using HarmonyLib; using QSB.Patches; using QSB.Player; using QSB.Utility; using System.Linq; using UnityEngine; namespace QSB.QuantumSync.Patches; [HarmonyPatch] public class QuantumVisibilityPatches : QSBPatch { public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect; [HarmonyPostfix] [HarmonyPatch(typeof(Shape), nameof(Shape.OnEnable))] public static void Shape_OnEnable(Shape __instance) => __instance.RaiseEvent(nameof(__instance.OnShapeActivated), __instance); [HarmonyPostfix] [HarmonyPatch(typeof(Shape), nameof(Shape.OnDisable))] public static void Shape_OnDisable(Shape __instance) => __instance.RaiseEvent(nameof(__instance.OnShapeDeactivated), __instance); // ShapeVisibilityTracker patches [HarmonyPrefix] [HarmonyPatch(typeof(ShapeVisibilityTracker), nameof(ShapeVisibilityTracker.IsVisibleUsingCameraFrustum))] public static bool ShapeVisibilityTracker_IsVisibleUsingCameraFrustum(ShapeVisibilityTracker __instance, out bool __result) { __result = QuantumManager.IsVisibleUsingCameraFrustum(__instance, false).FoundPlayers; return false; } [HarmonyPrefix] [HarmonyPatch(typeof(ShapeVisibilityTracker), nameof(ShapeVisibilityTracker.IsVisible))] public static bool ShapeVisibilityTracker_IsVisible(ShapeVisibilityTracker __instance, out bool __result) { __result = QuantumManager.IsVisible(__instance, false); return false; } // RendererVisibilityTracker patches - probably not needed as i don't think RendererVisibilityTracker is ever used? [HarmonyPrefix] [HarmonyPatch(typeof(RendererVisibilityTracker), nameof(RendererVisibilityTracker.IsVisibleUsingCameraFrustum))] public static bool RendererVisibilityTracker_IsVisibleUsingCameraFrustum(RendererVisibilityTracker __instance, out bool __result) { __result = QSBPlayerManager.GetPlayersWithCameras() .Any(x => GeometryUtility.TestPlanesAABB(x.Camera.GetFrustumPlanes(), __instance._renderer.bounds)) && (!__instance._checkFrustumOcclusion || QSBPlayerManager.GetPlayersWithCameras() .Any(x => !__instance.IsOccludedFromPosition(x.Camera.transform.position))); return false; } // VisibilityObject [HarmonyPrefix] [HarmonyPatch(typeof(VisibilityObject), nameof(VisibilityObject.CheckIllumination))] public static bool VisibilityObject_CheckIllumination(VisibilityObject __instance, out bool __result) { if (!__instance._checkIllumination) { __result = true; return false; } var point = __instance.transform.TransformPoint(__instance._localIlluminationOffset); var (localFlashlight, playerFlashlights) = QSBPlayerManager.GetPlayerFlashlights(); if (localFlashlight.CheckIlluminationAtPoint(point, __instance._illuminationRadius)) { __result = true; return false; } if (playerFlashlights.Any(x => x.CheckIlluminationAtPoint(point, __instance._illuminationRadius))) { __result = true; return false; } var (localProbe, playerProbes) = QSBPlayerManager.GetPlayerProbes(); if (localProbe != null && localProbe.IsLaunched() && localProbe.CheckIlluminationAtPoint(point, __instance._illuminationRadius)) { __result = true; return false; } if (playerProbes.Any(x => x.IsLaunched() && x.CheckIlluminationAtPoint(point, __instance._illuminationRadius))) { __result = true; return false; } if (QSBPlayerManager.GetThrusterLightTrackers() .Any(x => x.CheckIlluminationAtPoint(point, __instance._illuminationRadius))) { __result = true; return false; } if (__instance._lightSources != null) { foreach (var light in __instance._lightSources) { if (light.intensity > 0f && light.range > 0f) { __result = true; return false; } } } __result = false; return false; } }