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mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 09:50:43 -05:00
Terkoiz 337a0733ae Publicized assembly refactor (!58)
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>
2024-01-13 22:08:29 +00:00

149 lines
5.9 KiB
C#

using Aki.Common.Http;
using Aki.Common.Utils;
using Aki.Reflection.Patching;
using Aki.Reflection.Utils;
using Comfort.Common;
using EFT;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
namespace Aki.SinglePlayer.Patches.ScavMode
{
/// <summary>
/// Make alterations to the _raidSettings values prior to them being used to create a local game
/// ____raidSettings.SelectedLocation.EscapeTimeLimit
/// ____raidSettings.SelectedLocation.exits
/// Singleton<BackendConfigSettingsClass>.Instance.Experience.MatchEnd.SurvivedTimeRequirement
/// </summary>
public class ScavLateStartPatch : ModulePatch
{
// A cache of Location settings before any edits were made
private static readonly Dictionary<string, LocationSettingsClass.Location> originalLocationSettings = new Dictionary<string, LocationSettingsClass.Location>();
protected override MethodBase GetTargetMethod()
{
var desiredType = typeof(TarkovApplication);
var desiredMethod = Array.Find(desiredType.GetMethods(PatchConstants.PublicDeclaredFlags), IsTargetMethod);
Logger.LogDebug($"{this.GetType().Name} Type: {desiredType?.Name}");
Logger.LogDebug($"{this.GetType().Name} Method: {desiredMethod?.Name}");
return desiredMethod;
}
private bool IsTargetMethod(MethodInfo arg)
{
// method_43 as of 26535
var parameters = arg.GetParameters();
return parameters.Length == 2
&& parameters[0]?.Name == "timeAndWeather"
&& parameters[1]?.Name == "timeHasComeScreenController"
&& arg.ReturnType == typeof(Task);
}
[PatchPrefix]
private static bool PatchPrefix(ref RaidSettings ____raidSettings)
{
var currentMapId = ____raidSettings.SelectedLocation.Id;
// Cache map info for use later
if (!originalLocationSettings.ContainsKey(currentMapId))
{
originalLocationSettings.Add(currentMapId, ____raidSettings.SelectedLocation);
}
// Create request and send to server, parse response
var request = new RaidTimeRequest(____raidSettings.Side, currentMapId);
var json = RequestHandler.PostJson("/singleplayer/settings/getRaidTime", Json.Serialize(request));
var serverResult = Json.Deserialize<RaidTimeResponse>(json);
// Capture the changes that will be made to the raid so they can be easily accessed by modders
Utils.InRaid.RaidChangesUtil.UpdateRaidChanges(____raidSettings, serverResult);
// Set new raid time
____raidSettings.SelectedLocation.EscapeTimeLimit = serverResult.RaidTimeMinutes;
// Handle survival time changes
if (serverResult.NewSurviveTimeSeconds.HasValue)
{
AdjustSurviveTimeForExtraction(serverResult.NewSurviveTimeSeconds.Value);
}
else
{
AdjustSurviveTimeForExtraction(serverResult.OriginalSurvivalTimeSeconds);
}
// Handle exit changes
ResetMapExits(____raidSettings.SelectedLocation, originalLocationSettings[currentMapId]);
if (serverResult.ExitChanges != null && serverResult.ExitChanges.Count > 0)
{
AdjustMapExits(____raidSettings.SelectedLocation, serverResult.ExitChanges);
}
// Confirm that all raid changes are complete
Utils.InRaid.RaidChangesUtil.ConfirmRaidChanges();
return true; // Do original method
}
private static void AdjustMapExits(LocationSettingsClass.Location location, List<ExitChanges> exitChangesToApply)
{
// Loop over each exit change from server
foreach (var exitChange in exitChangesToApply)
{
// Find the client exit we want to make changes to
var exitToChange = location.exits.FirstOrDefault(x => x.Name == exitChange.Name);
if (exitToChange == null)
{
Logger.LogDebug($"Exit with Id: {exitChange.Name} not found, skipping");
continue;
}
if (exitChange.Chance.HasValue)
{
exitToChange.Chance = exitChange.Chance.Value;
}
if (exitChange.MinTime.HasValue)
{
exitToChange.MinTime = exitChange.MinTime.Value;
}
if (exitChange.MaxTime.HasValue)
{
exitToChange.MaxTime = exitChange.MaxTime.Value;
}
}
}
private static void ResetMapExits(LocationSettingsClass.Location clientLocation, LocationSettingsClass.Location cachedLocation)
{
// Iterate over cached original map data
foreach (var cachedExit in cachedLocation.exits)
{
// Find client exit
var clientLocationExit = clientLocation.exits.FirstOrDefault(x => x.Name == cachedExit.Name);
if (clientLocationExit == null)
{
Logger.LogDebug($"Unable to find exit with name: {cachedExit.Name}, skipping");
continue;
}
// Reset values to those from cache
clientLocationExit.Chance = cachedExit.Chance;
clientLocationExit.MinTime = cachedExit.MinTime;
clientLocationExit.MaxTime = cachedExit.MaxTime;
}
}
private static void AdjustSurviveTimeForExtraction(int newSurvivalTimeSeconds)
{
var matchEndConfig = Singleton<BackendConfigSettingsClass>.Instance.Experience.MatchEnd;
matchEndConfig.SurvivedTimeRequirement = newSurvivalTimeSeconds;
}
}
}