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DanW bf07137cf7 Improve Robustness of RaidChangesUtil and RaidTimeUtil (!45)
While continuing mod development with SPT 3.7.4 (namely for Questing Bots and SAIN), I found that the API I added to SPT 3.7.4 is unintuitive and clunky to use after the raid is done loading but before the countdown timer expires. With the current SPT code, calling `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` will result in an exception during this time unless you check `HasRaidStarted()` first.

These changes will prevent those methods from throwing an exception unless you try calling them before a raid has finished loading (which should rarely happen). This allows mods to more easily do things using `GetRemainingRaidSeconds()` or `GetRaidTimeRemainingFraction()` before the countdown timer expires (i.e. cache bots).

These changes only improve the robustness of the existing code and will not break any mods that use the existing API.

Co-authored-by: dwesterwick <dwesterwick@yahoo.com>
Co-authored-by: chomp <chomp@noreply.dev.sp-tarkov.com>
Reviewed-on: SPT-AKI/Modules#45
Co-authored-by: DanW <danw@noreply.dev.sp-tarkov.com>
Co-committed-by: DanW <danw@noreply.dev.sp-tarkov.com>
2023-12-27 11:25:15 +00:00

113 lines
4.9 KiB
C#

using Aki.SinglePlayer.Patches.ScavMode;
using EFT;
using System;
namespace Aki.SinglePlayer.Utils.InRaid
{
/// <summary>
/// Allow modders to access changes made to the current (or most recent) raid
/// </summary>
public static class RaidChangesUtil
{
/// <summary>
/// The UTC time when raid changes were last applied
/// </summary>
public static DateTime RaidChangesAppliedUtcTime { get; private set; } = DateTime.MinValue;
/// <summary>
/// If raid changes have been completed
/// </summary>
public static bool HaveChangesBeenApplied => RaidChangesAppliedUtcTime != DateTime.MinValue;
/// <summary>
/// If the most recent raid was a Scav run
/// </summary>
public static bool IsScavRaid { get; private set; } = false;
/// <summary>
/// The location ID of the map for the current (or most recent) raid
/// </summary>
public static string LocationId { get; private set; } = string.Empty;
/// <summary>
/// The original escape time for the current (or most recent) raid, in minutes
/// </summary>
public static int OriginalEscapeTimeMinutes { get; private set; } = int.MaxValue;
/// <summary>
/// The original escape time for the current (or most recent) raid, in seconds
/// </summary>
public static int OriginalEscapeTimeSeconds => OriginalEscapeTimeMinutes * 60;
/// <summary>
/// The updated escape time for the current (or most recent) raid, in minutes
/// </summary>
public static int NewEscapeTimeMinutes { get; private set; } = int.MaxValue;
/// <summary>
/// The updated escape time for the current (or most recent) raid, in seconds
/// </summary>
public static int NewEscapeTimeSeconds => NewEscapeTimeMinutes * 60;
/// <summary>
/// The reduction in the escape time for the current (or most recent) raid, in minutes
/// </summary>
public static int RaidTimeReductionMinutes => OriginalEscapeTimeMinutes - NewEscapeTimeMinutes;
/// <summary>
/// The reduction in the escape time for the current (or most recent) raid, in seconds
/// </summary>
public static int RaidTimeReductionSeconds => RaidTimeReductionMinutes * 60;
/// <summary>
/// The fraction of raid time that will be remaining when you spawn into the map
/// </summary>
public static float RaidTimeRemainingFraction => (float)NewEscapeTimeMinutes / OriginalEscapeTimeMinutes;
/// <summary>
/// The original minimum time (in seconds) you must stay in the raid to get a "Survived" status (unless your XP is high enough) for the current (or most recent) raid
/// </summary>
public static int OriginalSurvivalTimeSeconds { get; private set; } = int.MaxValue;
/// <summary>
/// The updated minimum time (in seconds) you must stay in the raid to get a "Survived" status (unless your XP is high enough) for the current (or most recent) raid
/// </summary>
public static int NewSurvivalTimeSeconds { get; private set; } = int.MaxValue;
/// <summary>
/// The reduction in the minimum time you must stay in the raid to get a "Survived" status (unless your XP is high enough) for the current (or most recent) raid
/// </summary>
public static int SurvivalTimeReductionSeconds => OriginalSurvivalTimeSeconds - NewSurvivalTimeSeconds;
/// <summary>
/// Update the changes that will be made for the raid. This should be called just before applying changes.
/// </summary>
/// <param name="raidSettings">The raid settings for the raid that will be altered</param>
/// <param name="raidChanges">The changes that will be made to the raid</param>
internal static void UpdateRaidChanges(RaidSettings raidSettings, RaidTimeResponse raidChanges)
{
// Reset so HaveChangesBeenApplied=false while changes are being applied
RaidChangesAppliedUtcTime = DateTime.MinValue;
IsScavRaid = raidSettings.IsScav;
LocationId = raidSettings.SelectedLocation.Id;
OriginalEscapeTimeMinutes = raidSettings.SelectedLocation.EscapeTimeLimit;
NewEscapeTimeMinutes = raidChanges.RaidTimeMinutes;
OriginalSurvivalTimeSeconds = raidChanges.OriginalSurvivalTimeSeconds;
NewSurvivalTimeSeconds = raidChanges.NewSurviveTimeSeconds ?? OriginalSurvivalTimeSeconds;
}
/// <summary>
/// This should be called just after all raid changes have been completed
/// </summary>
internal static void ConfirmRaidChanges()
{
// This will also set HaveChangesBeenApplied=true
RaidChangesAppliedUtcTime = DateTime.UtcNow;
}
}
}