open ammo boxes in place
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@@ -13,12 +13,17 @@ namespace UIFixes;
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public static class UnloadAmmoPatches
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{
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private static UnloadAmmoBoxState UnloadState = null;
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public static void Enable()
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{
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new TradingPlayerPatch().Enable();
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new TransferPlayerPatch().Enable();
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new UnloadScavTransferPatch().Enable();
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new NoScavStashPatch().Enable();
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new UnloadAmmoBoxPatch().Enable();
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new QuickFindUnloadAmmoBoxPatch().Enable();
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}
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public class TradingPlayerPatch : ModulePatch
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@@ -98,4 +103,95 @@ public static class UnloadAmmoPatches
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scavController.Inventory.Stash = null;
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}
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}
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public class UnloadAmmoBoxPatch : 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.UnloadAmmo));
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}
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[PatchPrefix]
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public static void Prefix(Item item)
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{
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if (item is AmmoBox)
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{
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UnloadState = new();
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}
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}
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[PatchPostfix]
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public static void Postfix()
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{
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UnloadState = null;
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}
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}
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public class QuickFindUnloadAmmoBoxPatch : 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(InteractionsHandlerClass), nameof(InteractionsHandlerClass.QuickFindAppropriatePlace));
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}
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[PatchPrefix]
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public static void Prefix(Item item, TraderControllerClass controller, ref IEnumerable<LootItemClass> targets, ref InteractionsHandlerClass.EMoveItemOrder order)
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{
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if (UnloadState == null)
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{
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return;
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}
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AmmoBox box = item.Parent.Container.ParentItem as AmmoBox;
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if (box == null)
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{
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return;
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}
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// Ammo boxes with multiple stacks will loop through this code, so we only want to move the box once
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if (UnloadState.initialized)
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{
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order = UnloadState.order;
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targets = UnloadState.targets;
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}
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else
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{
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// Have to do this for them, since the calls to get parent will be wrong once we move the box
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if (!order.HasFlag(InteractionsHandlerClass.EMoveItemOrder.IgnoreItemParent))
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{
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LootItemClass parent = (item.GetNotMergedParent() as LootItemClass) ?? (item.GetRootMergedItem() as EquipmentClass);
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if (parent != null)
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{
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UnloadState.targets = targets = order.HasFlag(InteractionsHandlerClass.EMoveItemOrder.PrioritizeParent) ?
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parent.ToEnumerable().Concat(targets).Distinct() :
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targets.Concat(parent.ToEnumerable()).Distinct();
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}
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UnloadState.order = order |= InteractionsHandlerClass.EMoveItemOrder.IgnoreItemParent;
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}
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var operation = InteractionsHandlerClass.Move(box, UnloadState.fakeStash.Grid.FindLocationForItem(box), controller, false);
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operation.Value.RaiseEvents(controller, CommandStatus.Begin);
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operation.Value.RaiseEvents(controller, CommandStatus.Succeed);
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UnloadState.initialized = true;
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}
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}
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}
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public class UnloadAmmoBoxState
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{
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public StashClass fakeStash;
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public TraderControllerClass fakeController;
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public bool initialized;
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public InteractionsHandlerClass.EMoveItemOrder order;
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public IEnumerable<LootItemClass> targets;
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public UnloadAmmoBoxState()
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{
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fakeStash = (StashClass)Singleton<ItemFactory>.Instance.CreateItem("FakeStash", "566abbc34bdc2d92178b4576", null);
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fakeController = new(fakeStash, "FakeId", "FakeController", true, EOwnerType.Profile);
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}
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}
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}
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