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