0
0
mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 09:50:43 -05:00

393 lines
16 KiB
C#
Raw Normal View History

using Aki.Debugging.BTR.Utils;
using Aki.SinglePlayer.Utils.TraderServices;
using Comfort.Common;
using EFT;
using EFT.InventoryLogic;
using EFT.Vehicle;
using HarmonyLib;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace Aki.Debugging.BTR
{
public class BTRManager : MonoBehaviour
{
private GameWorld gameWorld;
private BotsController botsController;
private BotBTRService btrBotService;
private BTRControllerClass btrController;
private BTRVehicle btrServerSide;
private BTRView btrClientSide;
private BotOwner btrBotShooter;
private BTRDataPacket btrDataPacket = default;
private bool btrBotShooterInitialized = false;
private EPlayerBtrState previousPlayerBtrState;
private BTRSide lastInteractedBtrSide;
public BTRSide LastInteractedBtrSide => lastInteractedBtrSide;
private BTRTurretServer btrTurretServer;
private Transform btrTurretDefaultTargetTransform;
private Coroutine _shootingTargetCoroutine;
private bool isShooting = false;
private BulletClass btrMachineGunAmmo;
private Item btrMachineGunWeapon;
private MethodInfo _updateTaxiPriceMethod;
private Dictionary<ETraderServiceType, Dictionary<string, bool>> ServicePurchasedDict { get; set; }
BTRManager()
{
Type btrControllerType = typeof(BTRControllerClass);
_updateTaxiPriceMethod = AccessTools.GetDeclaredMethods(btrControllerType).Single(IsUpdateTaxiPriceMethod);
ServicePurchasedDict = new Dictionary<ETraderServiceType, Dictionary<string, bool>>();
}
// Find `BTRControllerClass.method_9(PathDestination currentDestinationPoint, bool lastRoutePoint)`
private bool IsUpdateTaxiPriceMethod(MethodInfo method)
{
return (method.GetParameters().Length == 2 && method.GetParameters()[0].ParameterType == typeof(PathDestination));
}
public bool IsServicePurchased(ETraderServiceType serviceType, string traderId)
{
if (ServicePurchasedDict.TryGetValue(serviceType, out var traderDict))
{
if (traderDict.TryGetValue(traderId, out var result))
{
return result;
}
}
return false;
}
public void SetServicePurchased(ETraderServiceType serviceType, string traderId)
{
if (ServicePurchasedDict.TryGetValue(serviceType, out var traderDict))
{
traderDict[traderId] = true;
}
else
{
ServicePurchasedDict[serviceType] = new Dictionary<string, bool>();
ServicePurchasedDict[serviceType][traderId] = true;
}
}
private void Start()
{
try
{
gameWorld = Singleton<GameWorld>.Instance;
if (gameWorld == null)
{
Destroy(this);
}
if (gameWorld.BtrController == null)
{
if (!Singleton<BTRControllerClass>.Instantiated)
{
Singleton<BTRControllerClass>.Create(new BTRControllerClass());
}
gameWorld.BtrController = btrController = Singleton<BTRControllerClass>.Instance;
}
InitBTR();
}
catch
{
Debug.LogError("[AKI-BTR]: Unable to spawn BTR");
DestroyGameObjects();
throw;
}
}
private void Update()
{
btrController.SyncBTRVehicleFromServer(UpdateDataPacket());
// BotShooterBtr doesn't get assigned to BtrController immediately so we nullcheck this in Update
if (btrController.BotShooterBtr != null && !btrBotShooterInitialized)
{
btrBotShooter = btrController.BotShooterBtr;
btrBotService.Reset(); // Player will be added to Neutrals list and removed from Enemies list
btrBotShooterInitialized = true;
}
if (btrController.BotShooterBtr == null) return;
if (IsAimingAtTarget() && !isShooting)
{
_shootingTargetCoroutine = StaticManager.BeginCoroutine(ShootTarget());
}
}
public void HandleBtrDoorState(EPlayerBtrState playerBtrState)
{
if (previousPlayerBtrState == EPlayerBtrState.Approach && playerBtrState == EPlayerBtrState.GoIn
|| previousPlayerBtrState == EPlayerBtrState.Inside && playerBtrState == EPlayerBtrState.GoOut)
{
// Open Door
UpdateBTRSideDoorState(1);
}
else if (previousPlayerBtrState == EPlayerBtrState.GoIn && playerBtrState == EPlayerBtrState.Inside
|| previousPlayerBtrState == EPlayerBtrState.GoOut && playerBtrState == EPlayerBtrState.Outside)
{
// Close Door
UpdateBTRSideDoorState(0);
}
previousPlayerBtrState = playerBtrState;
}
// Please tell me there's a better way than this xd
public void OnPlayerInteractDoor(PlayerInteractPacket interactPacket)
{
var playerGoIn = interactPacket.InteractionType == EInteractionType.GoIn;
var playerGoOut = interactPacket.InteractionType == EInteractionType.GoOut;
if (interactPacket.SideId == 0)
{
if (interactPacket.SlotId == 0)
{
if (playerGoIn) btrServerSide.LeftSlot0State = 1;
else if (playerGoOut) btrServerSide.LeftSlot0State = 0;
}
else if (interactPacket.SlotId == 1)
{
if (playerGoIn) btrServerSide.LeftSlot1State = 1;
else if (playerGoOut) btrServerSide.LeftSlot1State = 0;
}
}
else if (interactPacket.SideId == 1)
{
if (interactPacket.SlotId == 0)
{
if (playerGoIn) btrServerSide.RightSlot0State = 1;
else if (playerGoOut) btrServerSide.RightSlot0State = 0;
}
else if (interactPacket.SlotId == 1)
{
if (playerGoIn) btrServerSide.RightSlot1State = 1;
else if (playerGoOut) btrServerSide.RightSlot1State = 0;
}
}
}
private void InitBTR()
{
// Initial setup
botsController = Singleton<IBotGame>.Instance.BotsController;
btrBotService = botsController.BotTradersServices.BTRServices;
var btrControllerType = btrController.GetType();
AccessTools.Method(btrControllerType, "method_3").Invoke(btrController, null); // spawns server-side BTR game object
botsController.BotSpawner.SpawnBotBTR(); // spawns the scav bot which controls the BTR's turret
// Initial BTR configuration
btrServerSide = btrController.BtrVehicle;
btrServerSide.moveSpeed = 20f;
var btrMapConfig = btrController.MapPathsConfiguration;
btrServerSide.CurrentPathConfig = btrMapConfig.PathsConfiguration.pathsConfigurations.RandomElement();
btrServerSide.Initialization(btrMapConfig);
AccessTools.Method(btrControllerType, "method_14").Invoke(btrController, null); // creates and assigns the BTR a fake stash
DisableServerSideRenderers();
gameWorld.MainPlayer.OnBtrStateChanged += HandleBtrDoorState;
btrServerSide.MoveEnable();
btrServerSide.IncomingToDestinationEvent += ToDestinationEvent;
// Sync initial position and rotation
UpdateDataPacket();
btrClientSide = btrController.BtrView;
btrClientSide.transform.position = btrDataPacket.position;
btrClientSide.transform.rotation = btrDataPacket.rotation;
// Initialise turret variables
btrTurretServer = btrServerSide.BTRTurret;
btrTurretDefaultTargetTransform = (Transform)AccessTools.Field(btrTurretServer.GetType(), "defaultTargetTransform").GetValue(btrTurretServer);
btrMachineGunAmmo = (BulletClass)BTRUtil.CreateItem(BTRUtil.BTRMachineGunAmmoTplId);
btrMachineGunWeapon = BTRUtil.CreateItem(BTRUtil.BTRMachineGunWeaponTplId);
// Pull services data for the BTR from the server
TraderServicesManager.Instance.GetTraderServicesDataFromServer(BTRUtil.BTRTraderId);
}
/**
* BTR has arrived at a destination, re-calculate taxi prices
*/
private void ToDestinationEvent(PathDestination destinationPoint, bool isFirst, bool isFinal, bool isLastRoutePoint)
{
// Update the prices for the taxi service
_updateTaxiPriceMethod.Invoke(btrController, new object[] { destinationPoint, isFinal });
}
private void UpdateBTRSideDoorState(byte state)
{
var player = gameWorld.MainPlayer;
var btrSides = (BTRSide[])AccessTools.Field(typeof(BTRView), "_btrSides").GetValue(btrController.BtrView);
for (int i = 0; i < btrSides.Length; i++)
{
if (player.BtrInteractionSide != null && btrSides[i] == player.BtrInteractionSide
|| lastInteractedBtrSide != null && btrSides[i] == lastInteractedBtrSide)
{
if (i == 0) btrServerSide.LeftSideState = state;
else if (i == 1) btrServerSide.RightSideState = state;
if (lastInteractedBtrSide != player.BtrInteractionSide)
{
lastInteractedBtrSide = player.BtrInteractionSide;
}
}
}
}
private BTRDataPacket UpdateDataPacket()
{
btrDataPacket.position = btrServerSide.transform.position;
btrDataPacket.rotation = btrServerSide.transform.rotation;
if (btrTurretServer?.gunsBlockRoot != null)
{
btrDataPacket.turretRotation = btrTurretServer.transform.rotation;
btrDataPacket.gunsBlockRotation = btrTurretServer.gunsBlockRoot.rotation;
}
btrDataPacket.State = (byte)btrServerSide.BtrState;
btrDataPacket.RouteState = (byte)btrServerSide.VehicleRouteState;
btrDataPacket.LeftSideState = btrServerSide.LeftSideState;
btrDataPacket.LeftSlot0State = btrServerSide.LeftSlot0State;
btrDataPacket.LeftSlot1State = btrServerSide.LeftSlot1State;
btrDataPacket.RightSideState = btrServerSide.RightSideState;
btrDataPacket.RightSlot0State = btrServerSide.RightSlot0State;
btrDataPacket.RightSlot1State = btrServerSide.RightSlot1State;
btrDataPacket.currentSpeed = btrServerSide.currentSpeed;
btrDataPacket.timeToEndPause = btrServerSide.timeToEndPause;
btrDataPacket.moveDirection = (byte)btrServerSide.VehicleMoveDirection;
btrDataPacket.MoveSpeed = btrServerSide.moveSpeed;
if (btrController.BotShooterBtr != null)
{
btrDataPacket.BtrBotId = btrController.BotShooterBtr.Id;
}
return btrDataPacket;
}
private void DisableServerSideRenderers()
{
var meshRenderers = btrServerSide.transform.GetComponentsInChildren<MeshRenderer>();
foreach (var renderer in meshRenderers)
{
renderer.enabled = false;
}
}
private bool IsAimingAtTarget()
{
var turretInDefaultRotation = btrTurretServer.targetTransform == btrTurretDefaultTargetTransform
&& btrTurretServer.targetPosition == btrTurretServer.defaultAimingPosition;
var enemies = btrBotShooter.BotsGroup.Enemies;
if (enemies.Any())
{
IPlayer currentTarget = enemies.First().Key;
Transform currentTargetTransform = currentTarget.Transform.Original;
Vector3 currentTargetPosition = currentTargetTransform.position;
var currentTargetInfo = btrBotShooter.EnemiesController.EnemyInfos[currentTarget];
if (!currentTarget.HealthController.IsAlive)
{
enemies.Remove(currentTarget);
}
if (currentTargetInfo.IsVisible)
{
if (btrTurretServer.CheckPositionInAimingZone(currentTargetPosition))
{
btrTurretServer.EnableAimingObject(currentTargetTransform);
}
// If turret machine gun aim is close enough to target and has line of sight
if (btrBotShooter.BotBtrData.CanShoot())
{
return true;
}
}
else if (!currentTargetInfo.IsVisible)
{
// Turret will hold the angle where target was last seen for 3 seconds before resetting its rotation
if (btrTurretServer.targetPosition != currentTargetInfo.EnemyLastPosition && btrTurretServer.targetTransform != null)
{
btrTurretServer.EnableAimingPosition(currentTargetInfo.EnemyLastPosition);
}
else if (currentTargetInfo.TimeLastSeen >= 3f && !turretInDefaultRotation)
{
btrTurretServer.DisableAiming();
}
}
}
else if (!enemies.Any() && !turretInDefaultRotation)
{
btrTurretServer.DisableAiming();
}
return false;
}
/// <summary>
/// Custom method to make the BTR coaxial machine gun shoot.
/// </summary>
private IEnumerator ShootTarget()
{
isShooting = true;
Transform machineGunMuzzle = btrTurretServer.machineGunLaunchPoint;
Player btrBotPlayer = btrBotShooter.GetPlayer;
gameWorld.SharedBallisticsCalculator.Shoot(btrMachineGunAmmo, machineGunMuzzle.position, machineGunMuzzle.forward, btrBotPlayer.ProfileId, btrMachineGunWeapon, 1f, 0);
Player.FirearmController firearmController = btrBotShooter.GetComponent<Player.FirearmController>();
WeaponPrefab weaponPrefab = (WeaponPrefab)AccessTools.Field(firearmController.GetType(), "weaponPrefab_0").GetValue(firearmController);
WeaponSoundPlayer weaponSoundPlayer = weaponPrefab.GetComponent<WeaponSoundPlayer>();
AccessTools.Method(firearmController.GetType(), "method_54").Invoke(firearmController, new object[] { weaponSoundPlayer, btrMachineGunAmmo, machineGunMuzzle.position, machineGunMuzzle.forward, false });
yield return new WaitForSecondsRealtime(0.092308f); // 650 RPM
isShooting = false;
}
private void DestroyGameObjects()
{
if (btrController != null)
{
if (btrServerSide != null)
{
Destroy(btrServerSide.gameObject);
}
if (btrClientSide != null)
{
Destroy(btrClientSide.gameObject);
}
btrController.Dispose();
}
if (gameWorld?.MainPlayer != null)
{
gameWorld.MainPlayer.OnBtrStateChanged -= HandleBtrDoorState;
}
StaticManager.KillCoroutine(ref _shootingTargetCoroutine);
Destroy(this);
}
}
}