Files
sotf-fullauto/FullAuto.cs
T

736 lines
21 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 readonly Dictionary<string, FireMode> Modes = new();
internal static string CurrentGun = "";
internal static FireMode Mode
{
get => Modes.TryGetValue(CurrentGun, out var mode) ? mode : FireMode.Auto;
set => Modes[CurrentGun] = value;
}
internal static bool FastReload;
internal static bool AutoReload;
internal static KeyCode FlashlightKey = KeyCode.F;
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();
Save();
RLog.Msg($"FullAuto loaded. RPM: {Rpm}. Fast reload: {FastReload}. Auto reload: {AutoReload}. Flashlight key: {FlashlightKey}. Guns only. Middle mouse cycles modes. Console: fullauto");
}
private void OnUpdate()
{
CheckFireInputPatch.UpdateTrigger();
if (!CheckFireInputPatch.HoldingGun)
CheckFireInputPatch.RestoreReloadSpeed();
if (Input.GetKeyDown(FlashlightKey) && CheckFireInputPatch.InGame && CheckFireInputPatch.HoldingRanged)
CheckFireInputPatch.ToggleFlashlight();
if (!Enabled || !CheckFireInputPatch.InGame || !CheckFireInputPatch.HoldingGun)
return;
if (Input.GetMouseButtonDown(2))
{
Mode = Mode switch
{
FireMode.Auto => FireMode.Semi,
FireMode.Semi => FireMode.Burst,
_ => FireMode.Auto
};
CheckFireInputPatch.CancelBurst();
Save();
ShowMode();
RLog.Msg($"FullAuto {CurrentGun} 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 "autoreload":
if (parts.Length > 1 && (parts[1].ToLowerInvariant() == "on" || parts[1].ToLowerInvariant() == "off"))
{
AutoReload = parts[1].ToLowerInvariant() == "on";
Save();
var autoText = $"Auto reload {(AutoReload ? "ON" : "OFF")}";
SonsTools.ShowMessage(autoText);
RLog.Msg(autoText);
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, fullauto autoreload 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" : "") + (AutoReload ? ", auto reload on" : "");
var text = Enabled ? $"{ModeName()} ({Rpm} RPM{reload})" : $"FullAuto OFF{reload}";
SonsTools.ShowMessage(text);
RLog.Msg(text);
}
private static void Load()
{
try
{
if (!File.Exists(_configPath))
return;
foreach (var line in File.ReadAllLines(_configPath))
{
var kv = line.Split('=', 2);
if (kv.Length != 2)
continue;
var key = kv[0].Trim().ToLowerInvariant();
var val = kv[1].Trim();
if (key == "rpm" && float.TryParse(val, out var rpm))
Rpm = Mathf.Clamp(rpm, MinRpm, MaxRpm);
else if (key == "fastreload" && bool.TryParse(val, out var fast))
FastReload = fast;
else if (key == "autoreload" && bool.TryParse(val, out var auto))
AutoReload = auto;
else if (key == "flashlightkey" && Enum.TryParse<KeyCode>(val, true, out var flashKey))
FlashlightKey = flashKey;
else if (key.StartsWith("mode.") && Enum.TryParse<FireMode>(val, true, out var gunMode))
Modes[key.Substring(5)] = gunMode;
}
}
catch (Exception e)
{
RLog.Error($"FullAuto could not read config: {e.Message}");
}
}
private static void Save()
{
try
{
var sb = new System.Text.StringBuilder();
sb.Append($"rpm={Rpm}\n");
sb.Append($"fastreload={FastReload.ToString().ToLowerInvariant()}\n");
sb.Append($"autoreload={AutoReload.ToString().ToLowerInvariant()}\n");
sb.Append($"flashlightkey={FlashlightKey}\n");
foreach (var gun in CheckFireInputPatch.GunKeys)
{
var mode = Modes.TryGetValue(gun, out var m) ? m : FireMode.Auto;
sb.Append($"mode.{gun}={mode.ToString().ToLowerInvariant()}\n");
}
File.WriteAllText(_configPath, sb.ToString());
}
catch (Exception e)
{
RLog.Error($"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 const float AutoReloadDelay = 0.2f;
private static readonly Dictionary<string, string> Guns = new()
{
{ "CompactPistolWeaponController", "pistol" },
{ "RevolverWeaponController", "revolver" },
{ "ShotgunWeaponController", "shotgun" },
{ "RifleAnimatorController", "rifle" }
};
internal static IEnumerable<string> GunKeys => Guns.Values;
private static readonly Dictionary<IntPtr, string> GunNames = new();
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 RangedWeaponController _currentRanged;
private static float _rangedTime = -1f;
private static bool _flashlightOff;
private static IntPtr _lightsOwner = IntPtr.Zero;
private static readonly List<Light> Lights = new();
private static float _emptySince = -1f;
private static float _nextReloadTry;
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 bool HoldingRanged => _currentRanged != null && _rangedTime >= 0f && Time.time - _rangedTime < 0.25f;
private static void FindLights(RangedWeaponController controller)
{
Lights.Clear();
_lightsOwner = controller.Pointer;
try
{
foreach (var light in controller.GetComponentsInChildren<Light>(true))
{
if (light && light.type == LightType.Spot)
Lights.Add(light);
}
if (FullAuto.Verbose)
{
foreach (var light in Lights)
RLog.Msg($"FullAuto flashlight found: {light.gameObject.name}");
if (Lights.Count == 0)
RLog.Msg($"FullAuto no flashlight found on {controller.GetIl2CppType().Name}");
}
}
catch (Exception e)
{
RLog.Warning($"FullAuto could not find flashlight: {e.Message}");
}
}
internal static void ToggleFlashlight()
{
var controller = _currentRanged;
if (!controller)
return;
FindLights(controller);
if (Lights.Count == 0)
return;
_flashlightOff = !_flashlightOff;
ApplyFlashlight();
if (FullAuto.Verbose)
RLog.Msg($"FullAuto flashlight {(_flashlightOff ? "off" : "on")}");
}
private static void ApplyFlashlight()
{
foreach (var light in Lights)
{
if (light && light.enabled == _flashlightOff)
light.enabled = !_flashlightOff;
}
}
private static void TryAutoReload(RangedWeaponController controller)
{
if (!FullAuto.AutoReload || !InGame || controller._isReloading || controller.IsReloading() || controller.IsReloadQueued())
{
_emptySince = -1f;
return;
}
var weapon = controller.GetRangedWeapon();
if (!weapon)
return;
var ammo = weapon.GetAmmo();
if (ammo == null || !ammo.IsEmpty())
{
_emptySince = -1f;
return;
}
var now = Time.time;
if (_emptySince < 0f)
{
_emptySince = now;
return;
}
if (now - _emptySince < AutoReloadDelay || now < _nextReloadTry)
return;
_nextReloadTry = now + 1f;
if (!controller.CanReload())
return;
controller.Reload();
if (FullAuto.Verbose)
RLog.Msg($"FullAuto auto reload {controller.GetIl2CppType().Name}");
}
internal static void CancelBurst()
{
_burstLeft = 0;
_holding = false;
}
private static void UpdateReloadSpeed(RangedWeaponController controller, bool allowed)
{
var want = allowed && FullAuto.FastReload && (controller._isReloading || controller.IsReloading());
if (!want)
{
RestoreReloadSpeed();
return;
}
if (_speedGun != null && _speedGun.Pointer == controller.Pointer)
return;
RestoreReloadSpeed();
try
{
_speedGun = controller;
_speedPlayer = controller._playerAnimator;
_speedWeapon = controller._weaponAnimator;
if (_speedPlayer)
{
_playerSpeed = _speedPlayer.speed;
_speedPlayer.speed = _playerSpeed * FullAuto.ReloadMultiplier;
}
if (_speedWeapon)
{
_weaponSpeed = _speedWeapon.speed;
_speedWeapon.speed = _weaponSpeed * FullAuto.ReloadMultiplier;
}
if (FullAuto.Verbose)
RLog.Msg($"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;
_currentRanged = __instance;
_rangedTime = Time.time;
if (_flashlightOff)
{
if (_lightsOwner != ptr)
FindLights(__instance);
ApplyFlashlight();
}
UpdateReloadSpeed(__instance, allowed);
if (allowed)
TryAutoReload(__instance);
if (allowed && GunNames.TryGetValue(ptr, out var gunName))
{
var switched = !HoldingGun || ptr != _lastGunPtr;
FullAuto.CurrentGun = gunName;
if (switched)
{
CancelBurst();
if (FullAuto.Enabled)
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.TryGetValue(name, out var gunKey);
Allowed[ptr] = allowed;
if (allowed)
{
FireDelays[ptr] = controller._fireDelay;
GunNames[ptr] = gunKey;
}
RLog.Msg($"FullAuto {name}: {(allowed ? "full-auto" : "ignored")}");
return allowed;
}
}