Fix rubberbanding and refactor a little
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@@ -24,6 +24,7 @@ MyModGlobal = {
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AOEPICKUP = Keys.Y,
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QICK_FABRICATOR = Keys.K,
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QICK_DECONSTRUCTOR = Keys.J,
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QICK_MEDICAL_FABRICATOR = Keys.M,
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NESTED_CONTAINERS = true,
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DEBUG_MODE = true,
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},
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@@ -166,10 +167,15 @@ end, Hook.HookMethodType.After)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.QICK_FABRICATOR) then return end
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quickaccess.tryAccessFabricator()
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quickaccess.tryAccessFabricator(PlayerInput.IsShiftDown())
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end, Hook.HookMethodType.After)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.QICK_DECONSTRUCTOR) then return end
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quickaccess.tryAccessDeconstructor()
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quickaccess.tryAccessDeconstructor(PlayerInput.IsShiftDown())
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end, Hook.HookMethodType.After)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.QICK_MEDICAL_FABRICATOR) then return end
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quickaccess.tryAccessMedicalFabricator(PlayerInput.IsShiftDown())
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end, Hook.HookMethodType.After)
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@@ -7,7 +7,7 @@ Hook.Add("Character_CanInteractWith_Item_Postfix", "YourModName.AllowRemoteInter
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end)
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-- Then patch the CanInteractWith method
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Hook.Patch("YourModName", "Barotrauma.Character", "CanInteractWith",
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Hook.Patch("Cyka", "Barotrauma.Character", "CanInteractWith",
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{ "Barotrauma.Item", "System.Single&", "System.Boolean" },
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function(_, ptable)
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local result = Hook.Call("Character_CanInteractWith_Item_Postfix")
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@@ -18,66 +18,78 @@ Hook.Patch("YourModName", "Barotrauma.Character", "CanInteractWith",
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Hook.HookMethodType.After
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)
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local function tryAccessFabricator()
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local cachedFabricator = nil
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local cachedDeconstructor = nil
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local cachedMedicalFabricator = nil
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---@param prefabIdentifier string
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---@param componentName string
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---@return Barotrauma.Item, Barotrauma.Items.Components
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local function findByComponent(prefabIdentifier, componentName)
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local items = utils.enqueueAllSubmarineItems({}, function(item)
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return item.Prefab.Identifier.Value == "fabricator", item.Prefab.Identifier.Value == "fabricator"
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return item.Prefab.Identifier.Value == prefabIdentifier, item.Prefab.Identifier.Value == prefabIdentifier
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end)
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if #items == 0 then
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MyModGlobal.debugPrint("No fabricator found")
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return
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MyModGlobal.debugPrint("No " .. componentName .. " found")
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return nil, nil
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end
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if #items > 1 then
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MyModGlobal.debugPrint("Multiple fabricators found, using first one")
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MyModGlobal.debugPrint("Multiple " .. componentName .. " found, using first one")
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return nil, nil
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end
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---@type Barotrauma.Item
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local fabricator = items[1]
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---@type Barotrauma.Items.Components.Fabricator
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local fabricatorComponent
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for component in fabricator.Components do
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if component.Name == "Fabricator" then
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fabricatorComponent = component
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local item = items[1]
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---@type Barotrauma.Items.Components
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local component
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for itcomponent in item.Components do
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if itcomponent.Name == componentName then
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component = itcomponent
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break
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end
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end
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if not fabricatorComponent then
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MyModGlobal.debugPrint("No fabricator component found")
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if not component then
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MyModGlobal.debugPrint("No " .. componentName .. " component found")
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return
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end
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return item, component
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end
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---@param force boolean
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local function tryAccessFabricator(force)
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local fabricator = cachedFabricator
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if not fabricator or force then
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fabricator = findByComponent("fabricator", "Fabricator")
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if not fabricator then
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MyModGlobal.debugPrint("No fabricator found")
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return
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end
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cachedFabricator = fabricator
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end
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local me = Character.Controlled
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if not me then
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MyModGlobal.debugPrint("No controlled character found")
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return
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end
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MyModGlobal.debugPrint("Selecting fabricator")
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-- fabricatorComponent.Select(me)
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fabricator.Prefab.GrabWhenSelected = false
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me.SelectedItem = fabricator
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end
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local function tryAccessDeconstructor()
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local items = utils.enqueueAllSubmarineItems({}, function(item)
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return item.Prefab.Identifier.Value == "deconstructor", item.Prefab.Identifier.Value == "deconstructor"
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end)
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if #items == 0 then
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MyModGlobal.debugPrint("No deconstructor found")
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return
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end
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if #items > 1 then
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MyModGlobal.debugPrint("Multiple deconstructors found, using first one")
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end
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---@type Barotrauma.Item
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local deconstructor = items[1]
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---@type Barotrauma.Items.Components.Deconstructor
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local deconstructorComponent
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for component in deconstructor.Components do
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if component.Name == "Deconstructor" then
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deconstructorComponent = component
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---@param force boolean
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local function tryAccessDeconstructor(force)
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local deconstructor = cachedDeconstructor
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if not deconstructor or force then
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deconstructor = findByComponent("deconstructor", "Deconstructor")
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if not deconstructor then
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MyModGlobal.debugPrint("No deconstructor found")
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return
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end
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end
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if not deconstructorComponent then
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MyModGlobal.debugPrint("No deconstructor component found")
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return
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cachedDeconstructor = deconstructor
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end
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local me = Character.Controlled
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@@ -85,12 +97,39 @@ local function tryAccessDeconstructor()
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MyModGlobal.debugPrint("No controlled character found")
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return
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end
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MyModGlobal.debugPrint("Selecting deconstructor")
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-- deconstructorComponent.Select(me)
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deconstructor.Prefab.GrabWhenSelected = false
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me.SelectedItem = deconstructor
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end
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---@param force boolean
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local function tryAccessMedicalFabricator(force)
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local medicalFabricator = cachedMedicalFabricator
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if not medicalFabricator or force then
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medicalFabricator = findByComponent("medicalfabricator", "MedicalFabricator")
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if not medicalFabricator then
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MyModGlobal.debugPrint("No medical fabricator found")
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return
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end
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cachedMedicalFabricator = medicalFabricator
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end
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local me = Character.Controlled
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if not me then
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MyModGlobal.debugPrint("No controlled character found")
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return
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end
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MyModGlobal.debugPrint("Selecting medical fabricator")
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-- medicalFabricatorComponent.Select(me)
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medicalFabricator.Prefab.GrabWhenSelected = false
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me.SelectedItem = medicalFabricator
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end
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return {
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tryAccessFabricator = tryAccessFabricator,
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tryAccessDeconstructor = tryAccessDeconstructor,
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tryAccessMedicalFabricator = tryAccessMedicalFabricator,
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}
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