quantum-space-buddies/QSB/QuantumSync/Patches/QuantumVisibilityPatches.cs

118 lines
3.7 KiB
C#

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, ref bool __result)
{
__result = QuantumManager.IsVisibleUsingCameraFrustum(__instance, false).Item1;
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(ShapeVisibilityTracker), nameof(ShapeVisibilityTracker.IsVisible))]
public static bool ShapeVisibilityTracker_IsVisible(ShapeVisibilityTracker __instance, ref 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, ref 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, ref bool __result)
{
if (!__instance._checkIllumination)
{
__result = true;
return false;
}
var point = __instance.transform.TransformPoint(__instance._localIlluminationOffset);
var tupleFlashlights = QSBPlayerManager.GetPlayerFlashlights();
var localFlashlight = tupleFlashlights.Item1;
var playerFlashlights = tupleFlashlights.Item2;
// local player flashlight
if (localFlashlight.CheckIlluminationAtPoint(point, __instance._illuminationRadius))
{
__result = true;
return false;
}
// all other player flashlights
if (playerFlashlights.Any(x => x.CheckIlluminationAtPoint(point, __instance._illuminationRadius)))
{
__result = true;
return false;
}
// BUG : Implement checking for other probes!
if (Locator.GetProbe() != null && Locator.GetProbe().IsLaunched() && Locator.GetProbe().CheckIlluminationAtPoint(point, __instance._illuminationRadius))
{
__result = true;
return false;
}
// BUG : Implement checking for other player's thrusters!
if (Locator.GetThrusterLightTracker().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;
}
}
}