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mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 09:50:43 -05:00
2024-05-21 19:10:17 +01:00

75 lines
2.5 KiB
C#

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