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Further chagnes for lighthouse bosses

This commit is contained in:
Dev 2023-07-30 12:24:36 +01:00
parent 3b1e7cf509
commit e6eeedf007
2 changed files with 10 additions and 7 deletions

View File

@ -17,6 +17,9 @@ namespace Aki.Custom.Patches
private static MethodInfo _addEnemy;
private readonly string _targetMethodName = "CheckAndAddEnemy";
/// <summary>
/// BotGroupClass.CheckAndAddEnemy()
/// </summary>
public CheckAndAddEnemyPatch()
{
_targetType = PatchConstants.EftTypes.Single(IsTargetType);
@ -47,7 +50,7 @@ namespace Aki.Custom.Patches
/// removes the !player.AIData.IsAI check
/// </summary>
[PatchPrefix]
private static bool PatchPrefix(object __instance, ref IAIDetails player, ref bool ignoreAI)
private static bool PatchPrefix(BotGroupClass __instance, IAIDetails player, ref bool ignoreAI, Dictionary<IAIDetails, BotSettingsClass> ___Enemies)
{
//var side = (EPlayerSide)_sideField.GetValue(__instance);
//var botType = (WildSpawnType)_spawnTypeField.GetValue(__instance);
@ -57,15 +60,15 @@ namespace Aki.Custom.Patches
return false; // do nothing and skip
}
var enemies = (Dictionary<IAIDetails, BotSettingsClass>)_enemiesField.GetValue(__instance);
if (enemies.ContainsKey(player))
if (!___Enemies.ContainsKey(player))
{
return false;// do nothing and skip
__instance.AddEnemy(player);
}
// Add enemy to list
//if (!enemies.ContainsKey(player) && (!playerIsAi || ignoreAI))
_addEnemy.Invoke(__instance, new IAIDetails[] { player });
//_addEnemy.Invoke(__instance, new IAIDetails[] { player });
return false;
}

View File

@ -15,7 +15,7 @@ namespace Aki.SinglePlayer.Models.Progression
private bool _playerFlaggedAsEnemyToBosses;
private List<MineDirectionalColliders> _bridgeMines;
private RecodableItemClass _transmitter;
private List<IAIDetails> _zryachiyAndFollowers = new List<IAIDetails>();
private readonly List<IAIDetails> _zryachiyAndFollowers = new List<IAIDetails>();
private bool _aggressor;
private bool _isDoorDisabled;
private readonly string _transmitterId = "62e910aaf957f2915e0a5e36";
@ -158,7 +158,7 @@ namespace Aki.SinglePlayer.Models.Progression
if (player1?.KillerId == _player?.ProfileId)
{
_aggressor = true;
_player?.Profile.TradersInfo[_lightKeeperTid].SetStanding(-0.01f);
_player?.Profile.TradersInfo[_lightKeeperTid].SetStanding(-0.01);
}
};