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Refactor LighthouseProgressionClass + adjust lightkeeper standing to -0.01 when player becomes hostile with Zryachiy/followers

This commit is contained in:
Dev 2023-07-30 10:04:35 +01:00
parent 8b4847714c
commit aa9a1af8c4
2 changed files with 116 additions and 67 deletions

View File

@ -10,142 +10,189 @@ namespace Aki.SinglePlayer.Models.Progression
{
private bool _isScav;
private GameWorld _gameWorld;
private Player _player;
private float _timer;
private bool _addedToEnemy;
private List<MineDirectionalColliders> _mines;
private bool _playerFlaggedAsEnemyToBosses;
private List<MineDirectionalColliders> _bridgeMines;
private RecodableItemClass _transmitter;
private List<IAIDetails> _bosses;
private List<IAIDetails> _zryachiyAndFollowers = new List<IAIDetails>();
private bool _aggressor;
private bool _disabledDoor;
private bool _isDoorDisabled;
private readonly string _transmitterId = "62e910aaf957f2915e0a5e36";
private readonly string _lightKeeperTid = "638f541a29ffd1183d187f57";
public void Start()
{
_gameWorld = Singleton<GameWorld>.Instance;
_bosses = new List<IAIDetails>();
_mines = GameObject.FindObjectsOfType<MineDirectionalColliders>().ToList();
_player = _gameWorld?.MainPlayer;
if (_gameWorld == null || !string.Equals(_gameWorld.MainPlayer.Location, "lighthouse", System.StringComparison.OrdinalIgnoreCase))
// Exit if not on lighthouse
if (_gameWorld == null || !string.Equals(_player.Location, "lighthouse", System.StringComparison.OrdinalIgnoreCase))
{
return;
}
// if player is a scav, there is no need to continue this method.
if (_gameWorld.MainPlayer.Side == EPlayerSide.Savage)
// Expensive, run after gameworld / lighthouse checks above
_bridgeMines = FindObjectsOfType<MineDirectionalColliders>().ToList();
// Player is a scav, exit
if (_player.Side == EPlayerSide.Savage)
{
_isScav = true;
return;
}
// Get the players Transmitter.
_transmitter = (RecodableItemClass) _gameWorld.MainPlayer.Profile.Inventory.AllRealPlayerItems.FirstOrDefault(x => x.TemplateId == _transmitterId);
if (_transmitter != null)
_transmitter = GetTransmitterFromInventory();
if (PlayerHasTransmitterInInventory())
{
GameObject.Find("Attack").SetActive(false);
// this zone was added in a newer version and the gameObject actually has a \
// Zone was added in a newer version and the gameObject actually has a \
GameObject.Find("CloseZone\\").SetActive(false);
// Give access to the Lightkeepers door.
_gameWorld.BufferZoneController.SetPlayerAccessStatus(_gameWorld.MainPlayer.ProfileId, true);
// Give access to Lightkeepers door
_gameWorld.BufferZoneController.SetPlayerAccessStatus(_player.ProfileId, true);
}
}
public void Update()
{
if (_gameWorld == null || _addedToEnemy || _disabledDoor || _transmitter == null) return;
_timer += Time.deltaTime;
IncrementLastUpdateTimer();
// Exit early if last update() run time was < 10 secs ago
if (_timer < 10f)
{
return;
}
if (_bosses.Count == 0)
// 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)
{
SetupBosses();
return;
}
// Find Zryachiy and prep him
if (_zryachiyAndFollowers.Count == 0)
{
SetupZryachiyAndFollowerHostility();
}
if (_isScav)
{
PlayerIsScav();
MakeZryachiyAndFollowersHostileToPlayer();
return;
}
if (_gameWorld?.MainPlayer?.HandsController?.Item?.TemplateId == _transmitterId)
// (active/green)
if (PlayerHasActiveTransmitterInHands())
{
if (_transmitter?.RecodableComponent?.Status == RadioTransmitterStatus.Green)
{
foreach (var mine in _mines)
{
if (mine.gameObject.activeSelf)
{
mine.gameObject.SetActive(false);
}
}
}
SetBridgeMinesStatus(false);
}
else
{
foreach (var mine in _mines)
{
if (!mine.gameObject.activeSelf)
{
mine.gameObject.SetActive(true);
}
}
SetBridgeMinesStatus(true);
}
if (_aggressor)
{
PlayerIsAggressor();
DisableAccessToLightKeeper();
}
}
private void SetupBosses()
private RecodableItemClass GetTransmitterFromInventory()
{
foreach (var aiBot in _gameWorld.AllAlivePlayersList)
{
if (!aiBot.IsYourPlayer)
{
// Edge case of bossZryachiy not being hostile to player
if (aiBot.AIData.BotOwner.IsRole(WildSpawnType.bossZryachiy) || aiBot.AIData.BotOwner.IsRole(WildSpawnType.followerZryachiy))
{
// Subscribe to Bosses OnDeath event
aiBot.OnPlayerDeadOrUnspawn += player1 =>
{
if (player1?.KillerId == _gameWorld.MainPlayer.ProfileId)
{
_aggressor = true;
}
};
return (RecodableItemClass)_player.Profile.Inventory.AllRealPlayerItems.FirstOrDefault(x => x.TemplateId == _transmitterId);
}
_bosses.Add(aiBot);
}
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);
}
}
private void SetupZryachiyAndFollowerHostility()
{
// only process non-players (ai)
foreach (var aiBot in _gameWorld.AllAlivePlayersList.Where(x => !x.IsYourPlayer))
{
// Edge case of bossZryachiy not being hostile to player
if (aiBot.AIData.BotOwner.IsRole(WildSpawnType.bossZryachiy) || aiBot.AIData.BotOwner.IsRole(WildSpawnType.followerZryachiy))
{
// Subscribe to bots OnDeath event
aiBot.OnPlayerDeadOrUnspawn += player1 =>
{
// 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)
{
_aggressor = true;
_player.Profile.TradersInfo[_lightKeeperTid].SetStanding(-0.01);
}
};
// Save bot to list for later access
_zryachiyAndFollowers.Add(aiBot);
}
}
}
private void PlayerIsScav()
/// <summary>
/// Iterate over bots gathered from SetupZryachiyHostility()
/// </summary>
private void MakeZryachiyAndFollowersHostileToPlayer()
{
// If player is a scav, they must be added to the bosses enemy list otherwise they wont kill them
foreach (var boss in _bosses)
foreach (var bot in _zryachiyAndFollowers)
{
boss.AIData.BotOwner.BotsGroup.AddEnemy(_gameWorld.MainPlayer);
bot.AIData.BotOwner.BotsGroup.AddEnemy(_player);
}
_addedToEnemy = true;
// Flag player was added to enemy list
_playerFlaggedAsEnemyToBosses = true;
}
private void PlayerIsAggressor()
/// <summary>
/// Disable door + set transmitter to 'red'
/// </summary>
private void DisableAccessToLightKeeper()
{
// Disable access to Lightkeepers door for the player
_gameWorld.BufferZoneController.SetPlayerAccessStatus(_gameWorld.MainPlayer.ProfileId, false);
_transmitter?.RecodableComponent?.SetStatus(RadioTransmitterStatus.Yellow);
_transmitter?.RecodableComponent?.SetEncoded(false);
_disabledDoor = true;
_isDoorDisabled = true;
}
}
}

View File

@ -17,8 +17,10 @@ namespace Aki.SinglePlayer.Patches.Progression
private static void PatchPostfix()
{
var gameWorld = Singleton<GameWorld>.Instance;
if (gameWorld == null || gameWorld.MainPlayer.Location.ToLower() != "lighthouse") return;
if (gameWorld == null || gameWorld.MainPlayer.Location.ToLower() != "lighthouse")
{
return;
}
gameWorld.GetOrAddComponent<LighthouseProgressionClass>();
}