Todo:
* Taxi service
* Improve turret aim/firing
* Switch targets when current target out of line of sight
* Allow certain aspects to be configured from server, for example: price multipliers, wait times at each location, etc.
* Perhaps, a persisting blacklist from the BTR for several raids afterwards
* Further code refactoring
Co-authored-by: Nympfonic <arys.steam@gmail.com>
Reviewed-on: SPT-AKI/Modules#63
Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com>
Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
Todo:
* Taxi service
* Refinement of BTR turret aim/shooting
* BTR should switch targets if it has no line of sight to current target
* Blacklist player from entering BTR after antagonising it
* Perhaps make blacklist persist for 3 raids (apparently on Live?)
* Code refactor because it currently looks like doodoo
Co-authored-by: Nympfonic <arys.steam@gmail.com>
Reviewed-on: SPT-AKI/Modules#62
Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com>
Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
I've moved trader services handling from Aki.Debugging BTR code into Aki.SinglePlayer
This simplifies some of the code, and allows a more "generic" implementation.
I've also patched the GetTraderServicesDataFromServer and TryPurchaseTraderService methods to properly utilize the TraderServicesManager for storing service state
For now, this makes Aki.Debugging depend on Aki.SinglePlayer, this can be reverted once the BTR stuff is moved
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#61
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Depends on SPT-AKI/SPT-AssemblyTool#3
* Refactored Modules for better consistency and general readability, along with preparing the code for a publicized assembly
* Added `PublicDeclaredFlags` to `PatchConstants` to cover a set of commonly used flags to get methods post-publicizing
* Added a replacement to LINQ's `.Single()` - `.SingleCustom()` which has improved logging to help with debugging Module code. Replaced all `.Single()` usages where applicable
* Replaced most method info fetching with `AccessTools` for consistency and better readability, especially in places where methods were being retrieved by their name anyways
**NOTE:**
As a side effect of publicizing all properties, some property access code such as `Player.Position` will now show "ambiguous reference" errors during compile, due to there being multiple interfaces with the Property name being defined on the class. The way to get around this is to use a cast to an explicit interface
Example:
```cs
Singleton<GameWorld>.Instance.MainPlayer.Position
```
will now need to be
```cs
((IPlayer)Singleton<GameWorld>.Instance.MainPlayer).Position
```
Co-authored-by: Terkoiz <terkoiz@spt.dev>
Reviewed-on: SPT-AKI/Modules#58
Co-authored-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-committed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
While continuing mod development with SPT 3.7.4 (namely for Questing Bots and SAIN), I found that the API I added to SPT 3.7.4 is unintuitive and clunky to use after the raid is done loading but before the countdown timer expires. With the current SPT code, calling `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` will result in an exception during this time unless you check `HasRaidStarted()` first.
These changes will prevent those methods from throwing an exception unless you try calling them before a raid has finished loading (which should rarely happen). This allows mods to more easily do things using `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` before the countdown timer expires (i.e. cache bots).
These changes only improve the robustness of the existing code and will not break any mods that use the existing API.
Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Co-authored-by: chomp <chomp@noreply.dev.sp-tarkov.com>
Reviewed-on: SPT-AKI/Modules#45
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
## 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>
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>
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>
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>
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>
- 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>