Can take item to new system, it is deleted in the original system when u return

This commit is contained in:
xen-42 2024-10-05 17:21:30 -04:00
parent 0ac18fcbe9
commit 5ddcae3d15
2 changed files with 174 additions and 1 deletions

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@ -0,0 +1,170 @@
using HarmonyLib;
using NewHorizons.Builder.Props;
using NewHorizons.External.Modules.Props;
using NewHorizons.Utility;
using NewHorizons.Utility.OWML;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NewHorizons.Handlers;
[HarmonyPatch]
public static class HeldItemHandler
{
/// <summary>
/// Dictionary of system name to item path
/// If we travel to multiple systems within a single loop, this will hold the items we move between systems
/// </summary>
private static Dictionary<string, string> _pathOfItemTakenFromSystem = new();
private static GameObject _currentlyHeldItem;
/// <summary>
/// Track the path of any item we ever pick up, in case we take it out of the system
/// </summary>
private static Dictionary<GameObject, string> _trackedPaths = new();
private static bool _isInitialized = false;
private static bool _isSystemReady = false;
/// <summary>
/// We keep our own reference to this because when Unload gets called it might have already been updated
/// </summary>
private static string _currentStarSystem;
[HarmonyPrefix, HarmonyPatch(typeof(ItemTool), nameof(ItemTool.Awake))]
private static void Init()
{
_trackedPaths.Clear();
_currentStarSystem = Main.Instance.CurrentStarSystem;
if (!_isInitialized)
{
_isInitialized = true;
Main.Instance.StarSystemChanging += OnStarSystemChanging;
Main.Instance.OnStarSystemLoaded.AddListener(OnSystemReady);
GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnPlayerDeath);
}
}
private static void OnPlayerDeath(DeathType _)
{
NHLogger.Log("Player died, resetting held items");
// Destroy everything
_pathOfItemTakenFromSystem.Clear();
GameObject.Destroy(_currentlyHeldItem);
}
private static GameObject MakePerfectCopy(GameObject go)
{
//go.SetActive(false);
var owItem = go.GetComponent<OWItem>();
var tempParent = new GameObject();
tempParent.transform.position = new Vector3(100000, 0, 0);
var newObject = DetailBuilder.Make(tempParent, tempParent.AddComponent<Sector>(), null, go, new DetailInfo() { keepLoaded = true });
newObject.SetActive(false);
newObject.transform.parent = null;
newObject.name = go.name;
var newOWItem = newObject.GetComponent<OWItem>();
NHLogger.Log($"Cloned {go.name}, original item has component: [{owItem != null}] new item has component: [{newOWItem != null}]");
return newObject;
}
private static void OnStarSystemChanging()
{
if (_currentlyHeldItem != null)
{
// Track it so that when we return to this system we can delete the original
if (_trackedPaths.TryGetValue(_currentlyHeldItem, out var path))
{
_pathOfItemTakenFromSystem[Main.Instance.CurrentStarSystem] = path;
}
NHLogger.Log($"Scene unloaded, preserved inactive held item {_currentlyHeldItem.name}");
// For some reason, the original will get destroyed no matter what do we make a copy
_currentlyHeldItem = MakePerfectCopy(_currentlyHeldItem).DontDestroyOnLoad();
}
_trackedPaths.Clear();
_isSystemReady = false;
}
private static void OnSystemReady(string _)
{
// If something was taken from this system during this life, remove it
if (_pathOfItemTakenFromSystem.TryGetValue(Main.Instance.CurrentStarSystem, out var path))
{
NHLogger.Log($"Removing item that was taken from this system at {path}");
var item = SearchUtilities.Find(path)?.GetComponent<OWItem>();
// Make sure to update the socket it might be in so that it works
if (item.GetComponentInParent<OWItemSocket>() is OWItemSocket socket)
{
socket.RemoveFromSocket();
}
GameObject.Destroy(item.gameObject);
}
// Give whatever item we were previously holding
if (_currentlyHeldItem != null)
{
NHLogger.Log($"Giving player held item {_currentlyHeldItem.name}");
// Else its spawning the item inside the player and for that one frame it kills you
var newObject = MakePerfectCopy(_currentlyHeldItem);
// We wait a bit because at some point after not something resets your held item to nothing
Delay.FireInNUpdates(() =>
{
try
{
Locator.GetToolModeSwapper().GetItemCarryTool().PickUpItemInstantly(newObject.GetComponent<OWItem>());
// For some reason picking something up messes up the input mode
if (PlayerState.AtFlightConsole())
{
Locator.GetToolModeSwapper().UnequipTool();
Locator.GetToolModeSwapper().OnEnterFlightConsole(Locator.GetShipBody());
}
newObject.SetActive(true);
}
catch(Exception e)
{
NHLogger.LogError($"Failed to take item {newObject.name} to a new system: {e}");
GameObject.Destroy(_currentlyHeldItem);
_currentlyHeldItem = null;
}
}, 5);
}
_isSystemReady = true;
}
[HarmonyPrefix, HarmonyPatch(typeof(ItemTool), nameof(ItemTool.MoveItemToCarrySocket))]
private static void HeldItemChanged(ItemTool __instance, OWItem item)
{
if (!_isSystemReady)
{
return;
}
if (item != null)
{
var path = item.transform.GetPath();
if (!_trackedPaths.ContainsKey(item.gameObject))
{
_trackedPaths[item.gameObject] = path;
}
}
NHLogger.Log($"Player is now holding {item?.name ?? "nothing"}");
_currentlyHeldItem = item?.gameObject;
}
}

View File

@ -58,7 +58,7 @@ namespace NewHorizons
public static float SecondsElapsedInLoop = -1; public static float SecondsElapsedInLoop = -1;
public static bool IsSystemReady { get; private set; } public static bool IsSystemReady { get; private set; }
public string DefaultStarSystem => SystemDict.ContainsKey(DefaultSystemOverride) ? DefaultSystemOverride : _defaultStarSystem; public string DefaultStarSystem => SystemDict.ContainsKey(DefaultSystemOverride) ? DefaultSystemOverride : _defaultStarSystem;
public string CurrentStarSystem public string CurrentStarSystem
@ -949,6 +949,7 @@ namespace NewHorizons
#endregion Load #endregion Load
#region Change star system #region Change star system
public Action StarSystemChanging { get; set; }
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false, bool vessel = false) public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false, bool vessel = false)
{ {
// If we're just on the title screen set the system for later // If we're just on the title screen set the system for later
@ -977,6 +978,8 @@ namespace NewHorizons
if (LoadManager.GetCurrentScene() == OWScene.SolarSystem || LoadManager.GetCurrentScene() == OWScene.EyeOfTheUniverse) if (LoadManager.GetCurrentScene() == OWScene.SolarSystem || LoadManager.GetCurrentScene() == OWScene.EyeOfTheUniverse)
{ {
StarSystemChanging?.Invoke();
IsWarpingFromShip = warp; IsWarpingFromShip = warp;
IsWarpingFromVessel = vessel; IsWarpingFromVessel = vessel;
DidWarpFromVessel = false; DidWarpFromVessel = false;