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modules/project/Aki.SinglePlayer/Patches/Healing/HealthControllerPatch.cs
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

57 lines
2.3 KiB
C#

using Aki.Reflection.Patching;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using HarmonyLib;
namespace Aki.SinglePlayer.Patches.Healing
{
/// <summary>
/// HealthController used by post-raid heal screen and health listener class are different, this patch
/// ensures effects (fracture/bleeding) on body parts stay in sync
/// </summary>
public class HealthControllerPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(HealthControllerClass), nameof(HealthControllerClass.ApplyTreatment));
}
[PatchPrefix]
private static void PatchPrefix(object healthObserver)
{
var property = AccessTools.Property(healthObserver.GetType(), "Effects");
if (property != null)
{
var effects = property.GetValue(healthObserver);
if (effects != null && effects.GetType().GetGenericTypeDefinition() == typeof(List<>))
{
var parsedEffects = ((IList)effects).Cast<object>().ToList();
parsedEffects.ForEach(effect =>
{
var parsedEffect = effect as IEffect;
try
{
// I tried using reflections to raise the event, I also tried replacing the effect
// health controller using reflections but they are different types than the one the actual
// player class uses so it cant be replaced.
// Unfortunately, the easiest way to deal with this is just manually triggering the HealthListener method
Utils.Healing.HealthListener.Instance.OnEffectRemovedEvent(parsedEffect);
}
catch (Exception ex)
{
Logger.LogError($"Exception!\n{ex.Message}\n{ex.StackTrace}");
}
});
}
}
else
{
Logger.LogDebug("No effects found to heal on the observer!");
}
}
}
}