- Resolve foot level loot check

- Add new patch to disallow dragging quest items into your inventory. Can be collected with Ctrl+Click
- Update version
This commit is contained in:
DrakiaXYZ
2024-04-22 22:37:15 -07:00
parent bd6984557f
commit 71ef6f4fc6
5 changed files with 64 additions and 28 deletions

View File

@@ -4,7 +4,7 @@ using DrakiaXYZ.LootRadius.Patches;
namespace DrakiaXYZ.LootRadius
{
[BepInPlugin("xyz.drakia.lootradius", "DrakiaXYZ-LootRadius", "1.0.0")]
[BepInPlugin("xyz.drakia.lootradius", "DrakiaXYZ-LootRadius", "1.0.1")]
[BepInDependency("com.spt-aki.core", "3.8.0")]
public class LootRadiusPlugin : BaseUnityPlugin
{
@@ -17,6 +17,7 @@ namespace DrakiaXYZ.LootRadius
new GameStartedPatch().Enable();
new LootPanelOpenPatch().Enable();
new LootPanelClosePatch().Enable();
new QuestItemDragPatch().Enable();
}
}
}

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@@ -72,24 +72,17 @@ namespace DrakiaXYZ.LootRadius.Patches
return;
}
// Collect the items around the player, and add them to the fake stash
var grid = _stash.Grids[0];
Vector3 playerPosition = Singleton<GameWorld>.Instance.MainPlayer.Position;
// First find any items directly near the player's feet, to allow them to loot things like items slightly under the floor
Collider[] floorItemColliders = Physics.OverlapSphere(playerPosition, 0.35f, _interactiveLayerMask);
AddAllowedItems(grid, floorItemColliders, true);
// Then collect items around the player body, based on the loot radius
playerPosition += (Vector3.up * 0.5f);
Collider[] colliders = Physics.OverlapSphere(playerPosition, Settings.LootRadius.Value, _interactiveLayerMask);
if (colliders.Length > 0)
{
foreach (Collider collider in colliders)
{
var item = collider.gameObject.GetComponentInParent<LootItem>();
if (item != null && item.Item.Parent.Container != grid && (IsCloseEnough(item.transform.position) || IsLineOfSight(item.transform.position)))
{
item.Item.OriginalAddress = item.Item.CurrentAddress;
_removeMethod.Invoke(item.Item.CurrentAddress, new object[] { item.Item, string.Empty, false });
_addMethod.Invoke(grid, new object[] { item.Item });
}
}
}
Collider[] nearbyItemColliders = Physics.OverlapSphere(playerPosition, Settings.LootRadius.Value, _interactiveLayerMask);
AddAllowedItems(grid, nearbyItemColliders, false);
// Show the stash in the inventory panel
____simpleStashPanel.Configure(_stash, inventoryController, sourceContext.CreateChild(_stash));
@@ -99,20 +92,20 @@ namespace DrakiaXYZ.LootRadius.Patches
_rightPaneField.SetValue(ItemUiContext.Instance, new LootItemClass[] { _stash });
}
/**
* Return true if the item is close enough to the player's feet to bypass the line of sight check
*/
private static bool IsCloseEnough(Vector3 endPos)
private static void AddAllowedItems(StashGridClass grid, Collider[] colliders, bool ignoreLineOfSight)
{
float sqDist = (Singleton<GameWorld>.Instance.MainPlayer.Position - endPos).sqrMagnitude;
if (sqDist < 0.5f)
foreach (Collider collider in colliders)
{
return true;
var item = collider.gameObject.GetComponentInParent<LootItem>();
if (item != null && item.Item.Parent.Container != grid && (ignoreLineOfSight || IsLineOfSight(item.transform.position)))
{
item.Item.OriginalAddress = item.Item.CurrentAddress;
_removeMethod.Invoke(item.Item.CurrentAddress, new object[] { item.Item, string.Empty, false });
_addMethod.Invoke(grid, new object[] { item.Item });
}
}
return false;
}
/**
* Return true if the end position is within line of sight of the player
*/

View File

@@ -0,0 +1,41 @@
using Aki.Reflection.Patching;
using EFT.InventoryLogic;
using EFT.UI.DragAndDrop;
using HarmonyLib;
using System.Linq;
using System.Reflection;
namespace DrakiaXYZ.LootRadius.Patches
{
internal class QuestItemDragPatch : ModulePatch
{
private static FieldInfo _itemOwnerField;
protected override MethodBase GetTargetMethod()
{
_itemOwnerField = AccessTools.GetDeclaredFields(typeof(GridView)).Single(x => x.FieldType == typeof(IItemOwner));
return typeof(GridView).GetMethod(nameof(GridView.CanDrag));
}
[PatchPrefix]
public static bool PatchPrefix(GridView __instance, ref bool __result, ItemContextAbstractClass itemContext)
{
// If not the RadiusStash GridView, run original
IItemOwner gridOwner = _itemOwnerField.GetValue(__instance) as IItemOwner;
if (gridOwner.ID != "RadiusStash")
{
return true;
}
// If this is a quest item, return false
if (itemContext.Item.QuestItem)
{
__result = false;
return false;
}
// Otherwise allow original function to run
return true;
}
}
}

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@@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyVersion("1.0.1.0")]
[assembly: AssemblyFileVersion("1.0.1.0")]

View File

@@ -128,6 +128,7 @@
<Compile Include="Patches\GameStartedPatch.cs" />
<Compile Include="Patches\LootPanelClosePatch.cs" />
<Compile Include="Patches\LootPanelOpenPatch.cs" />
<Compile Include="Patches\QuestItemDragPatch.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />