560 lines
16 KiB
C#
560 lines
16 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using HarmonyLib;
|
|
using RedLoader;
|
|
using RedLoader.Utils;
|
|
using Sons.Weapon;
|
|
using SonsSdk;
|
|
using SonsSdk.Attributes;
|
|
using TheForest.Utils;
|
|
using UnityEngine;
|
|
using SonsInput = Sons.Input.InputSystem;
|
|
|
|
namespace FullAuto;
|
|
|
|
public enum FireMode
|
|
{
|
|
Auto,
|
|
Burst,
|
|
Semi
|
|
}
|
|
|
|
public class FullAuto : SonsMod
|
|
{
|
|
internal const float MinRpm = 60f;
|
|
internal const float MaxRpm = 3000f;
|
|
internal const float ReloadMultiplier = 2f;
|
|
|
|
internal static bool Enabled = true;
|
|
internal static float Rpm = 900f;
|
|
internal static FireMode Mode = FireMode.Auto;
|
|
internal static bool FastReload;
|
|
internal static bool Verbose;
|
|
|
|
private static string _configPath;
|
|
|
|
public FullAuto()
|
|
{
|
|
HarmonyPatchAll = true;
|
|
OnUpdateCallback = OnUpdate;
|
|
}
|
|
|
|
protected override void OnSdkInitialized()
|
|
{
|
|
_configPath = Path.Combine(LoaderEnvironment.UserDataDirectory, "FullAuto.txt");
|
|
Load();
|
|
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Guns only. Middle mouse cycles modes. Console: fullauto");
|
|
}
|
|
|
|
private void OnUpdate()
|
|
{
|
|
CheckFireInputPatch.UpdateTrigger();
|
|
|
|
if (!CheckFireInputPatch.HoldingGun)
|
|
CheckFireInputPatch.RestoreReloadSpeed();
|
|
|
|
if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
|
|
return;
|
|
|
|
if (Input.GetMouseButtonDown(2))
|
|
{
|
|
Mode = Mode switch
|
|
{
|
|
FireMode.Auto => FireMode.Semi,
|
|
FireMode.Semi => FireMode.Burst,
|
|
_ => FireMode.Auto
|
|
};
|
|
CheckFireInputPatch.CancelBurst();
|
|
ShowMode();
|
|
RLog.Msg($"FullAuto mode: {ModeName()}");
|
|
}
|
|
}
|
|
|
|
[DebugCommand("fullauto")]
|
|
private static void FullAutoCommand(string args)
|
|
{
|
|
var parts = (args ?? string.Empty).Trim().Split(' ', StringSplitOptions.RemoveEmptyEntries);
|
|
|
|
if (parts.Length == 0)
|
|
{
|
|
Announce();
|
|
return;
|
|
}
|
|
|
|
switch (parts[0].ToLowerInvariant())
|
|
{
|
|
case "on":
|
|
Enabled = true;
|
|
break;
|
|
case "off":
|
|
Enabled = false;
|
|
break;
|
|
case "debug":
|
|
Verbose = !Verbose;
|
|
SonsTools.ShowMessage($"FullAuto debug: {Verbose}");
|
|
RLog.Msg($"FullAuto debug: {Verbose}");
|
|
return;
|
|
case "fastreload":
|
|
if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
|
|
{
|
|
FastReload = parts[1].ToLowerInvariant() == "on";
|
|
if (!FastReload)
|
|
CheckFireInputPatch.RestoreReloadSpeed();
|
|
Save();
|
|
var text = $"Fast reload {(FastReload ? "ON" : "OFF")}";
|
|
SonsTools.ShowMessage(text);
|
|
RLog.Msg(text);
|
|
return;
|
|
}
|
|
Usage();
|
|
return;
|
|
case "rpm":
|
|
if (parts.Length > 1 && float.TryParse(parts[1], out var value))
|
|
{
|
|
Rpm = Mathf.Clamp(value, MinRpm, MaxRpm);
|
|
Save();
|
|
break;
|
|
}
|
|
Usage();
|
|
return;
|
|
default:
|
|
Usage();
|
|
return;
|
|
}
|
|
|
|
CheckFireInputPatch.CancelBurst();
|
|
Announce();
|
|
}
|
|
|
|
private static void Usage()
|
|
{
|
|
var text = $"Usage: fullauto [on|off|debug], fullauto rpm <{MinRpm}-{MaxRpm}>, fullauto fastreload on|off";
|
|
SonsTools.ShowMessage(text, 5f);
|
|
RLog.Msg(text);
|
|
}
|
|
|
|
private static string ModeName()
|
|
{
|
|
return Mode switch
|
|
{
|
|
FireMode.Auto => "Full-automatic",
|
|
FireMode.Burst => "3-Round Burst",
|
|
_ => "Semi-automatic"
|
|
};
|
|
}
|
|
|
|
internal static void ShowMode()
|
|
{
|
|
SonsTools.ShowMessage(ModeName(), 2f);
|
|
}
|
|
|
|
internal static void Announce()
|
|
{
|
|
var reload = FastReload ? ", fast reload on" : "";
|
|
var text = Enabled ? $"{ModeName()} ({Rpm} RPM{reload})" : $"FullAuto OFF{reload}";
|
|
SonsTools.ShowMessage(text);
|
|
RLog.Msg(text);
|
|
}
|
|
|
|
private static void Load()
|
|
{
|
|
try
|
|
{
|
|
if (!File.Exists(_configPath))
|
|
return;
|
|
|
|
foreach (var line in File.ReadAllLines(_configPath))
|
|
{
|
|
var kv = line.Split('=', 2);
|
|
if (kv.Length != 2)
|
|
continue;
|
|
|
|
var key = kv[0].Trim().ToLowerInvariant();
|
|
var val = kv[1].Trim();
|
|
|
|
if (key == "rpm" && float.TryParse(val, out var rpm))
|
|
Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm);
|
|
else if (key == "fastreload" && bool.TryParse(val, out var fast))
|
|
FastReload = fast;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
RLog.Error($"FullAuto could not read config: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static void Save()
|
|
{
|
|
try
|
|
{
|
|
File.WriteAllText(_configPath, $"rpm={Rpm}\nfastreload={FastReload.ToString().ToLowerInvariant()}\n");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
RLog.Error($"FullAuto could not write config: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
[HarmonyPatch(typeof(RangedWeaponController), nameof(RangedWeaponController.CheckFireInput))]
|
|
internal static class CheckFireInputPatch
|
|
{
|
|
private const int MaxShotsPerFrame = 4;
|
|
private const int BurstSize = 3;
|
|
private const float ReleaseTime = 0.15f;
|
|
|
|
private static readonly HashSet<string> Guns = new()
|
|
{
|
|
"CompactPistolWeaponController",
|
|
"RevolverWeaponController",
|
|
"ShotgunWeaponController",
|
|
"RifleAnimatorController"
|
|
};
|
|
|
|
private static readonly Dictionary<IntPtr, bool> Allowed = new();
|
|
private static readonly Dictionary<IntPtr, float> FireDelays = new();
|
|
private static readonly HashSet<string> Reported = new();
|
|
private static float _nextShot;
|
|
private static int _burstLeft;
|
|
private static float _lastGunTime = -1f;
|
|
private static IntPtr _lastGunPtr = IntPtr.Zero;
|
|
private static bool _triggerDown;
|
|
private static float _releasedFor;
|
|
private static bool _actionFailed;
|
|
private static bool _holding;
|
|
private static RangedWeaponController _speedGun;
|
|
private static Animator _speedPlayer;
|
|
private static Animator _speedWeapon;
|
|
private static float _playerSpeed = 1f;
|
|
private static float _weaponSpeed = 1f;
|
|
private static bool _loggedHook;
|
|
|
|
internal static bool HoldingGun => _lastGunTime >= 0f && Time.time - _lastGunTime < 0.25f;
|
|
|
|
internal static bool InGame => GameState.IsPlayerControllable && !Cursor.visible && !LocalPlayer.IsInInventory && Time.timeScale > 0f;
|
|
|
|
internal static void CancelBurst()
|
|
{
|
|
_burstLeft = 0;
|
|
_holding = false;
|
|
}
|
|
|
|
private static void UpdateReloadSpeed(RangedWeaponController controller, bool allowed)
|
|
{
|
|
var want = allowed && FullAuto.FastReload && (controller._isReloading || controller.IsReloading());
|
|
|
|
if (!want)
|
|
{
|
|
RestoreReloadSpeed();
|
|
return;
|
|
}
|
|
|
|
if (_speedGun != null && _speedGun.Pointer == controller.Pointer)
|
|
return;
|
|
|
|
RestoreReloadSpeed();
|
|
|
|
try
|
|
{
|
|
_speedGun = controller;
|
|
_speedPlayer = controller._playerAnimator;
|
|
_speedWeapon = controller._weaponAnimator;
|
|
|
|
if (_speedPlayer)
|
|
{
|
|
_playerSpeed = _speedPlayer.speed;
|
|
_speedPlayer.speed = _playerSpeed * FullAuto.ReloadMultiplier;
|
|
}
|
|
|
|
if (_speedWeapon)
|
|
{
|
|
_weaponSpeed = _speedWeapon.speed;
|
|
_speedWeapon.speed = _weaponSpeed * FullAuto.ReloadMultiplier;
|
|
}
|
|
|
|
if (FullAuto.Verbose)
|
|
RLog.Msg($"FullAuto fast reload start, player {_playerSpeed} weapon {_weaponSpeed}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
RLog.Warning($"FullAuto could not speed up reload: {e.Message}");
|
|
}
|
|
}
|
|
|
|
internal static void RestoreReloadSpeed()
|
|
{
|
|
if (_speedGun == null)
|
|
return;
|
|
|
|
try
|
|
{
|
|
if (_speedPlayer)
|
|
_speedPlayer.speed = _playerSpeed;
|
|
if (_speedWeapon)
|
|
_speedWeapon.speed = _weaponSpeed;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
RLog.Warning($"FullAuto could not restore reload speed: {e.Message}");
|
|
}
|
|
|
|
_speedGun = null;
|
|
_speedPlayer = null;
|
|
_speedWeapon = null;
|
|
|
|
if (FullAuto.Verbose)
|
|
RLog.Msg("FullAuto fast reload end");
|
|
}
|
|
|
|
private static void HoldAfterBurst(RangedWeaponController controller)
|
|
{
|
|
var first = !_holding;
|
|
_holding = true;
|
|
|
|
try
|
|
{
|
|
controller.ClearTriggeredAttack();
|
|
if (first)
|
|
controller.AttackEndCallback();
|
|
controller._attackState = RangedWeaponController.AttackState.Idle;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
if (first)
|
|
RLog.Warning($"FullAuto could not end attack: {e.Message}");
|
|
}
|
|
|
|
if (first && FullAuto.Verbose)
|
|
{
|
|
RLog.Msg("FullAuto burst done, holding");
|
|
DumpAnimator("player", controller._playerAnimator);
|
|
DumpAnimator("weapon", controller._weaponAnimator);
|
|
}
|
|
}
|
|
|
|
private static void DumpAnimator(string label, Animator animator)
|
|
{
|
|
if (!animator)
|
|
{
|
|
RLog.Msg($"FullAuto {label} animator: none");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
var active = new List<string>();
|
|
foreach (var p in animator.parameters)
|
|
{
|
|
if (p.type == AnimatorControllerParameterType.Bool || p.type == AnimatorControllerParameterType.Trigger)
|
|
{
|
|
if (animator.GetBool(p.name))
|
|
active.Add($"{p.name}({p.type})");
|
|
}
|
|
}
|
|
RLog.Msg($"FullAuto {label} animator active: {string.Join(", ", active)}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
RLog.Warning($"FullAuto could not read {label} animator: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static bool FirePressed()
|
|
{
|
|
if (Input.GetMouseButton(0))
|
|
return true;
|
|
|
|
if (_actionFailed)
|
|
return false;
|
|
|
|
try
|
|
{
|
|
return SonsInput.InputMapping.@default.PrimaryAction.IsPressed();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_actionFailed = true;
|
|
RLog.Warning($"FullAuto could not read PrimaryAction: {e.Message}");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
internal static void UpdateTrigger()
|
|
{
|
|
if (FirePressed())
|
|
{
|
|
_releasedFor = 0f;
|
|
if (_triggerDown)
|
|
return;
|
|
|
|
_triggerDown = true;
|
|
if (FullAuto.Enabled && FullAuto.Mode == FireMode.Burst && HoldingGun && InGame)
|
|
StartBurst();
|
|
return;
|
|
}
|
|
|
|
_releasedFor += Time.unscaledDeltaTime;
|
|
if (_triggerDown && _releasedFor >= ReleaseTime)
|
|
{
|
|
_triggerDown = false;
|
|
_holding = false;
|
|
if (FullAuto.Verbose)
|
|
RLog.Msg("FullAuto trigger released");
|
|
}
|
|
}
|
|
|
|
private static void StartBurst()
|
|
{
|
|
if (_burstLeft > 0)
|
|
return;
|
|
|
|
_burstLeft = BurstSize;
|
|
_nextShot = 0f;
|
|
|
|
if (FullAuto.Verbose)
|
|
RLog.Msg("FullAuto burst start");
|
|
}
|
|
|
|
private static bool Prefix(RangedWeaponController __instance)
|
|
{
|
|
if (!_loggedHook)
|
|
{
|
|
_loggedHook = true;
|
|
RLog.Msg("FullAuto: CheckFireInput hook is firing");
|
|
}
|
|
|
|
if (!__instance.IsLocalPlayer())
|
|
return true;
|
|
|
|
var allowed = IsAllowed(__instance);
|
|
var ptr = __instance.Pointer;
|
|
|
|
UpdateReloadSpeed(__instance, allowed);
|
|
|
|
if (allowed && FullAuto.Enabled && (!HoldingGun || ptr != _lastGunPtr))
|
|
FullAuto.ShowMode();
|
|
|
|
if (allowed)
|
|
_lastGunPtr = ptr;
|
|
_lastGunTime = allowed ? Time.time : -1f;
|
|
|
|
if (!FullAuto.Enabled || !allowed)
|
|
return true;
|
|
|
|
if (FullAuto.Mode == FireMode.Semi)
|
|
return true;
|
|
|
|
var pressed = FirePressed();
|
|
var held = _triggerDown || pressed;
|
|
|
|
if (!InGame)
|
|
{
|
|
_burstLeft = 0;
|
|
return !held;
|
|
}
|
|
|
|
if (__instance._isReloading || __instance.IsReloading())
|
|
return Stop();
|
|
|
|
var weapon = __instance.GetRangedWeapon();
|
|
if (!weapon)
|
|
return Stop();
|
|
|
|
var ammo = weapon.GetAmmo();
|
|
if (ammo == null || ammo.GetRemainingAmmo() <= 0)
|
|
return Stop();
|
|
|
|
if (FullAuto.Mode == FireMode.Burst && _burstLeft <= 0)
|
|
{
|
|
if (!held)
|
|
return true;
|
|
HoldAfterBurst(__instance);
|
|
return false;
|
|
}
|
|
|
|
if (FullAuto.Mode == FireMode.Auto && !pressed)
|
|
return true;
|
|
|
|
if (__instance._mustAimToFire && !__instance.IsAiming)
|
|
return Stop();
|
|
|
|
var now = Time.time;
|
|
var interval = 60f / FullAuto.Rpm;
|
|
|
|
if (_nextShot < now - interval)
|
|
_nextShot = now;
|
|
|
|
var shots = 0;
|
|
while (_nextShot <= now && shots < MaxShotsPerFrame && ammo.GetRemainingAmmo() > 0)
|
|
{
|
|
if (FullAuto.Mode == FireMode.Burst)
|
|
{
|
|
if (_burstLeft <= 0)
|
|
break;
|
|
_burstLeft--;
|
|
}
|
|
|
|
Fire(__instance, ammo);
|
|
_nextShot += interval;
|
|
shots++;
|
|
}
|
|
|
|
if (FireDelays.TryGetValue(__instance.Pointer, out var delay))
|
|
__instance._fireDelay = delay;
|
|
|
|
if (FullAuto.Mode == FireMode.Burst && _burstLeft <= 0 && held)
|
|
HoldAfterBurst(__instance);
|
|
|
|
return false;
|
|
}
|
|
|
|
private static bool Stop()
|
|
{
|
|
CancelBurst();
|
|
return true;
|
|
}
|
|
|
|
private static void Fire(RangedWeaponController controller, RangedWeapon.Ammo ammo)
|
|
{
|
|
var before = ammo.GetRemainingAmmo();
|
|
|
|
controller._fireDelay = 0f;
|
|
controller._nextFireDelay = 0f;
|
|
controller.FireWeapon();
|
|
|
|
if (controller._playFireAudio == RangedWeaponController.FireAudio.OnAnimShootCallback)
|
|
{
|
|
controller.TriggerShotFiredAudio();
|
|
if (controller.ShouldShowMuzzleFlash())
|
|
controller.OnMuzzleFlash();
|
|
}
|
|
|
|
controller._attackState = RangedWeaponController.AttackState.Idle;
|
|
|
|
var after = ammo.GetRemainingAmmo();
|
|
var name = controller.GetIl2CppType().Name;
|
|
|
|
if (Reported.Add(name))
|
|
RLog.Msg($"FullAuto first shot with {name}: ammo {before} -> {after}, audio {controller._playFireAudio}");
|
|
|
|
if (FullAuto.Verbose)
|
|
RLog.Msg($"FullAuto shot {name} ({FullAuto.Mode}): ammo {before} -> {after}");
|
|
}
|
|
|
|
private static bool IsAllowed(RangedWeaponController controller)
|
|
{
|
|
var ptr = controller.Pointer;
|
|
if (Allowed.TryGetValue(ptr, out var allowed))
|
|
return allowed;
|
|
|
|
var name = controller.GetIl2CppType().Name;
|
|
allowed = Guns.Contains(name);
|
|
Allowed[ptr] = allowed;
|
|
if (allowed)
|
|
FireDelays[ptr] = controller._fireDelay;
|
|
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
|
|
return allowed;
|
|
}
|
|
} |