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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>
75 lines
2.5 KiB
C#
75 lines
2.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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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 EFT.Game.Spawning;
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using UnityEngine;
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namespace Aki.SinglePlayer.Patches.RaidFix
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{
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/// <summary>
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/// An empty EntryPoint string (string_0 in BaseLocalGame) causes exfil point initialization to be skipped.
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/// This patch sets an EntryPoint string if it's missing.
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/// </summary>
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public class EmptyInfilFixPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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var desiredType = PatchConstants.LocalGameType.BaseType;
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var desiredMethod = desiredType
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.GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.CreateInstance)
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.SingleCustom(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 static bool IsTargetMethod(MethodInfo methodInfo)
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{
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return (methodInfo.IsVirtual
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&& methodInfo.GetParameters().Length == 0
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&& methodInfo.ReturnType == typeof(void)
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&& methodInfo.GetMethodBody().LocalVariables.Count > 0);
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}
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[PatchPrefix]
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public static void PatchPrefix(ref string ___string_0)
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{
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if (!string.IsNullOrWhiteSpace(___string_0)) return;
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var spawnPoints = Resources.FindObjectsOfTypeAll<SpawnPointMarker>().ToList();
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List<SpawnPointMarker> filtered = new List<SpawnPointMarker>();
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foreach (var spawn in spawnPoints)
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{
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if (!string.IsNullOrEmpty(spawn?.SpawnPoint?.Infiltration?.Trim()))
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{
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filtered.Add(spawn);
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}
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}
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var playerPos = Singleton<GameWorld>.Instance.MainPlayer.Transform.position;
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SpawnPointMarker closestSpawn = null;
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var minDist = Mathf.Infinity;
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foreach (var filter in filtered)
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{
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var dist = Vector3.Distance(filter.gameObject.transform.position, playerPos);
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if (dist < minDist)
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{
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closestSpawn = filter;
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minDist = dist;
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}
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}
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___string_0 = closestSpawn.SpawnPoint.Infiltration;
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}
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}
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} |