0
0
mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 05:50:44 -05:00
modules/project/SPT.Custom/Patches/CustomAiPatch.cs
2024-05-21 19:10:17 +01:00

120 lines
5.1 KiB
C#

using SPT.Reflection.Patching;
using EFT;
using System;
using Comfort.Common;
using System.Reflection;
using SPT.PrePatch;
using SPT.Custom.CustomAI;
using HarmonyLib;
namespace SPT.Custom.Patches
{
public class CustomAiPatch : ModulePatch
{
private static readonly PmcFoundInRaidEquipment pmcFoundInRaidEquipment = new PmcFoundInRaidEquipment(Logger);
private static readonly AIBrainSpawnWeightAdjustment aIBrainSpawnWeightAdjustment = new AIBrainSpawnWeightAdjustment(Logger);
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(StandartBotBrain), nameof(StandartBotBrain.Activate));
}
/// <summary>
/// Get a randomly picked wildspawntype from server and change PMC bot to use it, this ensures the bot is generated with that random type altering its behaviour
/// Postfix will adjust it back to original type
/// </summary>
/// <param name="__state">state to save for postfix to use later</param>
/// <param name="__instance"></param>
/// <param name="___botOwner_0">botOwner_0 property</param>
[PatchPrefix]
private static bool PatchPrefix(out WildSpawnType __state, StandartBotBrain __instance, BotOwner ___botOwner_0)
{
var player = Singleton<GameWorld>.Instance.MainPlayer;
___botOwner_0.Profile.Info.Settings.Role = FixAssaultGroupPmcsRole(___botOwner_0);
__state = ___botOwner_0.Profile.Info.Settings.Role; // Store original type in state param to allow access in PatchPostFix()
try
{
string currentMapName = GetCurrentMap();
if (AiHelpers.BotIsPlayerScav(__state, ___botOwner_0.Profile.Info.Nickname))
{
___botOwner_0.Profile.Info.Settings.Role = aIBrainSpawnWeightAdjustment.GetRandomisedPlayerScavType(___botOwner_0, currentMapName);
return true; // Do original
}
if (AiHelpers.BotIsNormalAssaultScav(__state, ___botOwner_0))
{
___botOwner_0.Profile.Info.Settings.Role = aIBrainSpawnWeightAdjustment.GetAssaultScavWildSpawnType(___botOwner_0, currentMapName);
return true; // Do original
}
if (AiHelpers.BotIsSptPmc(__state, ___botOwner_0))
{
// Bot has inventory equipment
if (___botOwner_0.Profile?.Inventory?.Equipment != null)
{
pmcFoundInRaidEquipment.ConfigurePMCFindInRaidStatus(___botOwner_0);
}
___botOwner_0.Profile.Info.Settings.Role = aIBrainSpawnWeightAdjustment.GetPmcWildSpawnType(___botOwner_0, ___botOwner_0.Profile.Info.Settings.Role, currentMapName);
}
}
catch (Exception ex)
{
Logger.LogError($"Error running CustomAiPatch PatchPrefix(): {ex.Message}");
Logger.LogError(ex.StackTrace);
}
return true; // Do original
}
/// <summary>
/// the client sometimes replaces PMC roles with 'assaultGroup', give PMCs their original role back (sptBear/sptUsec)
/// </summary>
/// <returns>WildSpawnType</returns>
private static WildSpawnType FixAssaultGroupPmcsRole(BotOwner botOwner)
{
if (botOwner.Profile.Info.IsStreamerModeAvailable && botOwner.Profile.Info.Settings.Role == WildSpawnType.assaultGroup)
{
Logger.LogError($"Broken PMC found: {botOwner.Profile.Nickname}, was {botOwner.Profile.Info.Settings.Role}");
// Its a PMC, figure out what the bot originally was and return it
return botOwner.Profile.Info.Side == EPlayerSide.Bear
? (WildSpawnType)SPTBotsPrePatcher.sptBearValue
: (WildSpawnType)SPTBotsPrePatcher.sptUsecValue;
}
// Not broken pmc, return original role
return botOwner.Profile.Info.Settings.Role;
}
/// <summary>
/// Revert prefix change, get bots type back to what it was before changes
/// </summary>
/// <param name="__state">Saved state from prefix patch</param>
/// <param name="___botOwner_0">botOwner_0 property</param>
[PatchPostfix]
private static void PatchPostFix(WildSpawnType __state, BotOwner ___botOwner_0)
{
if (AiHelpers.BotIsSptPmc(__state, ___botOwner_0))
{
// Set spt bot bot back to original type
___botOwner_0.Profile.Info.Settings.Role = __state;
}
else if (AiHelpers.BotIsPlayerScav(__state, ___botOwner_0.Profile.Info.Nickname))
{
// Set pscav back to original type
___botOwner_0.Profile.Info.Settings.Role = __state;
}
}
private static string GetCurrentMap()
{
var gameWorld = Singleton<GameWorld>.Instance;
return gameWorld.MainPlayer.Location;
}
}
}