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using HarmonyLib;
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using QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
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using QSB.Patches;
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using QSB.WorldSync;
using System.Collections.Generic;
using UnityEngine;
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/*
* For those who come here,
* leave while you still can.
*/
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namespace QSB.EchoesOfTheEye.LightSensorSync.Patches;
[HarmonyPatch(typeof(SingleLightSensor))]
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internal class LightSensorPatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
[HarmonyPrefix]
[HarmonyPatch(nameof(SingleLightSensor.OnSectorOccupantsUpdated))]
private static bool OnSectorOccupantsUpdated(SingleLightSensor __instance)
{
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if (LightSensorManager.IsPlayerLightSensor(__instance))
{
return true;
}
if (!QSBWorldSync.AllObjectsReady)
{
return true;
}
var qsbLightSensor = __instance.GetWorldObject<QSBLightSensor>();
var containsAnyOccupants = __instance._sector.ContainsAnyOccupants(DynamicOccupant.Player | DynamicOccupant.Probe);
if (containsAnyOccupants && !__instance.enabled)
{
__instance.enabled = true;
__instance._lightDetector.GetShape().enabled = true;
if (__instance._preserveStateWhileDisabled)
{
__instance._fixedUpdateFrameDelayCount = 10;
}
}
else if (!containsAnyOccupants && __instance.enabled)
{
__instance.enabled = false;
__instance._lightDetector.GetShape().enabled = false;
if (!__instance._preserveStateWhileDisabled)
{
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if (__instance._illuminated)
{
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__instance.OnDetectDarkness.Invoke();
}
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__instance._illuminated = false;
}
}
return false;
}
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/// <summary>
/// to prevent allocating a new list every frame
/// </summary>
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private static readonly List<DreamLanternController> _illuminatingDreamLanternList = new();
[HarmonyPrefix]
[HarmonyPatch(nameof(SingleLightSensor.ManagedFixedUpdate))]
private static bool ManagedFixedUpdate(SingleLightSensor __instance)
{
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if (LightSensorManager.IsPlayerLightSensor(__instance))
{
return true;
}
if (!QSBWorldSync.AllObjectsReady)
{
return true;
}
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var qsbLightSensor = __instance.GetWorldObject<QSBLightSensor>();
if (__instance._fixedUpdateFrameDelayCount > 0)
{
__instance._fixedUpdateFrameDelayCount--;
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return false;
}
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var illuminated = __instance._illuminated;
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var locallyIlluminated = qsbLightSensor._locallyIlluminated;
__instance.UpdateIllumination();
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if (!illuminated && __instance._illuminated)
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{
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__instance.OnDetectLight.Invoke();
return false;
}
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if (illuminated && !__instance._illuminated)
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{
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__instance.OnDetectDarkness.Invoke();
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}
if (!locallyIlluminated && qsbLightSensor._locallyIlluminated)
{
qsbLightSensor.OnDetectLocalLight.Invoke();
return false;
}
if (locallyIlluminated && !qsbLightSensor._locallyIlluminated)
{
qsbLightSensor.OnDetectLocalDarkness.Invoke();
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}
return false;
}
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[HarmonyPrefix]
[HarmonyPatch(nameof(SingleLightSensor.UpdateIllumination))]
private static bool UpdateIllumination(SingleLightSensor __instance)
{
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if (LightSensorManager.IsPlayerLightSensor(__instance))
{
return true;
}
if (!QSBWorldSync.AllObjectsReady)
{
return true;
}
var qsbLightSensor = __instance.GetWorldObject<QSBLightSensor>();
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__instance._illuminated = false;
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qsbLightSensor._locallyIlluminated = false;
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__instance._illuminatingDreamLanternList?.Clear();
if (__instance._lightSources == null || __instance._lightSources.Count == 0)
{
return false;
}
var sensorWorldPos = __instance.transform.TransformPoint(__instance._localSensorOffset);
var sensorWorldDir = Vector3.zero;
if (__instance._directionalSensor)
{
sensorWorldDir = __instance.transform.TransformDirection(__instance._localDirection).normalized;
}
foreach (var lightSource in __instance._lightSources)
{
if ((__instance._lightSourceMask & lightSource.GetLightSourceType()) == lightSource.GetLightSourceType() &&
lightSource.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance))
{
switch (lightSource.GetLightSourceType())
{
case LightSourceType.UNDEFINED:
{
var owlight = lightSource as OWLight2;
var occludableLight = owlight.GetLight().shadows != LightShadows.None &&
owlight.GetLight().shadowStrength > 0.5f;
if (owlight.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(owlight.transform.position, sensorWorldPos, sensorWorldDir, occludableLight))
{
__instance._illuminated = true;
}
break;
}
case LightSourceType.FLASHLIGHT:
{
var position = Locator.GetPlayerCamera().transform.position;
var vector3 = __instance.transform.position - position;
if (Vector3.Angle(Locator.GetPlayerCamera().transform.forward, vector3) <= __instance._maxSpotHalfAngle &&
!__instance.CheckOcclusion(position, sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
break;
}
case LightSourceType.PROBE:
{
var probe = Locator.GetProbe();
if (probe != null &&
probe.IsLaunched() &&
!probe.IsRetrieving() &&
probe.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(probe.GetLightSourcePosition(), sensorWorldPos, sensorWorldDir))
{
__instance._illuminated = true;
}
break;
}
case LightSourceType.DREAM_LANTERN:
{
var dreamLanternController = lightSource as DreamLanternController;
if (dreamLanternController.IsLit() &&
dreamLanternController.IsFocused(__instance._lanternFocusThreshold) &&
dreamLanternController.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, __instance._maxDistance) &&
!__instance.CheckOcclusion(dreamLanternController.GetLightPosition(), sensorWorldPos, sensorWorldDir))
{
__instance._illuminatingDreamLanternList.Add(dreamLanternController);
__instance._illuminated = true;
}
break;
}
case LightSourceType.SIMPLE_LANTERN:
foreach (var owlight in lightSource.GetLights())
{
var occludableLight = owlight.GetLight().shadows != LightShadows.None &&
owlight.GetLight().shadowStrength > 0.5f;
var maxDistance = Mathf.Min(__instance._maxSimpleLanternDistance, __instance._maxDistance);
if (owlight.CheckIlluminationAtPoint(sensorWorldPos, __instance._sensorRadius, maxDistance) &&
!__instance.CheckOcclusion(owlight.transform.position, sensorWorldPos, sensorWorldDir, occludableLight))
{
__instance._illuminated = true;
break;
}
}
break;
case LightSourceType.VOLUME_ONLY:
__instance._illuminated = true;
break;
}
}
}
return false;
}
}