.Reflection, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Aki.Reflection.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="BepInEx, Version=5.4.21.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="Comfort, Version=1.0.0.4, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\Comfort.dll</HintPath>
</Reference>
<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SPT-AKI\SPT-AKI 3.3.0\EscapeFromTarkov_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>