Files
Tarkov-UIFixes/Patches/UnloadAmmoPatches.cs
2024-07-28 13:17:33 -07:00

232 lines
8.6 KiB
C#

using Comfort.Common;
using EFT;
using EFT.Communications;
using EFT.InventoryLogic;
using EFT.UI;
using HarmonyLib;
using SPT.Reflection.Patching;
using SPT.Reflection.Utils;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
namespace UIFixes;
public static class UnloadAmmoPatches
{
public static void Enable()
{
new TradingPlayerPatch().Enable();
new TransferPlayerPatch().Enable();
new UnloadScavTransferPatch().Enable();
new NoScavStashPatch().Enable();
new UnloadAmmoBoxPatch().Enable();
}
public class TradingPlayerPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.DeclaredProperty(R.TradingInteractions.Type, "AvailableInteractions").GetMethod;
}
[PatchPostfix]
public static void Postfix(ref IEnumerable<EItemInfoButton> __result)
{
var list = __result.ToList();
list.Insert(list.IndexOf(EItemInfoButton.Repair), EItemInfoButton.UnloadAmmo);
__result = list;
}
}
public class TransferPlayerPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.DeclaredProperty(R.TransferInteractions.Type, "AvailableInteractions").GetMethod;
}
[PatchPostfix]
public static void Postfix(ref IEnumerable<EItemInfoButton> __result)
{
var list = __result.ToList();
list.Insert(list.IndexOf(EItemInfoButton.Fold), EItemInfoButton.UnloadAmmo);
__result = list;
}
}
// The scav inventory screen has two inventory controllers, the player's and the scav's. Unload always uses the player's, which causes issues
// 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
// This patch forces unload to use the controller of whoever owns the magazine.
public class UnloadScavTransferPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.DeclaredMethod(typeof(InventoryControllerClass), nameof(InventoryControllerClass.UnloadMagazine));
}
[PatchPrefix]
public static bool Prefix(InventoryControllerClass __instance, MagazineClass magazine, ref Task<IResult> __result)
{
if (ItemUiContext.Instance.ContextType != EItemUiContextType.ScavengerInventoryScreen)
{
return true;
}
if (magazine.Owner == __instance || magazine.Owner is not InventoryControllerClass ownerInventoryController)
{
return true;
}
__result = ownerInventoryController.UnloadMagazine(magazine);
return false;
}
}
// 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?
// If the equipment is full, the bullets would go to the scav stash, aka a black hole, and are never seen again.
// Remove the scav's stash
public class NoScavStashPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
Type type = typeof(ScavengerInventoryScreen).GetNestedTypes().Single(t => t.GetField("ScavController") != null); // ScavengerInventoryScreen.GClass3156
return AccessTools.GetDeclaredConstructors(type).Single();
}
[PatchPrefix]
public static void Prefix(InventoryContainerClass scavController)
{
scavController.Inventory.Stash = null;
}
}
public class UnloadAmmoBoxPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(ItemUiContext), nameof(ItemUiContext.UnloadAmmo));
}
[PatchPrefix]
public static bool Prefix(Item item, ref Task __result, InventoryContainerClass ___inventoryControllerClass)
{
if (!Settings.UnloadAmmoBoxInPlace.Value || item is not AmmoBox ammoBox)
{
return true;
}
if (ammoBox.Cartridges.Last is not BulletClass lastBullet)
{
return true;
}
__result = UnloadAmmoBox(ammoBox, ___inventoryControllerClass);
return false;
}
private static async Task UnloadAmmoBox(AmmoBox ammoBox, InventoryControllerClass inventoryController)
{
BulletClass lastBullet = ammoBox.Cartridges.Last as BulletClass;
IEnumerable<LootItemClass> containers = inventoryController.Inventory.Stash != null ?
[inventoryController.Inventory.Equipment, inventoryController.Inventory.Stash] :
[inventoryController.Inventory.Equipment];
// Explicitly add the current parent before its moved. IgnoreParentItem will be sent along later
containers = containers.Prepend(ammoBox.Parent.Container.ParentItem as LootItemClass);
// Move the box to a temporary stash so it can unload in place
TraderControllerClass tempController = GetTempController();
StashClass tempStash = tempController.RootItem as StashClass;
var moveOperation = InteractionsHandlerClass.Move(ammoBox, tempStash.Grid.FindLocationForItem(ammoBox), inventoryController, true);
if (moveOperation.Succeeded)
{
IResult networkResult = await inventoryController.TryRunNetworkTransaction(moveOperation);
if (networkResult.Failed)
{
moveOperation = new GClass3370(networkResult.Error);
}
// Surprise! The operation is STILL not done. <insert enraged, profanity-laced, unhinged anti-BSG rant here>
await Task.Yield();
}
if (moveOperation.Failed)
{
NotificationManagerClass.DisplayWarningNotification(moveOperation.Error.ToString(), ENotificationDurationType.Default);
return;
}
bool unloadedAny = false;
ItemOperation operation = default;
for (BulletClass bullet = lastBullet; bullet != null; bullet = ammoBox.Cartridges.Last as BulletClass)
{
operation = InteractionsHandlerClass.QuickFindAppropriatePlace(
bullet,
inventoryController,
containers,
InteractionsHandlerClass.EMoveItemOrder.UnloadAmmo | InteractionsHandlerClass.EMoveItemOrder.IgnoreItemParent,
true);
if (operation.Failed)
{
break;
}
unloadedAny = true;
IResult networkResult = await inventoryController.TryRunNetworkTransaction(operation);
if (networkResult.Failed)
{
operation = new GClass3370(networkResult.Error);
break;
}
if (operation.Value is GInterface343 raisable)
{
raisable.TargetItem.RaiseRefreshEvent(false, true);
}
// Surprise! The operation STILL IS NOT DONE. <insert enraged, profanity-laced, unhinged anti-BSG rant here>
await Task.Yield();
}
if (unloadedAny && Singleton<GUISounds>.Instantiated)
{
Singleton<GUISounds>.Instance.PlayItemSound(lastBullet.ItemSound, EInventorySoundType.drop, false);
}
if (operation.Succeeded)
{
inventoryController.DestroyItem(ammoBox);
}
else
{
ammoBox.RaiseRefreshEvent(false, true);
}
if (operation.Failed)
{
NotificationManagerClass.DisplayWarningNotification(operation.Error.ToString(), ENotificationDurationType.Default);
}
}
private static TraderControllerClass GetTempController()
{
if (Plugin.InRaid())
{
return Singleton<GameWorld>.Instance.R().TraderController;
}
else
{
var profile = PatchConstants.BackEndSession.Profile;
StashClass fakeStash = Singleton<ItemFactory>.Instance.CreateFakeStash();
return new TraderControllerClass(fakeStash, profile.ProfileId, profile.Nickname);
}
}
}
}