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modules/project/Aki.SinglePlayer/Models/Progression/LighthouseProgressionClass.cs

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using Comfort.Common;
using EFT;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Aki.SinglePlayer.Models.Progression
{
public class LighthouseProgressionClass : MonoBehaviour
{
private bool _isScav;
private GameWorld _gameWorld;
private Player _player;
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private float _timer;
private bool _playerFlaggedAsEnemyToBosses;
private List<MineDirectionalColliders> _bridgeMines;
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private RecodableItemClass _transmitter;
private List<IAIDetails> _zryachiyAndFollowers = new List<IAIDetails>();
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private bool _aggressor;
private bool _isDoorDisabled;
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private readonly string _transmitterId = "62e910aaf957f2915e0a5e36";
private readonly string _lightKeeperTid = "638f541a29ffd1183d187f57";
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public void Start()
{
_gameWorld = Singleton<GameWorld>.Instance;
_player = _gameWorld?.MainPlayer;
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// Exit if not on lighthouse
if (_gameWorld == null || !string.Equals(_player.Location, "lighthouse", System.StringComparison.OrdinalIgnoreCase))
{
return;
}
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// Expensive, run after gameworld / lighthouse checks above
_bridgeMines = FindObjectsOfType<MineDirectionalColliders>().ToList();
// Player is a scav, exit
if (_player.Side == EPlayerSide.Savage)
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{
_isScav = true;
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return;
}
_transmitter = GetTransmitterFromInventory();
if (PlayerHasTransmitterInInventory())
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{
GameObject.Find("Attack").SetActive(false);
// Zone was added in a newer version and the gameObject actually has a \
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GameObject.Find("CloseZone\\").SetActive(false);
// Give access to Lightkeepers door
_gameWorld.BufferZoneController.SetPlayerAccessStatus(_player.ProfileId, true);
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}
}
public void Update()
{
IncrementLastUpdateTimer();
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// Exit early if last update() run time was < 10 secs ago
if (_timer < 10f)
{
return;
}
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// Skip if:
// GameWorld missing
// Player not an enemy to Zryachiy
// Lk door not accessible
// Player has no transmitter on thier person
if (_gameWorld == null || _playerFlaggedAsEnemyToBosses || _isDoorDisabled || _transmitter == null)
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{
return;
}
// Find Zryachiy and prep him
if (_zryachiyAndFollowers.Count == 0)
{
SetupZryachiyAndFollowerHostility();
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}
if (_isScav)
{
MakeZryachiyAndFollowersHostileToPlayer();
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return;
}
// (active/green)
if (PlayerHasActiveTransmitterInHands())
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{
SetBridgeMinesStatus(false);
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}
else
{
SetBridgeMinesStatus(true);
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}
if (_aggressor)
{
DisableAccessToLightKeeper();
}
}
private RecodableItemClass GetTransmitterFromInventory()
{
return (RecodableItemClass)_player.Profile.Inventory.AllRealPlayerItems.FirstOrDefault(x => x.TemplateId == _transmitterId);
}
private bool PlayerHasTransmitterInInventory()
{
return _transmitter != null;
}
/// <summary>
/// Update _time to diff from last run of update()
/// </summary>
private void IncrementLastUpdateTimer()
{
_timer += Time.deltaTime;
}
private bool PlayerHasActiveTransmitterInHands()
{
return _gameWorld?.MainPlayer?.HandsController?.Item?.TemplateId == _transmitterId
&& _transmitter?.RecodableComponent?.Status == RadioTransmitterStatus.Green;
}
/// <summary>
/// Set all brdige mines to desire state
/// </summary>
/// <param name="active">What state mines should be</param>
private void SetBridgeMinesStatus(bool active)
{
// Find mines with opposite state of what we want
foreach (var mine in _bridgeMines.Where(mine => mine.gameObject.activeSelf == !active))
{
mine.gameObject.SetActive(active);
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}
}
private void SetupZryachiyAndFollowerHostility()
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{
// only process non-players (ai)
foreach (var aiBot in _gameWorld.AllAlivePlayersList.Where(x => !x.IsYourPlayer))
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{
// Edge case of bossZryachiy not being hostile to player
if (aiBot.AIData.BotOwner.IsRole(WildSpawnType.bossZryachiy) || aiBot.AIData.BotOwner.IsRole(WildSpawnType.followerZryachiy))
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{
// Subscribe to bots OnDeath event
aiBot.OnPlayerDeadOrUnspawn += player1 =>
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{
// If player kills zryachiy or follower, force aggressor state
// Also set players Lk standing to negative (allows access to quest chain (Making Amends))
if (player1?.KillerId == _player.ProfileId)
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{
_aggressor = true;
_player.Profile.TradersInfo[_lightKeeperTid].SetStanding(-0.01);
}
};
// Save bot to list for later access
_zryachiyAndFollowers.Add(aiBot);
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}
}
}
/// <summary>
/// Iterate over bots gathered from SetupZryachiyHostility()
/// </summary>
private void MakeZryachiyAndFollowersHostileToPlayer()
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{
// If player is a scav, they must be added to the bosses enemy list otherwise they wont kill them
foreach (var bot in _zryachiyAndFollowers)
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{
bot.AIData.BotOwner.BotsGroup.AddEnemy(_player);
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}
// Flag player was added to enemy list
_playerFlaggedAsEnemyToBosses = true;
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}
/// <summary>
/// Disable door + set transmitter to 'red'
/// </summary>
private void DisableAccessToLightKeeper()
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{
// Disable access to Lightkeepers door for the player
_gameWorld.BufferZoneController.SetPlayerAccessStatus(_gameWorld.MainPlayer.ProfileId, false);
_transmitter?.RecodableComponent?.SetStatus(RadioTransmitterStatus.Yellow);
_transmitter?.RecodableComponent?.SetEncoded(false);
_isDoorDisabled = true;
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}
}
}