mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
254 lines
10 KiB
C#
254 lines
10 KiB
C#
using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Patches
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{
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[HarmonyPatch]
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public static class TemporaryDebugOnlyPatchesDeleteBeforePR
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(QuantumObject), nameof(QuantumObject.Collapse))]
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public static bool QuantumObject_Collapse(QuantumObject __instance, ref bool __result, bool skipInstantVisibilityCheck = false)
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{
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Logger.Log("trying to collapse");
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Logger.Log(__instance.gameObject.activeInHierarchy+"");
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return true;
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}
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// This is some dark magic
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// this creates a method called base_DropItem that basically just calls OWItem.PickUpItem whenever it (VisionTorchItemPatches.base_PickUpItem) is called
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[HarmonyReversePatch]
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[HarmonyPatch(typeof(VisibilityObject), nameof(VisibilityObject.Update))]
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private static void base_Update(VisibilityObject __instance) { }
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[HarmonyPrefix]
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[HarmonyPatch(typeof(QuantumObject), nameof(QuantumObject.Update))]
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public static bool QuantumObject_Update(QuantumObject __instance)
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{
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base_Update(__instance);
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bool flag = __instance.IsLocked();
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if (__instance._wasLocked && !flag) Logger.Log("locked falling edge");
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if (__instance._wasLocked && !flag && !__instance.Collapse() && !__instance._ignoreRetryQueue)
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{
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ShapeManager.AddToRetryQueue(__instance);
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}
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__instance._wasLocked = flag;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SocketedQuantumObject), nameof(SocketedQuantumObject.ChangeQuantumState))]
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public static bool SocketedQuantumObject_ChangeQuantumState(SocketedQuantumObject __instance, ref bool __result, bool skipInstantVisibilityCheck)
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{
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Logger.Log("attempting change state");
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for (int i = 0; i < __instance._childSockets.Count; i++)
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{
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if (__instance._childSockets[i].IsOccupied())
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{
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__result = false;
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return false;
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}
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}
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if (__instance._socketList.Count <= 1)
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{
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Logger.Log("not enough sockets");
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Debug.LogError("Not enough quantum sockets in list!", __instance);
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Debug.Break();
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__result = false;
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return false;
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}
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List<QuantumSocket> list = new List<QuantumSocket>();
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for (int j = 0; j < __instance._socketList.Count; j++)
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{
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if (!__instance._socketList[j].IsOccupied() && __instance._socketList[j].IsActive())
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{
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list.Add(__instance._socketList[j]);
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}
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}
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if (list.Count == 0)
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{
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Logger.Log("Zero available quantum sockets");
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__result = false;
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return false;
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}
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if (__instance._recentlyObscuredSocket != null)
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{
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Logger.Log("picked recently obscured socket");
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__instance.MoveToSocket(__instance._recentlyObscuredSocket);
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__instance._recentlyObscuredSocket = null;
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__result = true;
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return false;
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}
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QuantumSocket occupiedSocket = __instance._occupiedSocket;
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for (int k = 0; k < 20; k++)
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{
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int index = UnityEngine.Random.Range(0, list.Count);
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__instance.MoveToSocket(list[index]);
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Logger.Log("trying socket " + index);
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if (skipInstantVisibilityCheck)
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{
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__result = true;
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return false;
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}
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bool flag = false;
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if (!((!__instance.IsPlayerEntangled()) ? (__instance.CheckIllumination() ? __instance.CheckVisibilityInstantly() : __instance.CheckPointInside(Locator.GetPlayerCamera().transform.position)) : __instance.CheckIllumination()))
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{
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__result = true;
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return false;
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}
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list.RemoveAt(index);
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if (list.Count == 0)
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{
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break;
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}
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}
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Logger.Log("returning to original socket");
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__instance.MoveToSocket(occupiedSocket);
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__result = false;
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return false;
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}
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// // This is some dark magic
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// // this creates a method called base_DropItem that basically just calls OWItem.PickUpItem whenever it (VisionTorchItemPatches.base_PickUpItem) is called
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// [HarmonyReversePatch]
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// [HarmonyPatch(typeof(VisibilityObject), nameof(VisibilityObject.Awake))]
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// private static void base_Awake(VisibilityObject __instance) { }
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// // Make the vision torch droppable. In the base game you can only drop it if you're in the dream world.
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// [HarmonyPrefix]
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// [HarmonyPatch(typeof(QuantumShuffleObject), nameof(QuantumShuffleObject.Awake))]
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// public static bool QuantumShuffleObject_Awake(QuantumShuffleObject __instance)
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// {
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// base_Awake(__instance);
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// __instance._indexList = new List<int>(__instance._shuffledObjects.Length);
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// __instance._localPositions = new Vector3[__instance._shuffledObjects.Length];
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// for (int i = 0; i < __instance._shuffledObjects.Length; i++)
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// {
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// __instance._localPositions[i] = __instance._shuffledObjects[i].localPosition;
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// }
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// return false;
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// }
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// // [HarmonyPrefix]
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// // [HarmonyPatch(typeof(MultiStateQuantumObject), nameof(MultiStateQuantumObject.ChangeQuantumState))]
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// // public static bool MultiStateQuantumObject_ChangeQuantumState(MultiStateQuantumObject __instance, bool skipInstantVisibilityCheck)
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// //{
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// // if (__instance.gameObject.name == "Quantum States - shuffle1") { NewHorizons.Utility.Logger.Log("changing state"); }
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// // for (int i = 0; i < __instance._prerequisiteObjects.Length; i++)
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// // {
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// // if (!__instance._prerequisiteObjects[i].HasCollapsed())
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// // {
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// // return false;
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// // }
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// // }
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// // int stateIndex = __instance._stateIndex;
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// // if (__instance._stateIndex == -1 && __instance._initialState != -1)
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// // {
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// // __instance._stateIndex = __instance._initialState;
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// // }
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// // else if (__instance._sequential)
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// // {
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// // __instance._stateIndex = (__instance._reverse ? (__instance._stateIndex - 1) : (__instance._stateIndex + 1));
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// // if (__instance._loop)
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// // {
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// // if (__instance._stateIndex < 0)
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// // {
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// // __instance._stateIndex = __instance._states.Length - 1;
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// // }
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// // else if (__instance._stateIndex > __instance._states.Length - 1)
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// // {
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// // __instance._stateIndex = 0;
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// // }
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// // }
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// // else
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// // {
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// // __instance._stateIndex = Mathf.Clamp(__instance._stateIndex, 0, __instance._states.Length - 1);
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// // }
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// // }
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// // else
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// // {
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// // int num = 0; // num = the sum of all probabilities of states other than the current
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// // for (int j = 0; j < __instance._states.Length; j++)
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// // {
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// // if (j != stateIndex)
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// // {
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// // __instance._probabilities[j] = __instance._states[j].GetProbability();
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// // num += __instance._probabilities[j];
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// // }
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// // }
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// // // this function constructs a sort of segmented range:
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// // // 0 3 5 6
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// // // +-------------------+-----+--+
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// // // | state 1 | s2 |s3|
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// // // +-------------------+-----+--+
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// // //
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// // // num is the max value of this range (min is always 0)
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// // // num2 is a random point on this range
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// // //
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// // // num3 and num4 track the bounds of the current segment being considered
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// // // num3 is the min value, num4 is the max. for example, if num3=5 then num4=6
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// // //
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// // // the for looop uses num3 and num4 to figure out which segment num2 landed in
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// // int num2 = UnityEngine.Random.Range(0, num);
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// // int num3 = 0;
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// // int num4 = 0;
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// // NewHorizons.Utility.Logger.Log("num2: " + num2 + " num: " + num);
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// // for (int k = 0; k < __instance._states.Length; k++)
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// // {
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// // NewHorizons.Utility.Logger.Log("checking out state " + k);
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// // if (k != stateIndex)
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// // {
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// // NewHorizons.Utility.Logger.Log("considering state " + k);
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// // num3 = num4;
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// // num4 += __instance._probabilities[k];
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// // NewHorizons.Utility.Logger.Log("num4: " + num4);
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// // if (__instance._probabilities[k] > 0 && num2 >= num3 && num2 < num4)
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// // {
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// // NewHorizons.Utility.Logger.Log("picking state " + k);
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// // __instance._stateIndex = k;
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// // break;
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// // }
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// // }
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// // }
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// // }
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// // NewHorizons.Utility.Logger.Log("previous state index: " + stateIndex + " new state index: " + __instance._stateIndex);
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// // if (stateIndex != __instance._stateIndex && stateIndex >= 0 && stateIndex < __instance._states.Length)
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// // {
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// // NewHorizons.Utility.Logger.Log("setting previous state invisible");
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// // __instance._states[stateIndex].SetVisible(visible: false);
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// // }
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// // NewHorizons.Utility.Logger.Log($"states length {__instance._states.Length} index {__instance._stateIndex}");
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// // __instance._states[__instance._stateIndex].SetVisible(visible: true);
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// // if (__instance._sequential && !__instance._loop && __instance._stateIndex == __instance._states.Length - 1)
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// // {
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// // NewHorizons.Utility.Logger.Log("disabling quantum behavior");
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// // __instance.SetActivation(active: false);
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// // }
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// // return false;
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// //}
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}
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}
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