2022-10-09 17:57:57 -04:00

123 lines
5.4 KiB
C#

using HarmonyLib;
using NewHorizons.Components.Volumes;
using UnityEngine;
namespace NewHorizons.Patches
{
[HarmonyPatch]
public static class RaftPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(RaftController), nameof(RaftController.FixedUpdate))]
public static bool RaftController_FixedUpdate(RaftController __instance)
{
// If it has a river fluid its a normal one and we don't do anything
if (__instance._riverFluid != null) return true;
// Copy paste the original method
if (__instance._raftBody.IsSuspended())
{
return false;
}
bool playerInEffectsRange = __instance._playerInEffectsRange;
__instance._playerInEffectsRange = ((Locator.GetPlayerBody().GetPosition() - __instance._raftBody.GetPosition()).sqrMagnitude < 2500f);
if (playerInEffectsRange && !__instance._playerInEffectsRange)
{
__instance._effectsController.StopAllEffects();
}
if (__instance._dock != null || __instance._movingToTarget)
{
__instance._localAcceleration = Vector3.zero;
if (__instance._playerInEffectsRange)
{
__instance._effectsController.UpdateMovementAudio(false, __instance._lightSensors);
}
if (__instance._movingToTarget)
{
__instance.UpdateMoveToTarget();
}
return false;
}
if (__instance._fluidDetector.InFluidType(FluidVolume.Type.WATER))
{
if (__instance._lightSensors[0].IsIlluminated())
{
__instance._localAcceleration += Vector3.forward * __instance._acceleration;
}
if (__instance._lightSensors[1].IsIlluminated())
{
__instance._localAcceleration += Vector3.right * __instance._acceleration;
}
if (__instance._lightSensors[2].IsIlluminated())
{
__instance._localAcceleration -= Vector3.forward * __instance._acceleration;
}
if (__instance._lightSensors[3].IsIlluminated())
{
__instance._localAcceleration -= Vector3.right * __instance._acceleration;
}
}
if (__instance._localAcceleration.sqrMagnitude > 0.001f)
{
__instance._raftBody.AddLocalAcceleration(__instance._localAcceleration);
}
if (__instance._playerInEffectsRange)
{
// All this to change what fluidVolume we use on this line
float num = __instance._fluidDetector.InFluidType(FluidVolume.Type.WATER) ? __instance._fluidDetector._alignmentFluid.GetFractionSubmerged(__instance._fluidDetector) : 0f;
bool allowMovement = num > 0.25f && num < 1f;
__instance._effectsController.UpdateMovementAudio(allowMovement, __instance._lightSensors);
__instance._effectsController.UpdateGroundedAudio(__instance._fluidDetector);
}
__instance._localAcceleration = Vector3.zero;
return false;
}
[HarmonyReversePatch]
[HarmonyPatch(typeof(AsymmetricFluidDetector), "ManagedFixedUpdate")]
public static void AsymmetricFluidDetector_ManagedFixedUpdate(AsymmetricFluidDetector __instance)
{
// This is like doing base.FixedUpdate
}
[HarmonyPrefix]
[HarmonyPatch(typeof(AlignToSurfaceFluidDetector), "ManagedFixedUpdate")]
public static bool AlignToSurfaceFluidDetector_ManagedFixedUpdate(AlignToSurfaceFluidDetector __instance)
{
if (!(__instance._alignmentFluid is NHFluidVolume || __instance._alignmentFluid is SphereOceanFluidVolume)) return true;
// Mostly copy pasting from the AlignWithDirection class
AsymmetricFluidDetector_ManagedFixedUpdate(__instance);
if (__instance._inAlignmentFluid)
{
// Both in world space
var currentDirection = __instance._owRigidbody.transform.up;
var alignmentDirection = (__instance.transform.position - __instance._alignmentFluid.transform.position).normalized;
var degreesToTarget = Vector3.Angle(currentDirection, alignmentDirection);
var adjustedSlerpRate = Mathf.Clamp01(0.01f * degreesToTarget * Time.fixedDeltaTime);
Vector3 a = OWPhysics.FromToAngularVelocity(currentDirection, alignmentDirection);
__instance._owRigidbody.AddAngularVelocityChange(a * adjustedSlerpRate);
}
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(FluidVolume), "GetDepthAtPosition")]
public static bool FluidVolume_GetDepthAtPosition(FluidVolume __instance, ref float __result, Vector3 worldPosition)
{
if (__instance is RadialFluidVolume radialFluidVolume)
{
Vector3 vector = radialFluidVolume.transform.InverseTransformPoint(worldPosition);
__result = Mathf.Sqrt(vector.x * vector.x + vector.z * vector.z + vector.y * vector.y) - radialFluidVolume._radius;
return false;
}
else
return true;
}
}
}