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modules/project/SPT.SinglePlayer/Patches/Quests/InRaidQuestAvailablePatch.cs
2024-05-21 19:10:17 +01:00

59 lines
2.0 KiB
C#

using SPT.Reflection.Patching;
using SPT.Reflection.Utils;
using EFT.Quests;
using HarmonyLib;
using System;
using System.Linq;
using System.Reflection;
namespace SPT.SinglePlayer.Patches.Quests
{
/**
* Lightkeeper quests change their state in-raid, and will change to the `AppearStatus` of the quest once
* the AvailableAfter time has been hit. This defaults to `Locked`, but should actually be `AvailableForStart`
*
* So if we get a quest state change from `AvailableAfter` to `Locked`, we should actually change to `AvailableForStart`
*/
public class InRaidQuestAvailablePatch : ModulePatch
{
private static PropertyInfo _questStatusProperty;
protected override MethodBase GetTargetMethod()
{
var targetType = PatchConstants.EftTypes.FirstOrDefault(IsTargetType);
var targetMethod = AccessTools.Method(targetType, "SetStatus");
_questStatusProperty = AccessTools.Property(targetType, "QuestStatus");
Logger.LogDebug($"{this.GetType().Name} Type: {targetType?.Name}");
Logger.LogDebug($"{this.GetType().Name} Method: {targetMethod?.Name}");
Logger.LogDebug($"{this.GetType().Name} QuestStatus: {_questStatusProperty?.Name}");
return targetMethod;
}
private bool IsTargetType(Type type)
{
if (type.GetProperty("StatusTransition") != null &&
type.GetProperty("IsChangeAllowed") != null &&
type.GetProperty("NeedCountdown") == null)
{
return true;
}
return false;
}
[PatchPrefix]
private static void PatchPrefix(object __instance, ref EQuestStatus status)
{
var currentStatus = (EQuestStatus)_questStatusProperty.GetValue(__instance);
if (currentStatus == EQuestStatus.AvailableAfter && status == EQuestStatus.Locked)
{
status = EQuestStatus.AvailableForStart;
}
}
}
}