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using System.Reflection;
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using NitroxClient.Communication.Abstract;
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using NitroxClient.GameLogic;
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using NitroxClient.GameLogic.Simulation;
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using NitroxModel.DataStructures;
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using NitroxModel.Helper;
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using NitroxModel.Packets;
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namespace NitroxPatcher.Patches.Dynamic;
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public sealed partial class DockedVehicleHandTarget_OnHandClick_Patch : NitroxPatch, IDynamicPatch
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{
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private static readonly MethodInfo targetMethod = Reflect.Method((DockedVehicleHandTarget t) => t.OnHandClick(default(GUIHand)));
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private static bool skipPrefix;
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public static bool Prefix(DockedVehicleHandTarget __instance, GUIHand hand)
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{
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Vehicle vehicle = __instance.dockingBay.GetDockedVehicle();
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if (skipPrefix || !vehicle.TryGetIdOrWarn(out NitroxId vehicleId))
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{
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return true;
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}
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if (Resolve<SimulationOwnership>().HasExclusiveLock(vehicleId))
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{
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Log.Debug($"Already have an exclusive lock on this vehicle: {vehicleId}");
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return true;
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}
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HandInteraction<DockedVehicleHandTarget> context = new(__instance, hand);
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LockRequest<HandInteraction<DockedVehicleHandTarget>> lockRequest = new(vehicleId, SimulationLockType.EXCLUSIVE, ReceivedSimulationLockResponse, context);
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Resolve<SimulationOwnership>().RequestSimulationLock(lockRequest);
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return false;
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}
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private static void ReceivedSimulationLockResponse(NitroxId vehicleId, bool lockAcquired, HandInteraction<DockedVehicleHandTarget> context)
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{
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if (lockAcquired)
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{
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VehicleDockingBay dockingBay = context.Target.dockingBay;
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Vehicle vehicle = dockingBay.GetDockedVehicle();
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if (!dockingBay.TryGetIdOrWarn(out NitroxId dockId))
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{
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return;
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}
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Vehicles.EngagePlayerMovementSuppressor(vehicle);
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Resolve<IPacketSender>().Send(new VehicleUndocking(vehicleId, dockId, Resolve<IMultiplayerSession>().Reservation.PlayerId, true));
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skipPrefix = true;
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context.Target.OnHandClick(context.GuiHand);
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skipPrefix = false;
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}
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else
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{
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//TODO: Check if this should be Hand
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HandReticle.main.SetText(HandReticle.TextType.Hand, "Another player is using this vehicle!", false, GameInput.Button.None);
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HandReticle.main.SetText(HandReticle.TextType.HandSubscript, string.Empty, false, GameInput.Button.None);
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HandReticle.main.SetIcon(HandReticle.IconType.HandDeny, 1f);
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context.Target.isValidHandTarget = false;
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}
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}
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}
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