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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>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Aki.Reflection.Patching;
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using Aki.Reflection.Utils;
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using EFT;
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using System;
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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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/// <summary>
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/// Prevent BotSpawnerClass from adjusting the spawn process value to be below 0
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/// This fixes aiamount = high spawning 80+ bots on maps like streets/customs
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/// int_0 = all bots alive
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/// int_1 = followers alive
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/// int_2 = bosses currently alive
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/// int_3 = spawn process? - current guess is open spawn positions - bsg doesnt seem to handle negative vaues well
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/// int_4 = max bots
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/// </summary>
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class SpawnProcessNegativeValuePatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(BotSpawner), nameof(BotSpawner.CheckOnMax));
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}
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[PatchPrefix]
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private static bool PatchPreFix(int wantSpawn, ref int toDelay, ref int toSpawn, ref int ____maxBots, int ____allBotsCount, int ____inSpawnProcess)
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{
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// Set bots to delay if alive bots + spawning bots count > maxbots
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// ____inSpawnProcess can be negative, don't go below 0 when calculating
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if ((____allBotsCount + Math.Max(____inSpawnProcess, 0)) > ____maxBots)
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{
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toDelay += wantSpawn;
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toSpawn = 0;
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return false; // Skip original
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}
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return true; // Do original
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}
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}
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} |