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168 lines
6.6 KiB
C#
168 lines
6.6 KiB
C#
using SPT.Reflection.Patching;
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using Comfort.Common;
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using EFT;
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using EFT.AssetsManager;
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using EFT.NextObservedPlayer;
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using EFT.Vehicle;
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using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace SPT.Custom.BTR.Patches
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{
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// Fixes the BTR Bot initialization in AttachBot() of BTRTurretView
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//
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// Context:
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// ClientGameWorld in LiveEFT will register the server-side BTR Bot as type ObservedPlayerView and is stored in GameWorld's allObservedPlayersByID dictionary.
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// In SPT, GameWorld.allObservedPlayersByID is empty which results in the game never finishing the initialization of the BTR Bot which includes disabling its gun, voice and mesh renderers.
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//
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// This is essentially a full reimplementation of the BTRTurretView class, but using Player instead of ObservedPlayerView.
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//
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public class BTRBotAttachPatch : ModulePatch
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{
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private static FieldInfo _valueTuple0Field;
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private static FieldInfo _gunModsToDisableField;
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private static FieldInfo _weaponPrefab0Field;
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private static readonly List<Renderer> rendererList = new List<Renderer>(256);
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protected override MethodBase GetTargetMethod()
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{
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var targetType = typeof(BTRTurretView);
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_valueTuple0Field = AccessTools.Field(targetType, "valueTuple_0");
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_gunModsToDisableField = AccessTools.Field(targetType, "_gunModsToDisable");
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_weaponPrefab0Field = AccessTools.Field(typeof(Player.FirearmController), "weaponPrefab_0");
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return AccessTools.Method(targetType, nameof(BTRTurretView.AttachBot));
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}
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[PatchPrefix]
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private static bool PatchPrefix(BTRTurretView __instance, int btrBotId)
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{
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var gameWorld = Singleton<GameWorld>.Instance;
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if (gameWorld == null)
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{
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return false;
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}
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// Find the BTR turret
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var alivePlayersList = gameWorld.AllAlivePlayersList;
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Player turretPlayer = alivePlayersList.FirstOrDefault(x => x.Id == btrBotId);
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if (turretPlayer == null)
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{
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return false;
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}
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// Init the turret view
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var valueTuple = (ValueTuple<ObservedPlayerView, bool>)_valueTuple0Field.GetValue(__instance);
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if (!valueTuple.Item2 && !InitTurretView(__instance, turretPlayer))
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{
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Logger.LogError("[SPT-BTR] BTRBotAttachPatch - BtrBot initialization failed");
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return false;
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}
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WeaponPrefab weaponPrefab;
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Transform transform;
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if (FindTurretObjects(turretPlayer, out weaponPrefab, out transform))
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{
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weaponPrefab.transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
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transform.SetPositionAndRotation(__instance.GunRoot.position, __instance.GunRoot.rotation);
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}
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return false;
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}
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private static bool InitTurretView(BTRTurretView btrTurretView, Player turretPlayer)
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{
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EnableTurretObjects(btrTurretView, turretPlayer, false);
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// We only use this for tracking whether the turret is initialized, so we don't need to set the ObservedPlayerView
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_valueTuple0Field.SetValue(btrTurretView, new ValueTuple<ObservedPlayerView, bool>(null, true));
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return true;
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}
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private static void EnableTurretObjects(BTRTurretView btrTurretView, Player player, bool enable)
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{
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// Find the turret weapon transform
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WeaponPrefab weaponPrefab;
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Transform weaponTransform;
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if (!FindTurretObjects(player, out weaponPrefab, out weaponTransform))
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{
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return;
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}
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// Hide the turret bot
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SetVisible(player, weaponPrefab, false);
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// Disable the components we need to disaable
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var _gunModsToDisable = (string[])_gunModsToDisableField.GetValue(btrTurretView);
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foreach (Transform child in weaponTransform)
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{
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if (_gunModsToDisable.Contains(child.name))
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{
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child.gameObject.SetActive(enable);
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}
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}
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}
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private static bool FindTurretObjects(Player player, out WeaponPrefab weaponPrefab, out Transform weapon)
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{
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// Find the WeaponPrefab and Transform of the turret weapon
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var aiFirearmController = player.gameObject.GetComponent<Player.FirearmController>();
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weaponPrefab = (WeaponPrefab)_weaponPrefab0Field.GetValue(aiFirearmController);
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if (weaponPrefab == null)
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{
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weapon = null;
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return false;
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}
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weapon = weaponPrefab.Hierarchy.GetTransform(ECharacterWeaponBones.weapon);
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return weapon != null;
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}
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/**
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* A re-implementation of the ObservedPlayerController.Culling.Mode setter that works for a Player object
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*/
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private static void SetVisible(Player player, WeaponPrefab weaponPrefab, bool isVisible)
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{
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// Toggle any animators and colliders
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if (player.HealthController.IsAlive)
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{
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IAnimator bodyAnimatorCommon = player.GetBodyAnimatorCommon();
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if (bodyAnimatorCommon.enabled != isVisible)
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{
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bool flag = !bodyAnimatorCommon.enabled;
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bodyAnimatorCommon.enabled = isVisible;
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FirearmsAnimator firearmsAnimator = player.HandsController.FirearmsAnimator;
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if (firearmsAnimator != null && firearmsAnimator.Animator.enabled != isVisible)
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{
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firearmsAnimator.Animator.enabled = isVisible;
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}
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}
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PlayerPoolObject component = player.gameObject.GetComponent<PlayerPoolObject>();
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foreach (Collider collider in component.Colliders)
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{
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if (collider.enabled != isVisible)
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{
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collider.enabled = isVisible;
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}
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}
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}
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// Build a list of renderers for this player object and set their rendering state
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rendererList.Clear();
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player.PlayerBody.GetRenderersNonAlloc(rendererList);
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if (weaponPrefab != null)
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{
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rendererList.AddRange(weaponPrefab.Renderers);
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}
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rendererList.ForEach(renderer => renderer.forceRenderingOff = !isVisible);
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}
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}
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}
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