From 57747a437bdb88aeddddde7121bcf6d3fc0a8ea7 Mon Sep 17 00:00:00 2001 From: Extremelyd1 <10898310+Extremelyd1@users.noreply.github.com> Date: Thu, 25 Jul 2024 11:03:51 +0200 Subject: [PATCH] Fix player lock if remote player hits City bridge lever --- HKMP/Game/Client/Entity/EntityManager.cs | 135 +++++++++++++++++++++++ 1 file changed, 135 insertions(+) diff --git a/HKMP/Game/Client/Entity/EntityManager.cs b/HKMP/Game/Client/Entity/EntityManager.cs index 238d487..f16a5c8 100644 --- a/HKMP/Game/Client/Entity/EntityManager.cs +++ b/HKMP/Game/Client/Entity/EntityManager.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Reflection; using Hkmp.Game.Client.Entity.Action; using Hkmp.Game.Client.Entity.Component; using Hkmp.Networking.Client; @@ -8,11 +9,15 @@ using Hkmp.Util; using HutongGames.PlayMaker.Actions; using Modding; +using Mono.Cecil.Cil; +using MonoMod.Cil; +using MonoMod.RuntimeDetour; using UnityEngine; using UnityEngine.SceneManagement; using FindGameObject = On.HutongGames.PlayMaker.Actions.FindGameObject; using Logger = Hkmp.Logging.Logger; using Object = UnityEngine.Object; +using OpCodes = Mono.Cecil.Cil.OpCodes; namespace Hkmp.Game.Client.Entity; @@ -60,6 +65,17 @@ public EntityManager(NetClient netClient) { UnityEngine.SceneManagement.SceneManager.activeSceneChanged += OnSceneChanged; FindGameObject.Find += OnFindGameObject; + + On.BridgeLever.OnTriggerEnter2D += BridgeLeverOnTriggerEnter2D; + + var type = typeof(BridgeLever).GetNestedType("d__13", + BindingFlags.NonPublic | BindingFlags.Instance); + + // TODO: store this hook and unregister if entity system is not used + new ILHook( + type.GetMethod("MoveNext", BindingFlags.NonPublic | BindingFlags.Instance), + BridgeLeverOnOpenBridge + ); } /// @@ -496,4 +512,123 @@ private void OnFindGameObject(FindGameObject.orig_Find orig, HutongGames.PlayMak Logger.Debug(" Name did not match any entity"); } + + /// + /// Whether the local player hit the bridge lever. + /// + private bool _localPlayerBridgeLever; + + /// + /// On Hook that stores a boolean depending on whether the local player hit the bridge lever or not. Used in the + /// IL Hook below. + /// + private void BridgeLeverOnTriggerEnter2D(On.BridgeLever.orig_OnTriggerEnter2D orig, BridgeLever self, Collider2D collision) { + Logger.Debug("BridgeLeverOnTriggerEnter2D"); + + var activated = ReflectionHelper.GetField(self, "activated"); + + Logger.Debug($" activated: {activated}, collision tag: {collision.tag}"); + if (!activated && collision.tag == "Nail Attack") { + _localPlayerBridgeLever = collision.transform.parent?.parent?.tag == "Player"; + Logger.Debug($" Bridge lever hit: bool: {_localPlayerBridgeLever}"); + } + + orig(self, collision); + } + + /// + /// IL Hook to modify the OpenBridge method of BridgeLever to exclude locking players in place that did not hit + /// the lever. + /// + private void BridgeLeverOnOpenBridge(ILContext il) { + Logger.Debug("BridgeLeverOnOpenBridge IL"); + try { + // Create a cursor for this context + var c = new ILCursor(il); + + // Define the collection of instructions that matches the FreezeMoment call + Func[] freezeMomentInstructions = [ + i => i.MatchCall(typeof(global::GameManager), "get_instance"), + i => i.MatchLdcI4(1), + i => i.MatchCallvirt(typeof(global::GameManager), "FreezeMoment") + ]; + + // Goto after the FreezeMoment call + c.GotoNext(MoveType.Before, freezeMomentInstructions); + + // Emit a delegate that puts the boolean on the stack + c.EmitDelegate(() => _localPlayerBridgeLever); + + // Define the label to branch to + var afterFreezeLabel = c.DefineLabel(); + + // Then emit an instruction that branches to after the freeze if the boolean is false + c.Emit(OpCodes.Brfalse, afterFreezeLabel); + + // Goto after the FreezeMoment call + c.GotoNext(MoveType.After, freezeMomentInstructions); + + // Mark the label after the FreezeMoment call so we branch here + c.MarkLabel(afterFreezeLabel); + + // Goto after the rumble call + c.GotoNext( + MoveType.After, + i => i.MatchCall(typeof(GameCameras), "get_instance"), + i => i.MatchLdfld(typeof(GameCameras), "cameraShakeFSM"), + i => i.MatchLdstr("RumblingMed"), + i => i.MatchLdcI4(1), + i => i.MatchCall(typeof(FSMUtility), "SetBool") + ); + + // Emit a delegate that puts the boolean on the stack + c.EmitDelegate(() => _localPlayerBridgeLever); + + // Define the label to branch to + var afterRoarEnterLabel = c.DefineLabel(); + + // Emit another instruction that branches over the roar enter FSM calls + c.Emit(OpCodes.Brfalse, afterRoarEnterLabel); + + // Goto after the roar enter call + c.GotoNext( + MoveType.After, + i => i.MatchLdstr("ROAR ENTER"), + i => i.MatchLdcI4(0), + i => i.MatchCall(typeof(FSMUtility), "SendEventToGameObject") + ); + + // Mark the label after the Roar Enter call so we branch here + c.MarkLabel(afterRoarEnterLabel); + + // Define the collection of instructions that matches the roar exit FSM call + Func[] roarExitInstructions = [ + i => i.MatchCall(typeof(HeroController), "get_instance"), + i => i.MatchCallvirt(typeof(UnityEngine.Component), "get_gameObject"), + i => i.MatchLdstr("ROAR EXIT"), + i => i.MatchLdcI4(0), + i => i.MatchCall(typeof(FSMUtility), "SendEventToGameObject") + ]; + + // Goto before the roar exit FSM call + c.GotoNext(MoveType.Before, roarExitInstructions); + + // Emit a delegate that puts the boolean on the stack + c.EmitDelegate(() => _localPlayerBridgeLever); + + // Define the label to branch to + var afterRoarExitLabel = c.DefineLabel(); + + // Emit the last instruction to branch over the roar exit call + c.Emit(OpCodes.Brfalse, afterRoarExitLabel); + + // Goto after the roar exit FSM call + c.GotoNext(MoveType.After, roarExitInstructions); + + // Mark the label so we branch here + c.MarkLabel(afterRoarExitLabel); + } catch (Exception e) { + Logger.Error($"Could not change BridgeLever#OnOpenBridge IL: \n{e}"); + } + } }