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https://github.com/sp-tarkov/modules.git
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Fix the BTR turretview bot being visible (!92)
Rewrite the BTRTurretView attach patch, so we no longer need the BotInit patch Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com> Reviewed-on: SPT-AKI/Modules#92 Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com> Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
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@ -12,13 +12,14 @@
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="AnimationSystem.Types" HintPath="..\Shared\Managed\AnimationSystem.Types.dll" />
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<Reference Include="Assembly-CSharp" HintPath="..\Shared\Hollowed\hollowed.dll" Private="False" />
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<Reference Include="Comfort" HintPath="..\Shared\Managed\Comfort.dll" Private="False" />
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<Reference Include="DissonanceVoip" HintPath="..\Shared\Managed\DissonanceVoip.dll" Private="False" />
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<Reference Include="Sirenix.Serialization" HintPath="..\Shared\Managed\Sirenix.Serialization.dll" Private="False" />
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<Reference Include="UnityEngine" HintPath="..\Shared\Managed\UnityEngine.dll" Private="False" />
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<Reference Include="UnityEngine.AIModule" HintPath="..\Shared\Managed\UnityEngine.AIModule.dll" Private="False" />
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<Reference Include="UnityEngine.AnimationModule" HintPath="..\Shared\Managed\UnityEngine.AnimationModule.dll" Private="False" />
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<Reference Include="UnityEngine.AnimationModule" HintPath="..\Shared\Managed\UnityEngine.AnimationModule.dll" Private="False" />
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<Reference Include="UnityEngine.AssetBundleModule" HintPath="..\Shared\Managed\UnityEngine.AssetBundleModule.dll" Private="False" />
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<Reference Include="UnityEngine.AudioModule" HintPath="..\Shared\Managed\UnityEngine.AudioModule.dll" Private="False" />
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<Reference Include="UnityEngine.CoreModule" HintPath="..\Shared\Managed\UnityEngine.CoreModule.dll" Private="False" />
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@ -58,7 +58,6 @@ namespace Aki.Custom
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new BTRActivateTraderDialogPatch().Enable();
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new BTRInteractionPatch().Enable();
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new BTRExtractPassengersPatch().Enable();
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new BTRBotInitPatch().Enable();
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new BTRBotAttachPatch().Enable();
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new BTRReceiveDamageInfoPatch().Enable();
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new BTRTurretCanShootPatch().Enable();
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@ -1,12 +1,15 @@
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using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.AssetsManager;
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using EFT.NextObservedPlayer;
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using EFT.UI;
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using EFT.Vehicle;
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using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace Aki.Custom.BTR.Patches
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{
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@ -15,12 +18,25 @@ namespace Aki.Custom.BTR.Patches
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, GameWorld.allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
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//
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// This is essentially a full reimplementation of the BTRTurretView class, but using Player instead of ObservedPlayerView.
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//
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public class BTRBotAttachPatch : ModulePatch
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{
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private static FieldInfo _valueTuple0Field;
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private static FieldInfo _gunModsToDisableField;
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private static FieldInfo _weaponPrefab0Field;
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private static readonly List<Renderer> rendererList = new List<Renderer>(256);
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BTRTurretView), nameof(BTRTurretView.AttachBot));
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var targetType = typeof(BTRTurretView);
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_valueTuple0Field = AccessTools.Field(targetType, "valueTuple_0");
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_gunModsToDisableField = AccessTools.Field(targetType, "_gunModsToDisable");
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_weaponPrefab0Field = AccessTools.Field(typeof(Player.FirearmController), "weaponPrefab_0");
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return AccessTools.Method(targetType, nameof(BTRTurretView.AttachBot));
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}
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[PatchPrefix]
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@ -32,47 +48,120 @@ namespace Aki.Custom.BTR.Patches
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return false;
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}
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var btrTurretViewTupleField = (ValueTuple<ObservedPlayerView, bool>)AccessTools.Field(__instance.GetType(), "valueTuple_0").GetValue(__instance);
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if (!btrTurretViewTupleField.Item2)
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// Find the BTR turret
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var alivePlayersList = gameWorld.AllAlivePlayersList;
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Player turretPlayer = alivePlayersList.FirstOrDefault(x => x.Id == btrBotId);
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if (turretPlayer == null)
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{
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__instance.method_3(btrBotId);
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return false;
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}
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var btrController = gameWorld.BtrController;
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if (btrController == null)
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// Init the turret view
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var valueTuple = (ValueTuple<ObservedPlayerView, bool>)_valueTuple0Field.GetValue(__instance);
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if (!valueTuple.Item2 && !InitTurretView(__instance, turretPlayer))
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{
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Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrController is null");
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Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrBot initialization failed");
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return false;
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}
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var btrBotShooter = btrController.BotShooterBtr;
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if (btrBotShooter == null)
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WeaponPrefab weaponPrefab;
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Transform transform;
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if (FindTurretObjects(turretPlayer, out weaponPrefab, out transform))
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{
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Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrBotShooter is null");
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weaponPrefab.transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
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transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
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}
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return false;
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}
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private static bool InitTurretView(BTRTurretView btrTurretView, Player turretPlayer)
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{
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EnableTurretObjects(btrTurretView, turretPlayer, false);
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// We only use this for tracking whether the turret is initialized, so we don't need to set the ObservedPlayerView
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_valueTuple0Field.SetValue(btrTurretView, new ValueTuple<ObservedPlayerView, bool>(null, true));
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return true;
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}
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private static void EnableTurretObjects(BTRTurretView btrTurretView, Player player, bool enable)
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{
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// Find the turret weapon transform
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WeaponPrefab weaponPrefab;
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Transform weaponTransform;
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if (!FindTurretObjects(player, out weaponPrefab, out weaponTransform))
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{
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return;
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}
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// Hide the turret bot
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SetVisible(player, weaponPrefab, false);
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// Disable the components we need to disaable
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var _gunModsToDisable = (string[])_gunModsToDisableField.GetValue(btrTurretView);
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foreach (Transform child in weaponTransform)
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{
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if (_gunModsToDisable.Contains(child.name))
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{
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child.gameObject.SetActive(enable);
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}
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}
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}
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private static bool FindTurretObjects(Player player, out WeaponPrefab weaponPrefab, out Transform weapon)
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{
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// Find the WeaponPrefab and Transform of the turret weapon
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var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
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weaponPrefab = (WeaponPrefab)_weaponPrefab0Field.GetValue(aiFirearmController);
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if (weaponPrefab == null)
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{
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weapon = null;
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return false;
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}
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try
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weapon = weaponPrefab.Hierarchy.GetTransform(ECharacterWeaponBones.weapon);
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return weapon != null;
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}
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/**
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* A re-implementation of the ObservedPlayerController.Culling.Mode setter that works for a Player object
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*/
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private static void SetVisible(Player player, WeaponPrefab weaponPrefab, bool isVisible)
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{
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// Toggle any animators and colliders
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if (player.HealthController.IsAlive)
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{
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var btrBot = btrBotShooter.GetPlayer;
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var botRootTransform = __instance.BotRoot;
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IAnimator bodyAnimatorCommon = player.GetBodyAnimatorCommon();
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if (bodyAnimatorCommon.enabled != isVisible)
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{
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bool flag = !bodyAnimatorCommon.enabled;
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bodyAnimatorCommon.enabled = isVisible;
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FirearmsAnimator firearmsAnimator = player.HandsController.FirearmsAnimator;
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if (firearmsAnimator != null && firearmsAnimator.Animator.enabled != isVisible)
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{
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firearmsAnimator.Animator.enabled = isVisible;
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}
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}
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btrBot.Transform.position = botRootTransform.position;
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var firearmController = btrBot.gameObject.GetComponent<Player.FirearmController>();
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var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(firearmController.GetType(), "weaponPrefab_0").GetValue(firearmController);
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currentWeaponPrefab.transform.position = botRootTransform.position;
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btrBot.PlayerBones.Weapon_Root_Anim.SetPositionAndRotation(botRootTransform.position, botRootTransform.rotation);
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return false;
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PlayerPoolObject component = player.gameObject.GetComponent<PlayerPoolObject>();
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foreach (Collider collider in component.Colliders)
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{
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if (collider.enabled != isVisible)
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{
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collider.enabled = isVisible;
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}
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}
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}
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catch
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// Build a list of renderers for this player object and set their rendering state
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rendererList.Clear();
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player.PlayerBody.GetRenderersNonAlloc(rendererList);
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if (weaponPrefab != null)
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{
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ConsoleScreen.LogError("[AKI-BTR] Could not finish BtrBot initialization. Check logs.");
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throw;
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rendererList.AddRange(weaponPrefab.Renderers);
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}
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rendererList.ForEach(renderer => renderer.forceRenderingOff = !isVisible);
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}
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}
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}
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@ -1,90 +0,0 @@
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using Aki.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.NextObservedPlayer;
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using EFT.UI;
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using EFT.Vehicle;
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using HarmonyLib;
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using System;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace Aki.Custom.BTR.Patches
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{
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// Fixes the BTR Bot initialization in method_1() of BTRTurretView
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//
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
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public class BTRBotInitPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BTRTurretView), nameof(BTRTurretView.method_3));
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}
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[PatchPrefix]
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private static bool PatchPrefix(ref ValueTuple<ObservedPlayerView, bool> ___valueTuple_0, int btrBotId, ref bool __result)
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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if (gameWorld == null)
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{
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Logger.LogError("[AKI-BTR] BTRBotInitPatch - GameWorld is null");
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__result = false;
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return false;
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}
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var alivePlayersList = gameWorld.AllAlivePlayersList;
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bool doesBtrBotExist = alivePlayersList.Exists(x => x.Id == btrBotId);
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if (!doesBtrBotExist)
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{
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__result = false;
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return false;
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}
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try
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{
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Player player = alivePlayersList.First(x => x.Id == btrBotId);
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Renderer[] array = player.GetComponentsInChildren<Renderer>();
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for (int i = 0; i < array.Length; i++)
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{
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array[i].enabled = false;
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}
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var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
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var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(aiFirearmController.GetType(), "weaponPrefab_0").GetValue(aiFirearmController);
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if (currentWeaponPrefab.RemoveChildrenOf != null)
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{
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foreach (var text in currentWeaponPrefab.RemoveChildrenOf)
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{
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var transform = currentWeaponPrefab.transform.FindTransform(text);
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transform.gameObject.SetActive(false);
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}
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}
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foreach (var renderer in currentWeaponPrefab.GetComponentsInChildren<Renderer>())
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{
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if (renderer.name == "MuzzleJetCombinedMesh")
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{
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renderer.transform.localPosition = new Vector3(0.18f, 0f, -0.095f);
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}
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else
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{
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renderer.enabled = false;
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}
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}
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___valueTuple_0 = new ValueTuple<ObservedPlayerView, bool>(new ObservedPlayerView(), true);
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__result = true;
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return false;
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}
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catch
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{
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ConsoleScreen.LogError("[AKI-BTR] BtrBot initialization failed, BtrBot will be visible ingame. Check logs.");
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throw;
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}
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}
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}
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}
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