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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>
This commit is contained in:
DrakiaXYZ 2024-03-10 09:43:15 +00:00 committed by chomp
parent f1a7a0cb99
commit 059334d0cd
4 changed files with 119 additions and 120 deletions

View File

@ -12,13 +12,14 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="AnimationSystem.Types" HintPath="..\Shared\Managed\AnimationSystem.Types.dll" />
<Reference Include="Assembly-CSharp" HintPath="..\Shared\Hollowed\hollowed.dll" Private="False" />
<Reference Include="Comfort" HintPath="..\Shared\Managed\Comfort.dll" Private="False" />
<Reference Include="DissonanceVoip" HintPath="..\Shared\Managed\DissonanceVoip.dll" Private="False" />
<Reference Include="Sirenix.Serialization" HintPath="..\Shared\Managed\Sirenix.Serialization.dll" Private="False" />
<Reference Include="UnityEngine" HintPath="..\Shared\Managed\UnityEngine.dll" Private="False" />
<Reference Include="UnityEngine.AIModule" HintPath="..\Shared\Managed\UnityEngine.AIModule.dll" Private="False" />
<Reference Include="UnityEngine.AnimationModule" HintPath="..\Shared\Managed\UnityEngine.AnimationModule.dll" Private="False" />
<Reference Include="UnityEngine.AnimationModule" HintPath="..\Shared\Managed\UnityEngine.AnimationModule.dll" Private="False" />
<Reference Include="UnityEngine.AssetBundleModule" HintPath="..\Shared\Managed\UnityEngine.AssetBundleModule.dll" Private="False" />
<Reference Include="UnityEngine.AudioModule" HintPath="..\Shared\Managed\UnityEngine.AudioModule.dll" Private="False" />
<Reference Include="UnityEngine.CoreModule" HintPath="..\Shared\Managed\UnityEngine.CoreModule.dll" Private="False" />

View File

@ -58,7 +58,6 @@ namespace Aki.Custom
new BTRActivateTraderDialogPatch().Enable();
new BTRInteractionPatch().Enable();
new BTRExtractPassengersPatch().Enable();
new BTRBotInitPatch().Enable();
new BTRBotAttachPatch().Enable();
new BTRReceiveDamageInfoPatch().Enable();
new BTRTurretCanShootPatch().Enable();

View File

@ -1,12 +1,15 @@
using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using EFT.AssetsManager;
using EFT.NextObservedPlayer;
using EFT.UI;
using EFT.Vehicle;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace Aki.Custom.BTR.Patches
{
@ -15,12 +18,25 @@ namespace Aki.Custom.BTR.Patches
// Context:
// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
// 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.
// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
//
// This is essentially a full reimplementation of the BTRTurretView class, but using Player instead of ObservedPlayerView.
//
public class BTRBotAttachPatch : ModulePatch
{
private static FieldInfo _valueTuple0Field;
private static FieldInfo _gunModsToDisableField;
private static FieldInfo _weaponPrefab0Field;
private static readonly List<Renderer> rendererList = new List<Renderer>(256);
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BTRTurretView), nameof(BTRTurretView.AttachBot));
var targetType = typeof(BTRTurretView);
_valueTuple0Field = AccessTools.Field(targetType, "valueTuple_0");
_gunModsToDisableField = AccessTools.Field(targetType, "_gunModsToDisable");
_weaponPrefab0Field = AccessTools.Field(typeof(Player.FirearmController), "weaponPrefab_0");
return AccessTools.Method(targetType, nameof(BTRTurretView.AttachBot));
}
[PatchPrefix]
@ -32,47 +48,120 @@ namespace Aki.Custom.BTR.Patches
return false;
}
var btrTurretViewTupleField = (ValueTuple<ObservedPlayerView, bool>)AccessTools.Field(__instance.GetType(), "valueTuple_0").GetValue(__instance);
if (!btrTurretViewTupleField.Item2)
// Find the BTR turret
var alivePlayersList = gameWorld.AllAlivePlayersList;
Player turretPlayer = alivePlayersList.FirstOrDefault(x => x.Id == btrBotId);
if (turretPlayer == null)
{
__instance.method_3(btrBotId);
return false;
}
var btrController = gameWorld.BtrController;
if (btrController == null)
// Init the turret view
var valueTuple = (ValueTuple<ObservedPlayerView, bool>)_valueTuple0Field.GetValue(__instance);
if (!valueTuple.Item2 && !InitTurretView(__instance, turretPlayer))
{
Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrController is null");
Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrBot initialization failed");
return false;
}
var btrBotShooter = btrController.BotShooterBtr;
if (btrBotShooter == null)
WeaponPrefab weaponPrefab;
Transform transform;
if (FindTurretObjects(turretPlayer, out weaponPrefab, out transform))
{
Logger.LogError("[AKI-BTR] BTRBotAttachPatch - BtrBotShooter is null");
weaponPrefab.transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
}
return false;
}
private static bool InitTurretView(BTRTurretView btrTurretView, Player turretPlayer)
{
EnableTurretObjects(btrTurretView, turretPlayer, false);
// We only use this for tracking whether the turret is initialized, so we don't need to set the ObservedPlayerView
_valueTuple0Field.SetValue(btrTurretView, new ValueTuple<ObservedPlayerView, bool>(null, true));
return true;
}
private static void EnableTurretObjects(BTRTurretView btrTurretView, Player player, bool enable)
{
// Find the turret weapon transform
WeaponPrefab weaponPrefab;
Transform weaponTransform;
if (!FindTurretObjects(player, out weaponPrefab, out weaponTransform))
{
return;
}
// Hide the turret bot
SetVisible(player, weaponPrefab, false);
// Disable the components we need to disaable
var _gunModsToDisable = (string[])_gunModsToDisableField.GetValue(btrTurretView);
foreach (Transform child in weaponTransform)
{
if (_gunModsToDisable.Contains(child.name))
{
child.gameObject.SetActive(enable);
}
}
}
private static bool FindTurretObjects(Player player, out WeaponPrefab weaponPrefab, out Transform weapon)
{
// Find the WeaponPrefab and Transform of the turret weapon
var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
weaponPrefab = (WeaponPrefab)_weaponPrefab0Field.GetValue(aiFirearmController);
if (weaponPrefab == null)
{
weapon = null;
return false;
}
try
weapon = weaponPrefab.Hierarchy.GetTransform(ECharacterWeaponBones.weapon);
return weapon != null;
}
/**
* A re-implementation of the ObservedPlayerController.Culling.Mode setter that works for a Player object
*/
private static void SetVisible(Player player, WeaponPrefab weaponPrefab, bool isVisible)
{
// Toggle any animators and colliders
if (player.HealthController.IsAlive)
{
var btrBot = btrBotShooter.GetPlayer;
var botRootTransform = __instance.BotRoot;
IAnimator bodyAnimatorCommon = player.GetBodyAnimatorCommon();
if (bodyAnimatorCommon.enabled != isVisible)
{
bool flag = !bodyAnimatorCommon.enabled;
bodyAnimatorCommon.enabled = isVisible;
FirearmsAnimator firearmsAnimator = player.HandsController.FirearmsAnimator;
if (firearmsAnimator != null && firearmsAnimator.Animator.enabled != isVisible)
{
firearmsAnimator.Animator.enabled = isVisible;
}
}
btrBot.Transform.position = botRootTransform.position;
var firearmController = btrBot.gameObject.GetComponent<Player.FirearmController>();
var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(firearmController.GetType(), "weaponPrefab_0").GetValue(firearmController);
currentWeaponPrefab.transform.position = botRootTransform.position;
btrBot.PlayerBones.Weapon_Root_Anim.SetPositionAndRotation(botRootTransform.position, botRootTransform.rotation);
return false;
PlayerPoolObject component = player.gameObject.GetComponent<PlayerPoolObject>();
foreach (Collider collider in component.Colliders)
{
if (collider.enabled != isVisible)
{
collider.enabled = isVisible;
}
}
}
catch
// Build a list of renderers for this player object and set their rendering state
rendererList.Clear();
player.PlayerBody.GetRenderersNonAlloc(rendererList);
if (weaponPrefab != null)
{
ConsoleScreen.LogError("[AKI-BTR] Could not finish BtrBot initialization. Check logs.");
throw;
rendererList.AddRange(weaponPrefab.Renderers);
}
rendererList.ForEach(renderer => renderer.forceRenderingOff = !isVisible);
}
}
}

View File

@ -1,90 +0,0 @@
using Aki.Reflection.Patching;
using Comfort.Common;
using EFT;
using EFT.NextObservedPlayer;
using EFT.UI;
using EFT.Vehicle;
using HarmonyLib;
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace Aki.Custom.BTR.Patches
{
// Fixes the BTR Bot initialization in method_1() of BTRTurretView
//
// Context:
// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
// 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.
// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
public class BTRBotInitPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BTRTurretView), nameof(BTRTurretView.method_3));
}
[PatchPrefix]
private static bool PatchPrefix(ref ValueTuple<ObservedPlayerView, bool> ___valueTuple_0, int btrBotId, ref bool __result)
{
var gameWorld = Singleton<GameWorld>.Instance;
if (gameWorld == null)
{
Logger.LogError("[AKI-BTR] BTRBotInitPatch - GameWorld is null");
__result = false;
return false;
}
var alivePlayersList = gameWorld.AllAlivePlayersList;
bool doesBtrBotExist = alivePlayersList.Exists(x => x.Id == btrBotId);
if (!doesBtrBotExist)
{
__result = false;
return false;
}
try
{
Player player = alivePlayersList.First(x => x.Id == btrBotId);
Renderer[] array = player.GetComponentsInChildren<Renderer>();
for (int i = 0; i < array.Length; i++)
{
array[i].enabled = false;
}
var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(aiFirearmController.GetType(), "weaponPrefab_0").GetValue(aiFirearmController);
if (currentWeaponPrefab.RemoveChildrenOf != null)
{
foreach (var text in currentWeaponPrefab.RemoveChildrenOf)
{
var transform = currentWeaponPrefab.transform.FindTransform(text);
transform.gameObject.SetActive(false);
}
}
foreach (var renderer in currentWeaponPrefab.GetComponentsInChildren<Renderer>())
{
if (renderer.name == "MuzzleJetCombinedMesh")
{
renderer.transform.localPosition = new Vector3(0.18f, 0f, -0.095f);
}
else
{
renderer.enabled = false;
}
}
___valueTuple_0 = new ValueTuple<ObservedPlayerView, bool>(new ObservedPlayerView(), true);
__result = true;
return false;
}
catch
{
ConsoleScreen.LogError("[AKI-BTR] BtrBot initialization failed, BtrBot will be visible ingame. Check logs.");
throw;
}
}
}
}