new-horizons/NewHorizons/Patches/TemporaryDebugOnlyPatchesDeleteBeforePR.cs
2022-06-16 18:01:04 -04:00

117 lines
4.0 KiB
C#

using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace NewHorizons.Patches
{
[HarmonyPatch]
public static class TemporaryDebugOnlyPatchesDeleteBeforePR
{
// This is some dark magic
// this creates a method called base_DropItem that basically just calls OWItem.PickUpItem whenever it (VisionTorchItemPatches.base_PickUpItem) is called
[HarmonyReversePatch]
[HarmonyPatch(typeof(VisibilityObject), nameof(VisibilityObject.Awake))]
private static void base_Awake(VisibilityObject __instance) { }
// Make the vision torch droppable. In the base game you can only drop it if you're in the dream world.
[HarmonyPrefix]
[HarmonyPatch(typeof(QuantumShuffleObject), nameof(QuantumShuffleObject.Awake))]
public static bool QuantumShuffleObject_Awake(QuantumShuffleObject __instance)
{
base_Awake(__instance);
__instance._indexList = new List<int>(__instance._shuffledObjects.Length);
__instance._localPositions = new Vector3[__instance._shuffledObjects.Length];
for (int i = 0; i < __instance._shuffledObjects.Length; i++)
{
__instance._localPositions[i] = __instance._shuffledObjects[i].localPosition;
}
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(MultiStateQuantumObject), nameof(MultiStateQuantumObject.ChangeQuantumState))]
public static bool MultiStateQuantumObject_ChangeQuantumState(MultiStateQuantumObject __instance, bool skipInstantVisibilityCheck)
{
for (int i = 0; i < __instance._prerequisiteObjects.Length; i++)
{
if (!__instance._prerequisiteObjects[i].HasCollapsed())
{
return false;
}
}
int stateIndex = __instance._stateIndex;
if (__instance._stateIndex == -1 && __instance._initialState != -1)
{
__instance._stateIndex = __instance._initialState;
}
else if (__instance._sequential)
{
__instance._stateIndex = (__instance._reverse ? (__instance._stateIndex - 1) : (__instance._stateIndex + 1));
if (__instance._loop)
{
if (__instance._stateIndex < 0)
{
__instance._stateIndex = __instance._states.Length - 1;
}
else if (__instance._stateIndex > __instance._states.Length - 1)
{
__instance._stateIndex = 0;
}
}
else
{
__instance._stateIndex = Mathf.Clamp(__instance._stateIndex, 0, __instance._states.Length - 1);
}
}
else
{
int num = 0;
for (int j = 0; j < __instance._states.Length; j++)
{
if (j != stateIndex)
{
__instance._probabilities[j] = __instance._states[j].GetProbability();
num += __instance._probabilities[j];
}
}
int num2 = UnityEngine.Random.Range(0, num);
int num3 = 0;
int num4 = 0;
for (int k = 0; k < __instance._states.Length; k++)
{
if (k != stateIndex)
{
num3 = num4;
num4 += __instance._probabilities[k];
if (__instance._probabilities[k] > 0 && num2 >= num3 && num2 < num4)
{
__instance._stateIndex = k;
break;
}
}
}
}
if (stateIndex != __instance._stateIndex && stateIndex >= 0 && stateIndex < __instance._states.Length)
{
__instance._states[stateIndex].SetVisible(visible: false);
}
NewHorizons.Utility.Logger.Log($"states length {__instance._states.Length} index {__instance._stateIndex}");
__instance._states[__instance._stateIndex].SetVisible(visible: true);
if (__instance._sequential && !__instance._loop && __instance._stateIndex == __instance._states.Length - 1)
{
__instance.SetActivation(active: false);
}
return true;
}
}
}