using HarmonyLib; using QSB.EchoesOfTheEye.LightSensorSync.WorldObjects; using QSB.Patches; using QSB.Tools.FlashlightTool; using QSB.Tools.ProbeTool; using QSB.WorldSync; using UnityEngine; namespace QSB.EchoesOfTheEye.LightSensorSync.Patches; [HarmonyPatch(typeof(SingleLightSensor))] internal class LightSensorPatches : QSBPatch { public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect; [HarmonyPrefix] [HarmonyPatch(nameof(SingleLightSensor.UpdateIllumination))] private static bool UpdateIllumination(SingleLightSensor __instance) { if (!QSBWorldSync.AllObjectsReady) { return true; } var qsbLightSensor = __instance.GetWorldObject(); var illuminatedByLocal = qsbLightSensor.IlluminatedByLocal; qsbLightSensor.IlluminatedByLocal = false; __instance._illuminated = false; __instance._illuminatingDreamLanternList?.Clear(); if (__instance._lightSources == null || __instance._lightSources.Count == 0) { if (illuminatedByLocal) { qsbLightSensor.OnDetectLocalDarkness?.Invoke(); } return false; } var vector = __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(vector, __instance._sensorRadius, __instance._maxDistance)) { var lightSourceType = lightSource.GetLightSourceType(); switch (lightSourceType) { case LightSourceType.UNDEFINED: { var owlight = lightSource as OWLight2; var occludableLight = owlight.GetLight().shadows != LightShadows.None && owlight.GetLight().shadowStrength > 0.5f; if (owlight.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance) && !__instance.CheckOcclusion(owlight.transform.position, vector, sensorWorldDir, occludableLight)) { __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; } break; } case LightSourceType.FLASHLIGHT: { if (lightSource is Flashlight) { var position = Locator.GetPlayerCamera().transform.position; var to = __instance.transform.position - position; if (Vector3.Angle(Locator.GetPlayerCamera().transform.forward, to) <= __instance._maxSpotHalfAngle && !__instance.CheckOcclusion(position, vector, sensorWorldDir)) { __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; } } else if (lightSource is QSBFlashlight qsbFlashlight) { var playerCamera = qsbFlashlight.Player.Camera; var position = playerCamera.transform.position; var to = __instance.transform.position - position; if (Vector3.Angle(playerCamera.transform.forward, to) <= __instance._maxSpotHalfAngle && !__instance.CheckOcclusion(position, vector, sensorWorldDir)) { __instance._illuminated = true; } } break; } case LightSourceType.PROBE: { if (lightSource is SurveyorProbe probe) { if (probe != null && probe.IsLaunched() && !probe.IsRetrieving() && probe.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance) && !__instance.CheckOcclusion(probe.GetLightSourcePosition(), vector, sensorWorldDir)) { __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; } } else if (lightSource is QSBProbe qsbProbe) { if (qsbProbe != null && qsbProbe.IsLaunched() && !qsbProbe.IsRetrieving() && qsbProbe.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance) && !__instance.CheckOcclusion(qsbProbe.GetLightSourcePosition(), vector, sensorWorldDir)) { __instance._illuminated = true; } } break; } case LightSourceType.FLASHLIGHT | LightSourceType.PROBE: case LightSourceType.FLASHLIGHT | LightSourceType.DREAM_LANTERN: case LightSourceType.PROBE | LightSourceType.DREAM_LANTERN: case LightSourceType.FLASHLIGHT | LightSourceType.PROBE | LightSourceType.DREAM_LANTERN: break; case LightSourceType.DREAM_LANTERN: { var dreamLanternController = lightSource as DreamLanternController; if (dreamLanternController.IsLit() && dreamLanternController.IsFocused(__instance._lanternFocusThreshold) && dreamLanternController.CheckIlluminationAtPoint(vector, __instance._sensorRadius, __instance._maxDistance) && !__instance.CheckOcclusion(dreamLanternController.GetLightPosition(), vector, sensorWorldDir)) { __instance._illuminatingDreamLanternList.Add(dreamLanternController); __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; // todo remote dream lanterns } 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(vector, __instance._sensorRadius, maxDistance) && !__instance.CheckOcclusion(owlight.transform.position, vector, sensorWorldDir, occludableLight)) { __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; // todo remote dream lanterns break; } } break; default: if (lightSourceType == LightSourceType.VOLUME_ONLY) { __instance._illuminated = true; qsbLightSensor.IlluminatedByLocal = true; } break; } } } if (qsbLightSensor.IlluminatedByLocal && !illuminatedByLocal) { qsbLightSensor.OnDetectLocalLight?.Invoke(); } else if (!qsbLightSensor.IlluminatedByLocal && illuminatedByLocal) { qsbLightSensor.OnDetectLocalDarkness?.Invoke(); } return false; } }