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mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 09:50:43 -05:00
Arys 33e6c151af Player can now enter and exit the BTR (!51)
Todo:

* BTR Driver services
  * Send to items to player stash (2x4)
  * Provide covering fire
  * Taxi to a specific location on Streets
* BTR turns hostile if you shoot it
* BTR automatically follows a set path from raid start, stopping at locations for 90 seconds each stop

Co-authored-by: Nympfonic <arys.steam@gmail.com>
Reviewed-on: SPT-AKI/Modules#51
Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com>
Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
2024-01-04 08:51:06 +00:00

215 lines
8.3 KiB
C#

using Comfort.Common;
using EFT;
using EFT.Vehicle;
using HarmonyLib;
using UnityEngine;
using BTRController = GClass2911;
using BTRDataPacket = GStruct378;
using PlayerInteractPacket = GStruct167;
namespace Aki.Debugging.BTR
{
public class BTRManager : MonoBehaviour
{
private GameWorld gameWorld;
private BTRController btrController;
private BTRVehicle serverSideBtr;
private BTRView clientSideBtr;
private BTRDataPacket btrDataPacket = default;
private EPlayerBtrState previousPlayerBtrState;
private BTRSide previousInteractedBtrSide;
private void Start()
{
try
{
gameWorld = Singleton<GameWorld>.Instance;
if (gameWorld == null)
{
Destroy(this);
}
if (gameWorld.BtrController == null)
{
if (!Singleton<BTRController>.Instantiated)
{
Singleton<BTRController>.Create(new BTRController());
}
gameWorld.BtrController = btrController = Singleton<BTRController>.Instance;
}
var btrControllerType = btrController.GetType();
AccessTools.Method(btrControllerType, "method_3").Invoke(btrController, null); // spawns server-side BTR game object
Singleton<IBotGame>.Instance.BotsController.BotSpawner.SpawnBotBTR(); // spawns the scav bot which controls the BTR's turret
serverSideBtr = btrController.BtrVehicle;
serverSideBtr.moveSpeed = 20f;
var btrMapConfig = btrController.MapPathsConfiguration;
serverSideBtr.CurrentPathConfig = btrMapConfig.PathsConfiguration.pathsConfigurations.RandomElement();
serverSideBtr.Initialization(btrMapConfig);
AccessTools.Method(btrControllerType, "method_14").Invoke(btrController, null); // creates and assigns the BTR a fake stash
clientSideBtr = btrController.BtrView;
UpdateDataPacket();
clientSideBtr.transform.position = btrDataPacket.position;
clientSideBtr.transform.rotation = btrDataPacket.rotation;
DisableServerSideRenderers();
previousPlayerBtrState = gameWorld.MainPlayer.BtrState;
gameWorld.MainPlayer.OnBtrStateChanged += HandleBtrDoorState;
}
catch
{
Debug.LogError("[AKI-BTR]: Unable to spawn BTR");
DestroyGameObjects();
throw;
}
}
private void Update()
{
btrController.SyncBTRVehicleFromServer(UpdateDataPacket());
}
public void HandleBtrDoorState(EPlayerBtrState playerBtrState)
{
if (previousPlayerBtrState == EPlayerBtrState.Approach && playerBtrState == EPlayerBtrState.GoIn
|| previousPlayerBtrState == EPlayerBtrState.Inside && playerBtrState == EPlayerBtrState.GoOut)
{
// Open Door
UpdateBTRSideDoorState(1);
}
else if (previousPlayerBtrState == EPlayerBtrState.GoIn && playerBtrState == EPlayerBtrState.Inside
|| previousPlayerBtrState == EPlayerBtrState.GoOut && playerBtrState == EPlayerBtrState.Outside)
{
// Close Door
UpdateBTRSideDoorState(0);
}
previousPlayerBtrState = playerBtrState;
}
// Please tell me there's a better way than this xd
public void OnPlayerInteractDoor(PlayerInteractPacket interactPacket)
{
var playerGoIn = interactPacket.InteractionType == EInteractionType.GoIn;
var playerGoOut = interactPacket.InteractionType == EInteractionType.GoOut;
if (interactPacket.SideId == 0)
{
if (interactPacket.SlotId == 0)
{
if (playerGoIn) serverSideBtr.LeftSlot0State = 1;
else if (playerGoOut) serverSideBtr.LeftSlot0State = 0;
}
else if (interactPacket.SlotId == 1)
{
if (playerGoIn) serverSideBtr.LeftSlot1State = 1;
else if (playerGoOut) serverSideBtr.LeftSlot1State = 0;
}
}
else if (interactPacket.SideId == 1)
{
if (interactPacket.SlotId == 0)
{
if (playerGoIn) serverSideBtr.RightSlot0State = 1;
else if (playerGoOut) serverSideBtr.RightSlot0State = 0;
}
else if (interactPacket.SlotId == 1)
{
if (playerGoIn) serverSideBtr.RightSlot1State = 1;
else if (playerGoOut) serverSideBtr.RightSlot1State = 0;
}
}
}
private void UpdateBTRSideDoorState(byte state)
{
var player = gameWorld.MainPlayer;
var btrSides = (BTRSide[])AccessTools.Field(typeof(BTRView), "_btrSides").GetValue(btrController.BtrView);
for (int i = 0; i < btrSides.Length; i++)
{
if (player.BtrInteractionSide != null && btrSides[i] == player.BtrInteractionSide
|| previousInteractedBtrSide != null && btrSides[i] == previousInteractedBtrSide)
{
if (i == 0) serverSideBtr.LeftSideState = state;
else if (i == 1) serverSideBtr.RightSideState = state;
if ((previousInteractedBtrSide != player.BtrInteractionSide && player.BtrInteractionSide != null)
|| previousInteractedBtrSide == null)
{
previousInteractedBtrSide = player.BtrInteractionSide;
}
}
}
}
private BTRDataPacket UpdateDataPacket()
{
btrDataPacket.position = serverSideBtr.transform.position;
btrDataPacket.rotation = serverSideBtr.transform.rotation;
if (serverSideBtr.BTRTurret?.gunsBlockRoot != null)
{
btrDataPacket.turretRotation = serverSideBtr.BTRTurret.transform.rotation;
btrDataPacket.gunsBlockRotation = serverSideBtr.BTRTurret.gunsBlockRoot.rotation;
}
btrDataPacket.State = (byte)serverSideBtr.BtrState;
btrDataPacket.RouteState = (byte)serverSideBtr.VehicleRouteState;
btrDataPacket.LeftSideState = serverSideBtr.LeftSideState;
btrDataPacket.LeftSlot0State = serverSideBtr.LeftSlot0State;
btrDataPacket.LeftSlot1State = serverSideBtr.LeftSlot1State;
btrDataPacket.RightSideState = serverSideBtr.RightSideState;
btrDataPacket.RightSlot0State = serverSideBtr.RightSlot0State;
btrDataPacket.RightSlot1State = serverSideBtr.RightSlot1State;
btrDataPacket.currentSpeed = serverSideBtr.currentSpeed;
btrDataPacket.timeToEndPause = serverSideBtr.timeToEndPause;
btrDataPacket.moveDirection = (byte)serverSideBtr.VehicleMoveDirection;
btrDataPacket.MoveSpeed = serverSideBtr.moveSpeed;
if (btrController.BotShooterBtr != null)
{
btrDataPacket.BtrBotId = btrController.BotShooterBtr.Id;
}
return btrDataPacket;
}
private void DisableServerSideRenderers()
{
var meshRenderers = serverSideBtr.transform.GetComponentsInChildren<MeshRenderer>();
foreach (var renderer in meshRenderers)
{
renderer.enabled = false;
}
}
private void DestroyGameObjects()
{
if (btrController != null)
{
if (serverSideBtr != null)
{
Destroy(serverSideBtr.gameObject);
}
if (clientSideBtr != null)
{
Destroy(clientSideBtr.gameObject);
}
btrController.Dispose();
}
if (gameWorld != null)
{
gameWorld.MainPlayer.OnBtrStateChanged -= HandleBtrDoorState;
}
Destroy(this);
}
}
}