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mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 02:50:45 -05:00

112 Commits

Author SHA1 Message Date
612e7f0b1b Prevent Bots from Running into Airdrop Crates (!46)
Adds a `NavMeshObstacle` component to airdrop boxes at the end of `OnBoxLand`. Without this change, bots run into the crates as if they aren't there (because they're dumb).

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Reviewed-on: SPT-AKI/Modules#46
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-27 11:25:15 +00:00
Dev
43fc5c9985 More checks 2023-12-27 11:25:15 +00:00
Dev
109e9a0890 Fix build issue 2023-12-27 11:25:15 +00:00
54a6c706f0 update game check (!44)
Co-authored-by: waffle.lord <waffle.lord@hotmail.com>
Reviewed-on: SPT-AKI/Modules#44
Co-authored-by: IsWaffle <waffle.lord@noreply.dev.sp-tarkov.com>
Co-committed-by: IsWaffle <waffle.lord@noreply.dev.sp-tarkov.com>
2023-12-27 11:25:15 +00:00
Merijn Hendriks
3c23adebe2 [enhancement] Simplify zlib (!43)
## Preface

EFT has been reworking the `bsg.componentace.compression.libs.zlib` alot the past versions, including various enhancements and introduced bugs (zero-tail decompression infinite looping). This also includes working towards deprecating `SimpleZlib` and improving `ZOutputStream`'s performance.

While working on Haru, @waffle.lord and I have been reworking the zlib code to be much simpler. These changes are compatible with Aki.

## The issue

- The current code is complex to understand without experience with the zlib library in question
- `Zlib.IsCompressed` has a bug when operating on < 3 bytes. The third statement is reached and thus out of bounds.

## Why fix this

- Simplifying the code improves future readability.
- Using `ZOutputStream` enables usage of further performance improvements made to `ZOutputStream` by BSG.
- `Zlib.IsCompressed` will work again on `byte[2]` and below.

## Why was it like this in the first place?

At the time of writing this code, there was poor understanding of how the zlib library worked. The implementation was a best-guess from decompiled code.

## What's affected?

Only Zlib utility's internal code. No external libraries are affected.

Co-authored-by: Merijn Hendriks <merijn.d.hendriks@gmail.com>
Reviewed-on: SPT-AKI/Modules#43
Co-authored-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com>
Co-committed-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com>
2023-12-09 22:49:16 +00:00
Merijn Hendriks
820619b0dc [critical] Fix .NET Framework version (!42)
## Preface

The current version of Aki uses .NET Framework 4.7.2, C# 7.3.

However, this is not correct. Unity 2019.4.31f uses .NET Framework 4.7.1, C# 7.0 (you can see this when creating a new blank project in this unity version, then check the Assembly-CSharp.csproj).

You can load netstandard2.0 assemblies into EFT, which support C# 7.3.

## The issue

.NET Core 2.1 support types like `Span<T>` and `ReadOnlySpan<T>` which previous versions of .NET (.NET Core 2.0 / .NET Framework 4.8.1 and below, C# 7.1 and below) need to support through the `System.Memory` nuget package. Right now, this conflicts.

If you attempt to load an assembly like this, EFT will simply crash because `Span<T>` and `ReadOnlySpan<T>` do not exist inside mono's `mscorlib`.

## Why fix this

This is important for a variety of reasons:

- Prevent modders from accessing not available APIs leading to unexpected crashes
- Prevent possible compatability issues with EFT later
- Support for `Span<T>` and `ReadOnlySpan<T>` through `System.Memory` which is important for high-performance code and client mods (one of which I'm working on).

I really want to stress that this is an important issue to fix and should be merged ASAP. Unity 2019.4 being lax doesn't mean the next LTS version won't prevent loading.

## Why was the wrong version in the first place?

It was a best guess made by me 2 years ago. There were more pressing issues back then and it didn't crash on me. It started becoming an issue 1 year ago when I tried to port Aki to C#, because self-signed certificate generation is supported only within 4.7.2 and newer.

For reference: https://learn.microsoft.com/en-us/dotnet/api/system.security.cryptography.x509certificates.certificaterequest.createselfsigned?view=netframework-4.7.2

## What's affected?

All the `.csproj` files in this repo.

Merging this means that some mods might need to retarget from .NET Framework 4.7.2 to 4.7.1.

Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Co-authored-by: Terkoiz <terkoiz@spt.dev>
Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-authored-by: Merijn Hendriks <merijn.d.hendriks@gmail.com>
Reviewed-on: SPT-AKI/Modules#42
Co-authored-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com>
Co-committed-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com>
2023-12-09 16:32:45 +00:00
e91bf951d2 Added HasRaidStarted Method to RaidTimeUtil (!41)
To avoid issues when somebody calls `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` when a raid isn't in progress, I throw an exception if `GameTimer` isn't running. However, this can be confusing for modders since `GameTimer` starts well after `GameWorld` is instantiated. Therefore, I added a new `HasRaidStarted()` method so it's more clear when these methods can be called. Additionally, I updated the documentation for those methods to warn the user that `HasRaidStarted()` must be true or they'll throw an exception.

Alternatively, I can change the return type from `float` to `float?` for those methods and return null if a raid hasn't started. However, I felt like a null response is less intuitive than an exception in this case.

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Reviewed-on: SPT-AKI/Modules#41
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-08 22:22:42 +00:00
647fd0af89 Created RaidTimeUtil class to allow modders to retrieve "real" raid-time information (!40)
Added `RaidTimeUtil` which provides the following public methods:
* `GetRemainingRaidSeconds()`: Get the seconds remaining in the raid
* `GetRaidTimeRemainingFraction()`: Get the fraction of time remaining in the raid (relative to the original escape time for the map)
* `GetElapsedRaidSeconds()`: Get the elapsed seconds in the raid (relative to the original escape time for the map)
* `GetSecondsSinceSpawning()`: Get the elapsed seconds since spawning into the raid

This will allow modders to do things based on raid time, even after changes have been made for Scav raids.

The new class required several properties to be added to the existing `RaidChangesUtil` because apparently I can never stop messing with that class...

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Reviewed-on: SPT-AKI/Modules#40
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-08 22:22:42 +00:00
Dev
a7c76768a1 Remove debug logging 2023-12-03 11:16:19 +00:00
cd460851b2 Updated ScavRaidChangesUtil with Improved RaidChangesUtil (!39)
Since my half-baked PR containing a new class, `ScavRaidChangesUtil`, was merged, I figured I should flesh it out a little more.

I renamed the class as `RaidChangesUtil` and changed its namespace from `ScavMode` to `InRaid`. The main reason is because the information in this class is still applicable for PMC raids, so the class name/namespace should reflect that. I also allow modders to get more information about the changes that were made and relevant raid information for them.

I didn't include methods to retrieve changes made to location exits (for train times) because I didn't see much value in spending the time on it right now. I can always add it sometime in the future.

The way I manage `HaveChangesBeenApplied` in the new class is a bit lazy, but I didn't think buffering the values was necessary considering the limited applications for this class. Please let me know if you think this should be improved.

I'll add a new class in the new namespace for getting current raid-time information in another PR.

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Reviewed-on: SPT-AKI/Modules#39
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-03 11:16:19 +00:00
a8ede7bb13 Add Util to Allow Modders to Access Changes for Scav Raids (!38)
Added `Utils.ScavMode.ScavRaidChangesUtil` class so mods can easily access the change in map settings (currently just escape time) for Scav raids. This will allow mods like Questing Bots, DONUTS, etc. easily be able to alter spawn settings based on "real" raid time. Currently, each mod has to cache original raid settings and calculate the difference in escape times, which is performing redundant work.

I'm not sure what your conventions are for naming and stuff, so feel free to hack this up.

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Reviewed-on: SPT-AKI/Modules#38
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-03 11:16:18 +00:00
Dev
4de8ee7b50 improve handling of serverResult.NewSurviveTimeSeconds 2023-12-03 11:16:18 +00:00
Dev
c979b89ddd Formatting improvements 2023-12-03 11:16:18 +00:00
Dev
ab2a9bbb40 Reworked ScavLateStart patch
Removed majority of logic from client code in favour of having it in server
Targets different method, method_43
Processes changes provided by server
2023-12-03 11:16:18 +00:00
Dev
2290aaf8d1 use data from server when choosing player scav brain 2023-12-03 11:16:18 +00:00
Dev
d19084c8cf Call into server during raid creation to get a replacement value for _raidSettings.SelectedLocation.EscapeTimeLimit 2023-12-03 11:16:18 +00:00
Dev
a69f628592 Add comments to OfflineSaveProfilePatch 2023-11-22 15:44:37 +00:00
Dev
0993a2353c Fix LabsKeycardRemovalPatch 2023-11-17 09:36:11 +00:00
8dcbd0f0b2 Added patch to remove the Labs Access Card from player inventory when entering Labs (!37)
Co-authored-by: Terkoiz <terkoiz@spt.dev>
Reviewed-on: SPT-AKI/Modules#37
Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-committed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
2023-11-17 09:30:13 +00:00
Terkoiz
1f6a8d0f2e Small adjustment to fix loading SPT with the Unity Development Build 2023-11-17 09:30:13 +00:00
Dev
cb00fd0c1f Add additional logging 2023-11-17 09:30:13 +00:00
Dev
d17ecbb567 Add additional logging 2023-11-12 13:58:06 +00:00
Dev
2eb69ee311 27050 2023-11-09 14:48:36 +00:00
Dev
c2d019141e 27001 2023-11-06 12:57:36 +00:00
Dev
1234c611c8 Fix halloween zryachiy not being peaceful 2023-11-02 15:10:44 +00:00
Dev
15baf988f2 26921 2023-10-30 19:00:31 +00:00
Dev
e9980a4869 Update readme 2023-10-28 10:42:54 +01:00
Dev
e9779ecc76 Update dll 2023-10-28 10:40:09 +01:00
4047f86b24 Update references for 26835 (!36)
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#36
2023-10-28 09:30:21 +00:00
4b0ebbe597 Send plugin errors to the server console (!35)
- Implement the models/helpers required to send console messages to the server console
- Implement sending plugin errors on startup to the server console
- Remove an unused variable and incorrect comment from PluginErrorNotifierPatch

Example output:
![Example](https://i.imgur.com/c0XBYLm.png)

Depends on changes in SPT-AKI/Server#160

Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#35
Reviewed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
2023-10-27 18:46:56 +00:00
Dev
697bc90c93 Add new patch from Kaeno that transfers scav quest status data from PMC to scav in the pre-raid screen 2023-10-21 21:44:06 +01:00
9c4b72377b Remove ingame console logging for rankpanel patch (!34)
Co-authored-by: Kaeno <e>
Reviewed-on: SPT-AKI/Modules#34
Co-authored-by: chomp <chomp@noreply.dev.sp-tarkov.com>
Co-committed-by: chomp <chomp@noreply.dev.sp-tarkov.com>
2023-10-14 10:28:59 +00:00
CWX
57584bc8ba change back to Start function 2023-10-11 18:25:38 +01:00
Dev
ebf0079925 Update readme 2023-10-10 13:28:07 +01:00
Dev
49e4b3fd3a 26535 2023-10-10 12:18:01 +01:00
1e238c426e 0.13.5.0 (!33)
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Co-authored-by: CWX <CWX@noreply.dev.sp-tarkov.com>
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-authored-by: RaiRaiTheRaichu <rairaitheraichu@noreply.dev.sp-tarkov.com>
Co-authored-by: CWX <cwx@noreply.dev.sp-tarkov.com>
Co-authored-by: Kaeno <e>
Reviewed-on: SPT-AKI/Modules#33
2023-10-10 10:58:33 +00:00
Dev
5e881d263f Additional null guard 2023-08-07 19:47:22 +01:00
Dev
78a22ead66 Skip iterating over items if is null or empty 2023-08-07 19:46:12 +01:00
bbc8e4d1c8 Add patch to fix post-raid screen not showing scav xp gained during raid (!17)
Co-authored-by: Kaeno <e>
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Reviewed-on: SPT-AKI/Modules#17
2023-08-06 07:09:49 +00:00
49acd11765 Track insured item values to be used post-raid by server (!16)
Co-authored-by: CWX <CWX@noreply.dev.sp-tarkov.com>
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Reviewed-on: SPT-AKI/Modules#16
2023-08-05 17:26:09 +00:00
Dev
37e356c430 Only add Z and follower to list if they dont exist already
Call `CheckAndAddEnemy` instead of `AddEnemy` - use additional checks
2023-07-30 13:47:51 +01:00
Dev
584215e2b4 remove commented out code 2023-07-30 13:16:17 +01:00
Dev
7a0f4d2227 Fix patch 2023-07-30 13:15:35 +01:00
Dev
e6eeedf007 Further chagnes for lighthouse bosses 2023-07-30 12:24:36 +01:00
Dev
3b1e7cf509 Add nullguards to patch code 2023-07-30 11:22:00 +01:00
Dev
aa9a1af8c4 Refactor LighthouseProgressionClass + adjust lightkeeper standing to -0.01 when player becomes hostile with Zryachiy/followers 2023-07-30 10:04:35 +01:00
Dev
8b4847714c Improve comments 2023-07-30 09:47:25 +01:00
Dev
4a6b658b28 25206 2023-07-28 10:01:11 +01:00
Dev
83ea79c56c make patch do original code afterwards 2023-07-27 21:42:46 +01:00
Dev
3aec22097b New patch - Resolve issue with PMCs not removing bleeds causing them to slowly bleed to death.
This is due to different medkit classes being used depending on what wildspawntype is used

Patch removes all negative effects from all body parts when PMC heals
2023-07-27 21:00:26 +01:00