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

258 lines
7.9 KiB
C#

using HarmonyLib;
using QSB.Messaging;
using QSB.Patches;
using QSB.Player;
using QSB.QuantumSync.Messages;
using QSB.QuantumSync.WorldObjects;
using QSB.WorldSync;
using System.Linq;
using UnityEngine;
namespace QSB.QuantumSync.Patches
{
[HarmonyPatch]
public class ServerQuantumPatches : QSBPatch
{
public override QSBPatchTypes Type => QSBPatchTypes.OnServerClientConnect;
[HarmonyPrefix]
[HarmonyPatch(typeof(EyeProxyQuantumMoon), nameof(EyeProxyQuantumMoon.ChangeQuantumState))]
public static bool EyeProxyQuantumMoon_ChangeQuantumState(EyeProxyQuantumMoon __instance, ref bool __result, bool skipInstantVisibilityCheck)
{
if (!WorldObjectManager.AllObjectsReady)
{
return true;
}
var qsbEyeProxyQuantumMoon = __instance.GetWorldObject<QSBEyeProxyQuantumMoon>();
if (TimeLoop.GetSecondsRemaining() > 0f && Random.value > 0.3f)
{
__instance._moonStateRoot.SetActive(false);
qsbEyeProxyQuantumMoon.SendMessage(new EyeProxyMoonStateChangeMessage(false, -1f));
__result = true;
return false;
}
__instance._moonStateRoot.SetActive(true);
for (var i = 0; i < 20; i++)
{
var angle = Random.Range(0f, 360f);
__instance.transform.localEulerAngles = new Vector3(0f, angle, 0f);
if (skipInstantVisibilityCheck || !__instance.CheckVisibilityInstantly())
{
qsbEyeProxyQuantumMoon.SendMessage(new EyeProxyMoonStateChangeMessage(true, angle));
__result = true;
return false;
}
}
__result = true;
return false;
}
/*
* This patch used to be different, but that one completely broke Solanum's NomaiTextLines.
* I have no idea why, and I fixed it by just writing this patch again.
* The patches did the same thing.
* ¯\_(ツ)_/¯
*/
[HarmonyPrefix]
[HarmonyPatch(typeof(QuantumMoon), nameof(QuantumMoon.ChangeQuantumState))]
public static bool ChangeQuantumState(QuantumMoon __instance, bool skipInstantVisibilityCheck, ref bool __result)
{
var foundNewPosition = false;
var playersInQuantumMoon = QSBPlayerManager.PlayerList.Where(x => x.IsInMoon);
var isVisibleOutput = QuantumManager.IsVisibleUsingCameraFrustum((ShapeVisibilityTracker)__instance._visibilityTracker, skipInstantVisibilityCheck);
var shrineLit = QuantumManager.Shrine != null && QuantumManager.Shrine.IsPlayerInDarkness();
var playersInQuantumShrine = QSBPlayerManager.PlayerList.Where(x => x.IsInShrine);
var playersWhoCanSeeQuantumMoon = isVisibleOutput.Item2;
var playersNotInQuantumShrine = QSBPlayerManager.PlayerList.Where(x => !x.IsInShrine);
// If any of the players in the moon are not in the shrine
if (playersInQuantumMoon.Any(x => !x.IsInShrine))
{
__result = false;
return false;
}
// If any of the players outside the shrine can see the moon
if (playersNotInQuantumShrine.Any(playersWhoCanSeeQuantumMoon.Contains))
{
__result = false;
return false;
}
// If there are players in the shrine and the shrine is not lit
if (playersInQuantumShrine.Count() != 0 && !shrineLit)
{
__result = false;
return false;
}
var anyPlayerInQM = playersInQuantumMoon.Any();
if (anyPlayerInQM && __instance._hasSunCollapsed)
{
__result = false;
return false;
}
if (Time.time - __instance._playerWarpTime < 1f)
{
__result = false;
return false;
}
if (__instance._stateIndex == 5 && anyPlayerInQM && !__instance.IsPlayerEntangled())
{
__result = false;
return false;
}
for (var i = 0; i < 10; i++)
{
FindStateAndOrbit(__instance, out var stateIndex, out var orbitIndex);
GetTargetPosition(__instance, stateIndex, orbitIndex, out var orbitRadius, out var bodyToOrbit, out var targetPosition, out var onUnitSphere);
if (!Physics.CheckSphere(targetPosition, __instance._sphereCheckRadius, OWLayerMask.physicalMask) || __instance._collapseToIndex != -1)
{
__instance._visibilityTracker.transform.position = targetPosition;
if (!Physics.autoSyncTransforms)
{
Physics.SyncTransforms();
}
if (skipInstantVisibilityCheck || anyPlayerInQM || !__instance.CheckVisibilityInstantly())
{
MoveMoon(__instance, targetPosition, bodyToOrbit, stateIndex, onUnitSphere, ref foundNewPosition);
break;
}
__instance._visibilityTracker.transform.localPosition = Vector3.zero;
}
else
{
Debug.LogError("Quantum moon orbit position occupied! Aborting collapse.");
}
}
if (foundNewPosition)
{
DealWithNewPosition(__instance);
__result = true;
return false;
}
__result = false;
return false;
}
private static void GetTargetPosition(QuantumMoon __instance, int stateIndex, int orbitIndex, out float orbitRadius, out OWRigidbody bodyToOrbit, out Vector3 targetPosition, out Vector3 onUnitSphere)
{
orbitRadius = (orbitIndex != -1)
? __instance._orbits[orbitIndex].GetOrbitRadius()
: 10000f;
bodyToOrbit = (orbitIndex != -1)
? __instance._orbits[orbitIndex].GetAttachedOWRigidbody()
: Locator.GetAstroObject(AstroObject.Name.Sun).GetOWRigidbody();
onUnitSphere = UnityEngine.Random.onUnitSphere;
if (stateIndex == 5)
{
onUnitSphere.y = 0f;
onUnitSphere.Normalize();
}
targetPosition = (onUnitSphere * orbitRadius) + bodyToOrbit.GetWorldCenterOfMass();
}
private static void FindStateAndOrbit(QuantumMoon __instance, out int stateIndex, out int orbitIndex)
{
stateIndex = (__instance._collapseToIndex != -1)
? __instance._collapseToIndex
: __instance.GetRandomStateIndex();
orbitIndex = -1;
for (var j = 0; j < __instance._orbits.Length; j++)
{
if (__instance._orbits[j].GetStateIndex() == stateIndex)
{
orbitIndex = j;
break;
}
}
if (orbitIndex == -1)
{
Debug.LogError("QUANTUM MOON FAILED TO FIND ORBIT FOR STATE " + stateIndex);
}
}
private static void MoveMoon(QuantumMoon __instance, Vector3 targetPosition, OWRigidbody bodyToOrbit, int stateIndex, Vector3 onUnitSphere, ref bool foundNewPosition)
{
__instance._moonBody.transform.position = targetPosition;
if (!Physics.autoSyncTransforms)
{
Physics.SyncTransforms();
}
__instance._visibilityTracker.transform.localPosition = Vector3.zero;
__instance._constantForceDetector.AddConstantVolume(bodyToOrbit.GetAttachedGravityVolume(), true, true);
var bodyVelocity = bodyToOrbit.GetVelocity();
if (__instance._useInitialMotion)
{
var component = bodyToOrbit.GetComponent<InitialMotion>();
bodyVelocity = (component != null)
? component.GetInitVelocity()
: Vector3.zero;
__instance._useInitialMotion = false;
}
var orbitAngle = Random.Range(0, 360);
__instance._moonBody.SetVelocity(OWPhysics.CalculateOrbitVelocity(bodyToOrbit, __instance._moonBody, orbitAngle) + bodyVelocity);
__instance._useInitialMotion = false;
__instance._lastStateIndex = __instance._stateIndex;
__instance._stateIndex = stateIndex;
__instance._collapseToIndex = -1;
foundNewPosition = true;
for (var k = 0; k < __instance._stateSkipCounts.Length; k++)
{
__instance._stateSkipCounts[k] = (k == __instance._stateIndex)
? 0
: (__instance._stateSkipCounts[k] + 1);
}
new MoonStateChangeMessage(stateIndex, onUnitSphere, orbitAngle).Send();
}
private static void DealWithNewPosition(QuantumMoon __instance)
{
if (__instance._isPlayerInside)
{
__instance.SetSurfaceState(__instance._stateIndex);
}
else
{
__instance.SetSurfaceState(-1);
__instance._quantumSignal.SetSignalActivation(__instance._stateIndex != 5);
}
__instance._referenceFrameVolume.gameObject.SetActive(__instance._stateIndex != 5);
__instance._moonBody.SetIsTargetable(__instance._stateIndex != 5);
for (var l = 0; l < __instance._deactivateAtEye.Length; l++)
{
__instance._deactivateAtEye[l].SetActive(__instance._stateIndex != 5);
}
GlobalMessenger<OWRigidbody>.FireEvent("QuantumMoonChangeState", __instance._moonBody);
}
}
}