UniformAim/TarkovUniformAim/UniformAimPlugin.cs

171 lines
6.7 KiB
C#

using BepInEx;
using BepInEx.Configuration;
using System;
using UnityEngine;
namespace UniformAim
{
[BepInPlugin("com.greg.tarkovuniformaim", "Uniform Aim for Tarkov", "1.0.0")]
[BepInProcess("EscapeFromTarkov.exe")]
public class Plugin : BaseUnityPlugin
{
//Bepinex.Configurator fields
public static ConfigEntry<int> configFOV;
public static ConfigEntry<int> configCoeff;
public static ConfigEntry<int> configSens;
public static ConfigEntry<bool> configEnableLogging;
//TODO: figure out a way to read game settings to default the configFOV.Value to whatever the player has already set
//TODO: figure out a way to read game settings to apply configSens.Value as a multiplier on top of Tarkov's stock sensitivity setting
public static float mySens = 1f;
public static float aimingSens;
//sight data for hacky workarounds
public static int SelectedScope = 0;
public static int SelectedScopeMode = 0;
public static bool isAiming = false;
//human-friendly names for variables used later
float FPSCameraFOV;
float ScopeFOV;
float currentFOV;
//so we don't keep repeating ourselves
float cachedFOV;
string cachedDebugInfo;
//Return aspect ratio based on game window resolution, currently unused but could be useful in the future
float GetAspectRatio()
{
string screenWidth = Screen.width.ToString();
string screenHeight = Screen.height.ToString();
float resX = Convert.ToUInt16(screenWidth);
float resY = Convert.ToUInt16(screenHeight);
//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
return (resX / resY);
}
//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
float CalculateHFOV(float FOV)
{
float vFOVRad = FOV * Mathf.Deg2Rad;
float hFOVRad = (float)(2 * Math.Atan(Math.Tan(FOV / 2) * Mathf.Deg2Rad) * GetAspectRatio());
return (float)(Math.Round(hFOVRad * Mathf.Rad2Deg));
}
//calculate sensitivity based on FOV difference and coefficient
float CalculateSensitivity(float aimedFOV, float hipFOV)
{ //clamp to avoid invalid values
aimedFOV = Mathf.Clamp(aimedFOV, 1f, 76f);
hipFOV = Mathf.Clamp(hipFOV, 1f, 75f);
//halve the angle and convert to radians
aimedFOV = (aimedFOV / 2f) * Mathf.Deg2Rad;
hipFOV = (hipFOV / 2f) * Mathf.Deg2Rad;
float exponent = (float)(100f / configCoeff.Value);
float tanRatio = (float)(Math.Tan(aimedFOV) / Math.Tan(hipFOV));
float sensitivity = configSens.Value / 100f;
float result = (float)Math.Pow(tanRatio, exponent) * sensitivity;
return result;
}
//determine if the player is looking through the scope
bool isScopeCameraActive()
{
if (Camera.allCamerasCount > 1) { return Camera.allCameras[1].GetComponent<Behaviour>().isActiveAndEnabled; }
return false;
}
//determine the correct FOV for calculations
void DetermineCurrentFOV()
{
if (SelectedScope == 0 && isScopeCameraActive()) { currentFOV = ScopeFOV; } else {currentFOV = FPSCameraFOV; }
//if (isScopeCameraActive())
//{
// if (SelectedScope == 0)
// {
// currentFOV = ScopeFOV; //Logger.LogInfo("Updating currentFOV to ScopeFOV");
// }
// if (SelectedScope != 0)
// {
// currentFOV = FPSCameraFOV; //Logger.LogInfo("Updating currentFOV to FPSCameraFOV");
// }
//}
//else
//{
// //Logger.LogInfo("Updating currentFOV to FPSCameraFOV");
// currentFOV = FPSCameraFOV;
//}
}
void LogDebugInfo()
{
//preformatted debug info string
string currentDebugInfo = $"Current FOV: {currentFOV} FPS Camera FOV: {FPSCameraFOV} Scope FOV: {ScopeFOV} Cached FOV: {cachedFOV} Sens: {mySens} SelectedScope: {SelectedScope}";
//only output currentDebugInfo if there were any changes
if (currentDebugInfo != cachedDebugInfo)
{
Logger.LogInfo(currentDebugInfo); cachedDebugInfo = currentDebugInfo;
}
}
void Awake()
{
new UpdateSensitivityPatch().Enable();
new get_AimingSensitivityPatch().Enable();
new get_SelectedScopeIndexPatch().Enable();
new get_SelectedScopeModePatch().Enable();
new get_IsAimingPatch().Enable();
//add configuration slider for field of view
configFOV = Config.Bind("General", "FOV", 75, new ConfigDescription("In-game Field of View value", new AcceptableValueRange<int>(51, 75)));
//add coefficient slider
configCoeff = Config.Bind("General", "Coefficient", 133, new ConfigDescription("Coefficient - increases sensitivity at higher zoom levels", new AcceptableValueRange<int>(1, 300)));
//add sensitivity slider
configSens = Config.Bind("General", "Sensitivity", 25, new ConfigDescription("Sensitivity while aiming", new AcceptableValueRange<int>(1, 200)));
//enable logging
configEnableLogging = Config.Bind("Debug", "Enable logging", false, new ConfigDescription("Enables logging in BepInEx console, extremely spammy!"));
}
void FixedUpdate()
{
//FixedUpdate() at 50Hz (Unity default) tickrate appears to resolve the issue of this script breaking when AI spawns.
Time.fixedDeltaTime = (1f/50f);
if (isAiming)
{
//Grab FOV values for calculation
FPSCameraFOV = Camera.allCameras[0].fieldOfView;
if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; }
//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
//if(FPSCameraFOV < configFOV.Value)
if(FPSCameraFOV < 75)
{
DetermineCurrentFOV();
//do not update sensitivity if currentFOV hasn't changed
if (cachedFOV != currentFOV) { mySens = CalculateSensitivity(currentFOV, configFOV.Value); cachedFOV = currentFOV; }
}
}
//draw debug info
if (configEnableLogging.Value) { LogDebugInfo(); }
}
}
}