Bindable headlights, nvg; toggle/hold applies

This commit is contained in:
Tyfon
2024-08-19 13:39:04 -07:00
parent d16e70fcba
commit cdaf3ed441
3 changed files with 213 additions and 35 deletions

View File

@@ -19,6 +19,7 @@ global using ItemSorter = GClass2772;
global using ItemWithLocation = GClass2521;
global using SearchableGrid = GClass2516;
global using CursorManager = GClass3034;
global using Helmet = GClass2651;
// State machine states
global using FirearmReadyState = EFT.Player.FirearmController.GClass1619;

View File

@@ -74,15 +74,7 @@ public static class AimToggleHoldPatches
[PatchPostfix]
public static void Postfix(ToggleKeyCombination __instance, EGameKey gameKey, ECommand command, KeyCombination.KeyCombinationState[] ___keyCombinationState_1)
{
bool useToggleHold = gameKey switch
{
EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
_ => false
};
if (!useToggleHold)
if (!UseToggleHold(gameKey))
{
return;
}
@@ -108,23 +100,44 @@ public static class AimToggleHoldPatches
[PatchPostfix]
public static void Postfix(KeyCombination __instance)
{
bool useToggleHold = __instance.GameKey switch
{
EGameKey.Aim => Settings.ToggleOrHoldAim.Value,
EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
EGameKey.Sprint => Settings.ToggleOrHoldSprint.Value,
_ => false
};
if (useToggleHold)
if (UseToggleHold(__instance.GameKey))
{
__instance.method_0((KeyCombination.EKeyState)ToggleHoldState.Idle);
}
}
}
private static bool UseToggleHold(EGameKey gameKey)
{
return gameKey switch
{
EGameKey.Aim => Settings.ToggleOrHoldAim.Value,
EGameKey.Tactical => Settings.ToggleOrHoldTactical.Value,
EGameKey.ToggleGoggles => Settings.ToggleOrHoldGoggles.Value,
EGameKey.ToggleHeadLight => Settings.ToggleOrHoldHeadlight.Value,
EGameKey.Sprint => Settings.ToggleOrHoldSprint.Value,
EGameKey.Slot4 => UseToggleHoldQuickBind(EGameKey.Slot4),
EGameKey.Slot5 => UseToggleHoldQuickBind(EGameKey.Slot5),
EGameKey.Slot6 => UseToggleHoldQuickBind(EGameKey.Slot6),
EGameKey.Slot7 => UseToggleHoldQuickBind(EGameKey.Slot7),
EGameKey.Slot8 => UseToggleHoldQuickBind(EGameKey.Slot8),
EGameKey.Slot9 => UseToggleHoldQuickBind(EGameKey.Slot9),
EGameKey.Slot0 => UseToggleHoldQuickBind(EGameKey.Slot0),
_ => false
};
}
private static bool UseToggleHoldQuickBind(EGameKey gameKey)
{
return Quickbind.GetType(gameKey) switch
{
Quickbind.ItemType.Tactical => Settings.ToggleOrHoldTactical.Value,
Quickbind.ItemType.Headlight => Settings.ToggleOrHoldHeadlight.Value,
Quickbind.ItemType.NightVision => Settings.ToggleOrHoldGoggles.Value,
_ => false,
};
}
private static void OnSettingChanged(object sender, EventArgs args)
{
// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior

View File

@@ -1,9 +1,13 @@
using Comfort.Common;
using EFT;
using EFT.InputSystem;
using EFT.InventoryLogic;
using HarmonyLib;
using SPT.Reflection.Patching;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using UnityEngine;
namespace UIFixes;
@@ -15,6 +19,10 @@ public static class TacticalBindsPatches
new BindableTacticalPatch().Enable();
new ReachableTacticalPatch().Enable();
new UseTacticalPatch().Enable();
new BindTacticalPatch().Enable();
new UnbindTacticalPatch().Enable();
new InitQuickBindsPatch().Enable();
}
public class BindableTacticalPatch : ModulePatch
@@ -72,20 +80,33 @@ public static class TacticalBindsPatches
}
LightComponent lightComponent = boundItem.GetItemComponent<LightComponent>();
if (lightComponent == null)
{
return true;
}
// Don't return true past this point; if the default handler tries to use a tactical device, very bad things happen
if (__instance.HandsController is not Player.FirearmController firearmController ||
firearmController.Item != boundItem.GetRootItem())
if (lightComponent != null)
{
ToggleLight(__instance, boundItem, lightComponent);
callback(null);
return false;
}
NightVisionComponent nightVisionComponent = boundItem.GetItemComponent<NightVisionComponent>();
if (nightVisionComponent != null)
{
Item rootItem = boundItem.GetRootItemNotEquipment();
if (rootItem is Helmet helmet &&
__instance.Inventory.Equipment.GetSlot(EquipmentSlot.Headwear).ContainedItem == helmet)
{
__instance.InventoryControllerClass.TryRunNetworkTransaction(
nightVisionComponent.Togglable.Set(!nightVisionComponent.Togglable.On, true, false));
}
callback(null);
return false;
}
return true;
}
private static void ToggleLight(Player player, Item boundItem, LightComponent lightComponent)
{
FirearmLightStateStruct lightState = new()
{
Id = lightComponent.Item.Id,
@@ -102,24 +123,96 @@ public static class TacticalBindsPatches
lightState.IsActive = !lightState.IsActive;
}
firearmController.SetLightsState([lightState], false);
Item rootItem = boundItem.GetRootItemNotEquipment();
if (rootItem is Weapon weapon &&
player.HandsController is Player.FirearmController firearmController &&
firearmController.Item == weapon)
{
firearmController.SetLightsState([lightState], false);
}
callback(null);
return false;
if (rootItem is Helmet helmet &&
player.Inventory.Equipment.GetSlot(EquipmentSlot.Headwear).ContainedItem == helmet)
{
lightComponent.SetLightState(lightState);
player.SendHeadlightsPacket(false);
player.SwitchHeadLightsAnimation();
}
}
}
public class InitQuickBindsPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(MainMenuController), nameof(MainMenuController.method_5));
}
[PatchPostfix]
public static async void Postfix(MainMenuController __instance, Task __result)
{
await __result;
for (EBoundItem index = EBoundItem.Item4; index <= EBoundItem.Item10; index++)
{
if (__instance.InventoryController.Inventory.FastAccess.BoundItems.ContainsKey(index))
{
UpdateQuickbindType(__instance.InventoryController.Inventory.FastAccess.BoundItems[index], index);
}
}
// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
}
}
public class BindTacticalPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(GClass2818), nameof(GClass2818.Run));
}
[PatchPostfix]
public static void Postfix(InventoryControllerClass controller, Item item, EBoundItem index)
{
UpdateQuickbindType(item, index);
// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
}
}
public class UnbindTacticalPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(GClass2819), nameof(GClass2819.Run));
}
[PatchPostfix]
public static void Postfix(InventoryControllerClass controller, Item item, EBoundItem index)
{
Quickbind.SetType(index, Quickbind.ItemType.Other);
// Will "save" control settings, running GClass1911.UpdateInput, which will set (or unset) toggle/hold behavior
Singleton<SharedGameSettingsClass>.Instance.Control.Controller.method_3();
}
}
private static bool IsEquippedTacticalDevice(InventoryControllerClass inventoryController, Item item)
{
LightComponent lightComponent = item.GetItemComponent<LightComponent>();
if (lightComponent == null)
NightVisionComponent nightVisionComponent = item.GetItemComponent<NightVisionComponent>();
if (lightComponent == null && nightVisionComponent == null)
{
return false;
}
if (item.GetRootItem() is Weapon weapon)
Item rootItem = item.GetRootItemNotEquipment();
if (rootItem is Weapon || rootItem is Helmet)
{
return inventoryController.Inventory.Equipment.Contains(weapon);
return inventoryController.Inventory.Equipment.Contains(rootItem);
}
return false;
@@ -135,4 +228,75 @@ public static class TacticalBindsPatches
_ => false,
};
}
private static void UpdateQuickbindType(Item item, EBoundItem index)
{
if (item == null)
{
Quickbind.SetType(index, Quickbind.ItemType.Other);
return;
}
LightComponent lightComponent = item.GetItemComponent<LightComponent>();
if (lightComponent != null)
{
Item rootItem = item.GetRootItemNotEquipment();
if (rootItem is Weapon)
{
Quickbind.SetType(index, Quickbind.ItemType.Tactical);
return;
}
if (rootItem is Helmet)
{
Quickbind.SetType(index, Quickbind.ItemType.Headlight);
return;
}
}
NightVisionComponent nvComponent = item.GetItemComponent<NightVisionComponent>();
if (nvComponent != null)
{
Quickbind.SetType(index, Quickbind.ItemType.NightVision);
return;
}
Quickbind.SetType(index, Quickbind.ItemType.Other);
}
private static Item GetRootItemNotEquipment(this Item item)
{
return item.GetAllParentItemsAndSelf(true).LastOrDefault(i => i is not EquipmentClass) ?? item;
}
}
public static class Quickbind
{
public enum ItemType
{
Other,
Tactical,
Headlight,
NightVision
}
private static readonly Dictionary<EBoundItem, ItemType> TacticalQuickbinds = new()
{
{ EBoundItem.Item4, ItemType.Other },
{ EBoundItem.Item5, ItemType.Other },
{ EBoundItem.Item6, ItemType.Other },
{ EBoundItem.Item7, ItemType.Other },
{ EBoundItem.Item8, ItemType.Other },
{ EBoundItem.Item9, ItemType.Other },
{ EBoundItem.Item10, ItemType.Other },
};
public static ItemType GetType(EBoundItem index) => TacticalQuickbinds[index];
public static void SetType(EBoundItem index, ItemType type) => TacticalQuickbinds[index] = type;
public static ItemType GetType(EGameKey gameKey)
{
int offset = gameKey - EGameKey.Slot4;
return GetType(EBoundItem.Item4 + offset);
}
}