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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>
45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using Aki.Reflection.Patching;
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using Aki.Common.Http;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using HarmonyLib;
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namespace Aki.SinglePlayer.Patches.RaidFix
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{
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public class BotTemplateLimitPatch : ModulePatch
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{
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static BotTemplateLimitPatch()
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{
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_ = nameof(BotsPresets.CreateProfile);
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_ = nameof(WaveInfo.Difficulty);
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}
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BotsPresets), nameof(BotsPresets.method_1));
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}
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[PatchPostfix]
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private static void PatchPostfix(List<WaveInfo> __result, List<WaveInfo> wavesProfiles, List<WaveInfo> delayed)
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{
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/*
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Method sums Limits by grouping wavesPropfiles collection by Role and Difficulty
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then in each group sets Limit to 30, the remainder is stored in "delayed" collection.
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So we change Limit of each group.
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Clear delayed waves, we don't need them if we have enough loaded profiles and in method_2 it creates a lot of garbage.
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*/
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delayed?.Clear();
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foreach (WaveInfo wave in __result)
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{
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var json = RequestHandler.GetJson($"/singleplayer/settings/bot/limit/{wave.Role}");
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wave.Limit = (string.IsNullOrWhiteSpace(json))
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? 30
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: Convert.ToInt32(json);
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}
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}
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}
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}
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