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using System.Reflection;
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using NitroxClient.GameLogic;
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using NitroxModel.DataStructures;
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using NitroxModel.Helper;
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namespace NitroxPatcher.Patches.Dynamic;
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/// <summary>
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/// For players without lock: apply remote creature actions and prevent the original call.
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/// For players with lock: broadcast new creature actions
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/// </summary>
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public sealed partial class Creature_ChooseBestAction_Patch : NitroxPatch, IDynamicPatch
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{
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public static readonly MethodInfo TARGET_METHOD = Reflect.Method((Creature t) => t.ChooseBestAction(default));
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public static bool Prefix(Creature __instance, out NitroxId __state, ref CreatureAction __result)
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{
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if (!__instance.TryGetIdOrWarn(out __state) || Resolve<SimulationOwnership>().HasAnyLockType(__state))
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{
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return true;
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}
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// If we have received any order
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if (Resolve<AI>().TryGetActionForCreature(__instance, out CreatureAction action))
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{
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__result = action;
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}
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return false;
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}
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public static void Postfix(Creature __instance, bool __runOriginal, NitroxId __state, ref CreatureAction __result)
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{
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if (!__runOriginal || __state == null)
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{
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return;
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}
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if (Resolve<SimulationOwnership>().HasAnyLockType(__state))
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{
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Resolve<AI>().BroadcastNewAction(__state, __instance, __result);
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}
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}
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}
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