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Todo: * BTR Driver services * Send to items to player stash (2x4) * Provide covering fire * Taxi to a specific location on Streets * BTR turns hostile if you shoot it * BTR automatically follows a set path from raid start, stopping at locations for 90 seconds each stop Co-authored-by: Nympfonic <arys.steam@gmail.com> Reviewed-on: SPT-AKI/Modules#51 Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com> Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
87 lines
3.7 KiB
C#
87 lines
3.7 KiB
C#
using Aki.Reflection.Patching;
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using EFT.UI;
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using EFT.Vehicle;
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using EFT;
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using HarmonyLib;
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using System.Reflection;
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using UnityEngine;
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using Comfort.Common;
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using System;
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using EFT.NextObservedPlayer;
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namespace Aki.Debugging.BTR.Patches
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{
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// Fixes the BTR Bot initialization in method_1() of BTRTurretView
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//
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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// For now, we do dirty patches to work around the lack of ObservedPlayerView, using Player instead.
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public class BTRBotInitPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BTRTurretView), "method_1");
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}
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[PatchPostfix]
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public static void PatchPostfix(object __instance, int btrBotId, ref bool __result)
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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var btrTurretView = (BTRTurretView)__instance;
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foreach (var playerKeyValue in gameWorld.allAlivePlayersByID)
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{
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if (playerKeyValue.Value.Id == btrBotId)
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{
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try
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{
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Renderer[] array = playerKeyValue.Value.GetComponentsInChildren<Renderer>();
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for (int i = 0; i < array.Length; i++)
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{
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array[i].enabled = false;
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}
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var aiFirearmController = playerKeyValue.Value.gameObject.GetComponent<Player.FirearmController>();
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var currentWeaponPrefab = (WeaponPrefab)AccessTools.Field(aiFirearmController.GetType(), "weaponPrefab_0").GetValue(aiFirearmController);
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if (currentWeaponPrefab.RemoveChildrenOf != null)
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{
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foreach (var text in currentWeaponPrefab.RemoveChildrenOf)
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{
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var transform = currentWeaponPrefab.transform.FindTransform(text);
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if (transform != null)
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{
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transform.gameObject.SetActive(false);
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}
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}
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}
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foreach (var renderer in currentWeaponPrefab.GetComponentsInChildren<Renderer>())
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{
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if (renderer.name == "MuzzleJetCombinedMesh")
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{
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renderer.transform.localPosition = new Vector3(0.18f, 0f, -0.095f);
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}
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else
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{
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renderer.enabled = false;
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}
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}
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var tuple = new ValueTuple<ObservedPlayerView, bool>(new ObservedPlayerView(), true);
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var btrTurretViewTupleField = AccessTools.Field(btrTurretView.GetType(), "valueTuple_0");
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btrTurretViewTupleField.SetValue(btrTurretView, tuple);
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__result = true;
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return;
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}
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catch
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{
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ConsoleScreen.LogError("[AKI-BTR] BtrBot initialization failed, BtrBot will be visible ingame. Check logs.");
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throw;
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}
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}
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}
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}
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}
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}
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