Load Ammo context menu in raid
This commit is contained in:
81
Patches/LoadAmmoInRaidPatches.cs
Normal file
81
Patches/LoadAmmoInRaidPatches.cs
Normal file
@@ -0,0 +1,81 @@
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using Aki.Reflection.Patching;
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using EFT.InventoryLogic;
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using EFT.UI;
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using EFT.UI.DragAndDrop;
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using HarmonyLib;
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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 System.Threading.Tasks;
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namespace UIFixes.Patches
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{
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public class LoadAmmoInRaidPatches
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{
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public static void Enable()
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{
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new EnableContextMenuPatch().Enable();
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new SlowLoadingPatch().Enable();
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}
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public class EnableContextMenuPatch : 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(GClass3052), nameof(GClass3052.IsActive));
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}
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[PatchPrefix]
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public static bool Prefix(GClass3052 __instance, EItemInfoButton button, ref bool __result, Item ___item_0)
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{
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if (button != EItemInfoButton.LoadAmmo || !Plugin.InRaid() || !Settings.EnableLoadAmmo.Value)
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{
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return true;
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}
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__result = MagazineBuildClass.TryFindPresetSource(___item_0).Succeeded;
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return false;
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}
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}
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public class SlowLoadingPatch : 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(ItemUiContext), nameof(ItemUiContext.LoadAmmoByType));
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}
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// This code is a mix of ItemUiContext.LoadAmmoByType, but then switching over to GridView.AcceptItem
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[PatchPrefix]
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public static bool Prefix(ItemUiContext __instance, MagazineClass magazine, string ammoTemplateId, ref Task __result)
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{
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if (!Plugin.InRaid() || !Settings.EnableLoadAmmo.Value)
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{
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return true;
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}
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InventoryControllerClass inventoryController = __instance.R().InventoryController;
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EquipmentClass equipment = inventoryController.Inventory.Equipment;
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List<BulletClass> ammo = [];
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equipment.GetAllAssembledItems(ammo);
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// Just do the first stack
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BulletClass bullets = ammo.Where(a => a.TemplateId == ammoTemplateId && a.Parent.Container is not Slot)
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.OrderBy(a => a.SpawnedInSession)
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.ThenBy(a => a.StackObjectsCount)
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.FirstOrDefault();
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if (bullets != null)
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{
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int count = GridView.smethod_0(magazine, bullets);
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inventoryController.LoadMagazine(bullets, magazine, count, false).HandleExceptions();
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}
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// The calling code in this instance doesn't do anything with the task, but it does await it, so if we don't return a Task it nullrefs
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__result = Task.CompletedTask;
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return false;
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}
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}
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}
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}
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@@ -1,6 +1,7 @@
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using BepInEx;
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using Comfort.Common;
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using EFT;
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using UIFixes.Patches;
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namespace UIFixes
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{
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@@ -48,6 +49,7 @@ namespace UIFixes
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KeepWindowsOnScreenPatches.Enable();
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new ContextMenuShortcutPatch().Enable();
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new OpenSortingTablePatch().Enable();
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LoadAmmoInRaidPatches.Enable();
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}
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public static bool InRaid()
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10
Settings.cs
10
Settings.cs
@@ -72,6 +72,7 @@ namespace UIFixes
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// In Raid
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public static ConfigEntry<bool> RemoveDisabledActions { get; set; }
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public static ConfigEntry<bool> EnableLoadAmmo { get; set; }
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// Flea Market
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public static ConfigEntry<bool> EnableFleaHistory { get; set; }
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@@ -388,6 +389,15 @@ namespace UIFixes
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null,
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new ConfigurationManagerAttributes { })));
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configEntries.Add(EnableLoadAmmo = config.Bind(
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InRaidSection,
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"Enable Load Ammo Context Menu",
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true,
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new ConfigDescription(
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"Allows ammo to be loaded through the magazine context menu",
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null,
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new ConfigurationManagerAttributes { })));
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// Flea Market
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configEntries.Add(EnableFleaHistory = config.Bind(
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FleaMarketSection,
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@@ -36,6 +36,9 @@
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<Reference Include="Comfort.Unity">
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<HintPath>$(PathToSPT)\EscapeFromTarkov_Data\Managed\Comfort.Unity.dll</HintPath>
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</Reference>
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<Reference Include="CommonExtensions">
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<HintPath>$(PathToSPT)\EscapeFromTarkov_Data\Managed\CommonExtensions.dll</HintPath>
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</Reference>
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<Reference Include="ItemComponent.Types">
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<HintPath>$(PathToSPT)\EscapeFromTarkov_Data\Managed\ItemComponent.Types.dll</HintPath>
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</Reference>
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