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Add experimental patch to make PMCs spawn at pmc spawn positions

This commit is contained in:
Dev 2024-01-18 14:35:59 +00:00
parent b89af9f1ee
commit 9244abe669
3 changed files with 104 additions and 0 deletions

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@ -28,6 +28,7 @@
<ItemGroup>
<ProjectReference Include="..\Aki.Common\Aki.Common.csproj" />
<ProjectReference Include="..\Aki.PrePatch\Aki.PrePatch.csproj" />
<ProjectReference Include="..\Aki.Reflection\Aki.Reflection.csproj" />
<ProjectReference Include="..\Aki.SinglePlayer\Aki.SinglePlayer.csproj" />
</ItemGroup>

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@ -35,6 +35,8 @@ namespace Aki.Debugging
// Debug command patches, can be disabled later
new BTRDebugCommandPatch().Enable();
new BTRDebugDataPatch().Enable();
new PMCBotSpawnLocationPatch().Enable();
}
catch (Exception ex)
{

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@ -0,0 +1,101 @@
using System.Linq;
using System.Reflection;
using Aki.Reflection.Patching;
using EFT;
using EFT.UI;
using HarmonyLib;
using System.Collections.Generic;
using EFT.Game.Spawning;
using System;
using Aki.PrePatch;
namespace Aki.Debugging.Patches
{
// TODO: Instantiation of this is fairly slow, need to find best way to cache it
public class SptSpawnHelper
{
private readonly List<ISpawnPoint> playerSpawnPoints;
private readonly Random _rnd = new Random();
private readonly GStruct379 _spawnSettings = new GStruct379();
public SptSpawnHelper()
{
IEnumerable<ISpawnPoint> locationSpawnPoints = GClass2922.CreateFromScene();
var playerSpawns = locationSpawnPoints.Where(x => x.Categories.HasFlag(ESpawnCategoryMask.Player)).ToList();
this.playerSpawnPoints = locationSpawnPoints.Where(x => x.Categories.HasFlag(ESpawnCategoryMask.Player)).ToList();
}
public void PrintSpawnPoints()
{
foreach (var spawnPoint in playerSpawnPoints)
{
ConsoleScreen.Log("[AKI PMC Bot spawn] Spawn point " + spawnPoint.Id + " location is " + spawnPoint.Position.ToString());
}
}
public ISpawnPoint SelectSpawnPoint()
{
// TODO: Select spawn points more intelligently
return this.playerSpawnPoints[_rnd.Next(this.playerSpawnPoints.Count)];
}
public List<ISpawnPoint> SelectSpawnPoints(int count)
{
// TODO: Fine-grained spawn selection
if (count > this.playerSpawnPoints.Count())
{
ConsoleScreen.Log($"[AKI PMC Bot spawn] Wanted ${count} but only {this.playerSpawnPoints.Count()} found, returning all");
return this.playerSpawnPoints;
}
return this.playerSpawnPoints.OrderBy(x => _rnd.Next()).Take(count).ToList();
}
}
public class PMCBotSpawnLocationPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BotSpawner), "TryToSpawnInZoneInner");
}
[PatchPrefix]
public static bool PatchPrefix(GClass1468 __instance, GClass588 data)
{
var firstBotRole = data.Profiles[0].Info.Settings.Role;
if ((int)firstBotRole != AkiBotsPrePatcher.sptBearValue || (int)firstBotRole != AkiBotsPrePatcher.sptUsecValue)
{
ConsoleScreen.Log("[AKI PMC Bot spawn] Spawning a set of Scavs. Skipping...");
return true;
}
var helper = new SptSpawnHelper();
var newSpawns = helper.SelectSpawnPoints(data.Count);
for (int i = 0; i < data.Count; i++)
{
ConsoleScreen.Log($"[AKI PMC Bot spawn] Trying to spawn bot {i}");
var currentSpawnData = data.Separate(1);
// Unset group settings
// TODO: Allow for PMC bot groups?
currentSpawnData.SpawnParams.ShallBeGroup = null;
var spawnPointDetails = newSpawns[i];
var currentZone = __instance.GetClosestZone(spawnPointDetails.Position, out float _);
// CorePointId of player spawns seems to always be 0. Bots will not activate properly if this ID is used
// TODO: Verify if CorePointId of 1 is acceptable in all cases
ConsoleScreen.Log($"[AKI PMC Bot spawn] spawn point chosen: {spawnPointDetails.Name} Core point id was: {spawnPointDetails.CorePointId}");
currentSpawnData.AddPosition(spawnPointDetails.Position, spawnPointDetails.CorePointId);
__instance.SpawnBotsInZoneOnPositions(newSpawns.GetRange(i, 1), currentZone, currentSpawnData);
}
return false;
}
}
}