201 lines
7.1 KiB
C#
201 lines
7.1 KiB
C#
using Comfort.Common;
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using EFT.InventoryLogic;
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using EFT.UI;
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using HarmonyLib;
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using SPT.Reflection.Patching;
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using SPT.Reflection.Utils;
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using System;
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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;
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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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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.DeclaredProperty(R.TradingInteractions.Type, "AvailableInteractions").GetMethod;
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}
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[PatchPostfix]
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public static void Postfix(ref IEnumerable<EItemInfoButton> __result)
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{
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var list = __result.ToList();
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list.Insert(list.IndexOf(EItemInfoButton.Repair), EItemInfoButton.UnloadAmmo);
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__result = list;
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}
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}
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public class TransferPlayerPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.DeclaredProperty(R.TransferInteractions.Type, "AvailableInteractions").GetMethod;
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}
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[PatchPostfix]
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public static void Postfix(ref IEnumerable<EItemInfoButton> __result)
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{
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var list = __result.ToList();
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list.Insert(list.IndexOf(EItemInfoButton.Fold), EItemInfoButton.UnloadAmmo);
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__result = list;
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}
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}
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// The scav inventory screen has two inventory controllers, the player's and the scav's. Unload always uses the player's, which causes issues
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// because the bullets are never marked as "known" by the scav, so if you click back/next they show up as unsearched, with no way to search
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// This patch forces unload to use the controller of whoever owns the magazine.
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public class UnloadScavTransferPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.DeclaredMethod(typeof(InventoryControllerClass), nameof(InventoryControllerClass.UnloadMagazine));
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}
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[PatchPrefix]
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public static bool Prefix(InventoryControllerClass __instance, MagazineClass magazine, ref Task<IResult> __result)
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{
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if (ItemUiContext.Instance.ContextType != EItemUiContextType.ScavengerInventoryScreen)
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{
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return true;
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}
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if (magazine.Owner == __instance || magazine.Owner is not InventoryControllerClass ownerInventoryController)
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{
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return true;
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}
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__result = ownerInventoryController.UnloadMagazine(magazine);
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return false;
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}
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}
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// Because of the above patch, unload uses the scav's inventory controller, which provides locations to unload ammo: equipment and stash. Why do scavs have a stash?
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// If the equipment is full, the bullets would go to the scav stash, aka a black hole, and are never seen again.
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// Remove the scav's stash
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public class NoScavStashPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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Type type = typeof(ScavengerInventoryScreen).GetNestedTypes().Single(t => t.GetField("ScavController") != null); // ScavengerInventoryScreen.GClass3156
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return AccessTools.GetDeclaredConstructors(type).Single();
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}
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[PatchPrefix]
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public static void Prefix(InventoryContainerClass scavController)
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{
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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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var profile = PatchConstants.BackEndSession.Profile;
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fakeController = new(fakeStash, profile.ProfileId, profile.Nickname);
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}
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}
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}
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