Files
Tarkov-UIFixes/Patches/WeaponModdingPatches.cs
2024-08-24 12:04:21 -07:00

535 lines
18 KiB
C#

using Comfort.Common;
using EFT;
using EFT.InventoryLogic;
using EFT.UI.DragAndDrop;
using HarmonyLib;
using SPT.Reflection.Patching;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace UIFixes;
public static class WeaponModdingPatches
{
private const string MultitoolId = "544fb5454bdc2df8738b456a";
private static readonly string[] EquippedSlots = ["FirstPrimaryWeapon", "SecondPrimaryWeapon", "Holster"];
public static void Enable()
{
new ResizePatch().Enable();
new ResizeHelperPatch().Enable();
new ResizeOperationRollbackPatch().Enable();
new MoveBeforeNetworkTransactionPatch().Enable();
new ModEquippedPatch().Enable();
new InspectLockedPatch().Enable();
new ModCanBeMovedPatch().Enable();
new ModCanDetachPatch().Enable();
new ModCanApplyPatch().Enable();
new ModRaidModdablePatch().Enable();
new EmptyVitalPartsPatch().Enable();
}
public class ResizePatch : ModulePatch
{
public static MoveOperation NecessaryMoveOperation = null;
private static bool InPatch = false;
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(StashGridClass), nameof(StashGridClass.Resize));
}
[PatchPostfix]
public static void Postfix(StashGridClass __instance, Item item, XYCellSizeStruct oldSize, XYCellSizeStruct newSize, bool simulate, ref bool __result)
{
if (__result || InPatch)
{
return;
}
if (item.Owner is not InventoryControllerClass inventoryController)
{
return;
}
LocationInGrid itemLocation = __instance.GetItemLocation(item);
// The sizes passed in are the template sizes, need to make match the item's rotation
XYCellSizeStruct actualOldSize = itemLocation.r.Rotate(oldSize);
XYCellSizeStruct actualNewSize = itemLocation.r.Rotate(newSize);
// Figure out which direction(s) its growing
int horizontalGrowth = actualNewSize.X - actualOldSize.X;
int verticalGrowth = actualNewSize.Y - actualOldSize.Y;
// Can't move up/left more than the position
horizontalGrowth = Math.Min(horizontalGrowth, itemLocation.x);
verticalGrowth = Math.Min(verticalGrowth, itemLocation.y);
// Try moving it
try
{
InPatch = true;
for (int x = 0; x <= horizontalGrowth; x++)
{
for (int y = 0; y <= verticalGrowth; y++)
{
if (x + y == 0)
{
continue;
}
LocationInGrid newLocation = new(itemLocation.x - x, itemLocation.y - y, itemLocation.r);
ItemAddress newAddress = new GridItemAddress(__instance, newLocation);
var moveOperation = InteractionsHandlerClass.Move(item, newAddress, inventoryController, false);
if (moveOperation.Failed || moveOperation.Value == null)
{
continue;
}
bool resizeResult = __instance.Resize(item, oldSize, newSize, simulate);
// If simulating, rollback. Note that for some reason, only the Fold case even uses simulate
// The other cases (adding a mod, etc) never simulate, and then rollback later. Likely because there is normally
// no server side-effect of a resize - the only effect is updating the grid's free/used map.
if (simulate || !resizeResult)
{
moveOperation.Value.RollBack();
}
if (resizeResult)
{
// Stash the move operation so it can be executed or rolled back later
NecessaryMoveOperation = moveOperation.Value;
__result = true;
return;
}
}
}
}
finally
{
InPatch = false;
}
}
}
public class ResizeHelperPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(InteractionsHandlerClass), nameof(InteractionsHandlerClass.Resize_Helper));
}
[PatchPostfix]
public static void Postfix(ref GStruct414<ResizeOperation> __result)
{
if (__result.Failed || __result.Value == null)
{
return;
}
if (ResizePatch.NecessaryMoveOperation != null)
{
__result.Value.SetMoveOperation(ResizePatch.NecessaryMoveOperation);
ResizePatch.NecessaryMoveOperation = null;
}
}
}
public class ResizeOperationRollbackPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(ResizeOperation), nameof(ResizeOperation.RollBack));
}
[PatchPostfix]
public static void Postfix(ResizeOperation __instance)
{
MoveOperation moveOperation = __instance.GetMoveOperation();
if (moveOperation != null)
{
moveOperation.RollBack();
}
}
}
public class MoveBeforeNetworkTransactionPatch : ModulePatch
{
private static bool InPatch = false;
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(TraderControllerClass), nameof(TraderControllerClass.RunNetworkTransaction));
}
[PatchPrefix]
public static void Prefix(TraderControllerClass __instance, IRaiseEvents operationResult)
{
if (InPatch)
{
return;
}
MoveOperation extraOperation = null;
if (operationResult is MoveOperation moveOperation)
{
extraOperation = moveOperation.R().AddOperation?.R().ResizeOperation?.GetMoveOperation();
}
else if (operationResult is FoldOperation foldOperation)
{
extraOperation = foldOperation.ResizeResult?.GetMoveOperation();
}
if (extraOperation != null)
{
try
{
InPatch = true;
__instance.RunNetworkTransaction(extraOperation);
}
finally
{
InPatch = false;
}
}
}
}
public class ModEquippedPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(R.ContextMenuHelper.Type, "IsInteractive");
}
// Enable/disable options in the context menu
[PatchPostfix]
public static void Postfix(EItemInfoButton button, ref IResult __result, Item ___item_0)
{
// These two are only visible out of raid, enable them
if (Settings.ModifyEquippedWeapons.Value && (button == EItemInfoButton.Modding || button == EItemInfoButton.EditBuild))
{
if (__result.Succeed || !Singleton<BonusController>.Instance.HasBonus(EBonusType.UnlockWeaponModification))
{
return;
}
__result = SuccessfulResult.New;
return;
}
// This is surprisingly active in raid? Only enable out of raid.
if (button == EItemInfoButton.Disassemble)
{
if (!Plugin.InRaid() && Settings.ModifyEquippedWeapons.Value)
{
__result = SuccessfulResult.New;
return;
}
}
// These are on mods; normally the context menu is disabled so these are individually not disabled
// Need to do the disabling as appropriate
if (___item_0 is Mod mod && (button == EItemInfoButton.Uninstall || button == EItemInfoButton.Discard))
{
if (!CanModify(mod, out string error))
{
__result = new FailedResult(error);
return;
}
}
}
}
public class InspectLockedPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(ModSlotView), nameof(ModSlotView.method_14));
}
// Enable context menu on normally unmoddable slots, maybe keep them gray
[PatchPostfix]
public static void Postfix(ModSlotView __instance, ref bool ___bool_1, CanvasGroup ____canvasGroup)
{
// Keep it grayed out and warning text if its not draggable, even if context menu is enabled
if (__instance.Slot.ContainedItem is Mod mod && CanModify(mod, out string error))
{
___bool_1 = false;
____canvasGroup.alpha = 1f;
}
____canvasGroup.blocksRaycasts = true;
____canvasGroup.interactable = true;
}
}
public class ModCanBeMovedPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(Mod), nameof(Mod.CanBeMoved));
}
// As far as I can tell this never gets called, but hey
[PatchPostfix]
public static void Postfix(Mod __instance, IContainer toContainer, ref GStruct416<bool> __result)
{
if (__result.Succeeded)
{
return;
}
if (!CanModify(__instance, out string itemError))
{
return;
}
if (toContainer is not Slot toSlot || !CanModify(R.SlotItemAddress.Create(toSlot), out string slotError))
{
return;
}
__result = true;
}
}
public class ModCanDetachPatch : ModulePatch
{
private static Type TargetMethodReturnType;
protected override MethodBase GetTargetMethod()
{
MethodInfo method = AccessTools.Method(typeof(InteractionsHandlerClass), nameof(InteractionsHandlerClass.smethod_1));
TargetMethodReturnType = method.ReturnType;
return method;
}
// This gets invoked when dragging items around between slots
[PatchPostfix]
public static void Postfix(Item item, ItemAddress to, TraderControllerClass itemController, ref GStruct416<GClass3372> __result)
{
if (item is not Mod mod)
{
return;
}
if (Plugin.InRaid() && __result.Succeeded)
{
// In raid successes are all fine
return;
}
bool canModify = CanModify(mod, out string error) && CanModify(to, out error);
if (canModify == __result.Succeeded)
{
// In agreement, just check the error is best to show
if (Settings.ModifyRaidWeapons.Value == ModRaidWeapon.WithTool &&
(__result.Error is NotModdableInRaidError || __result.Error is ModVitalPartInRaidError))
{
// Double check this is an unequipped weapon
Weapon weapon = item.GetRootItemNotEquipment() as Weapon ?? to.GetRootItemNotEquipment() as Weapon;
if (weapon != null && !EquippedSlots.Contains(weapon.Parent.Container.ID))
{
__result = new MultitoolNeededError(item);
}
}
}
if (__result.Failed && canModify)
{
// Override result with success if DestinationCheck passes
var destinationCheck = InteractionsHandlerClass.DestinationCheck(item.Parent, to, itemController.OwnerType);
if (destinationCheck.Failed)
{
return;
}
__result = default;
}
else if (__result.Succeeded && !canModify)
{
// Out of raid, likely dragging a mod that was previously non-interactive, need to actually block
__result = new VitalPartInHandsError();
}
}
private class VitalPartInHandsError : InventoryError
{
public override string GetLocalizedDescription()
{
return "Vital mod weapon in hands".Localized();
}
public override string ToString()
{
return "Vital mod weapon in hands";
}
}
}
public class ModCanApplyPatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(LootItemClass), nameof(LootItemClass.Apply));
}
// Gets called when dropping mods on top of weapons
[PatchPrefix]
public static void Prefix(LootItemClass __instance, Item item)
{
if (!Plugin.InRaid())
{
return;
}
if (__instance is not Weapon weapon || item is not Mod mod || EquippedSlots.Contains(weapon.Parent.Container.ID))
{
return;
}
if (CanModify(mod, out string error))
{
ModRaidModdablePatch.Override = true;
EmptyVitalPartsPatch.Override = true;
}
}
[PatchPostfix]
public static void Postfix(LootItemClass __instance, ref ItemOperation __result)
{
ModRaidModdablePatch.Override = false;
EmptyVitalPartsPatch.Override = false;
// If setting is multitool, may need to change some errors
if (Settings.ModifyRaidWeapons.Value == ModRaidWeapon.WithTool)
{
if (__instance is not Weapon weapon || EquippedSlots.Contains(weapon.Parent.Container.ID))
{
return;
}
if (__result.Error is NotModdableInRaidError || __result.Error is ModVitalPartInRaidError)
{
__result = new MultitoolNeededError(__instance);
}
}
}
}
public class ModRaidModdablePatch : ModulePatch
{
public static bool Override = false;
protected override MethodBase GetTargetMethod()
{
return AccessTools.Property(typeof(Mod), nameof(Mod.RaidModdable)).GetMethod;
}
[PatchPostfix]
public static void Postfix(ref bool __result)
{
__result = __result || Override;
}
}
public class EmptyVitalPartsPatch : ModulePatch
{
public static bool Override = false;
protected override MethodBase GetTargetMethod()
{
return AccessTools.Property(typeof(LootItemClass), nameof(LootItemClass.VitalParts)).GetMethod;
}
[PatchPrefix]
public static bool Prefix(ref IEnumerable<Slot> __result)
{
if (Override)
{
__result = [];
return false;
}
return true;
}
}
private static bool CanModify(Mod item, out string error)
{
return CanModify(item, item?.Parent, out error);
}
private static bool CanModify(ItemAddress itemAddress, out string error)
{
return CanModify(null, itemAddress, out error);
}
private static bool CanModify(Mod item, ItemAddress itemAddress, out string error)
{
error = null;
// If it's raidmoddable and not in a vital slot, then it's all good
if ((item == null || item.RaidModdable) &&
(!R.SlotItemAddress.Type.IsAssignableFrom(itemAddress.GetType()) || !new R.SlotItemAddress(itemAddress).Slot.Required))
{
return true;
}
Item rootItem = itemAddress.GetRootItemNotEquipment();
if (rootItem is not Weapon weapon || weapon.CurrentAddress == null)
{
return true;
}
// Can't modify weapon in hands
if (EquippedSlots.Contains(weapon.Parent.Container.ID))
{
if (Plugin.InRaid())
{
error = "Inventory Errors/Not moddable in raid";
return false;
}
if (!Settings.ModifyEquippedWeapons.Value)
{
error = "Vital mod weapon in hands";
return false;
}
}
// Not in raid, not in hands: anything is possible
if (!Plugin.InRaid())
{
return true;
}
if (Settings.ModifyRaidWeapons.Value == ModRaidWeapon.Never)
{
error = "Inventory Errors/Not moddable in raid";
return false;
}
Player player = Singleton<GameWorld>.Instance.MainPlayer;
bool hasMultitool = player.Equipment.GetAllItems().Any(i => i.TemplateId == MultitoolId);
if (Settings.ModifyRaidWeapons.Value == ModRaidWeapon.WithTool && !hasMultitool)
{
error = "Inventory Errors/Not moddable without multitool";
return false;
}
return true;
}
}