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NitroxPatcher/Patches/Dynamic/Incubator_OnHandClick_Patch.cs
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62
NitroxPatcher/Patches/Dynamic/Incubator_OnHandClick_Patch.cs
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using System.Reflection;
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using NitroxClient.GameLogic;
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using NitroxClient.GameLogic.Simulation;
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using NitroxClient.MonoBehaviours.Gui.HUD;
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using NitroxModel.Core;
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using NitroxModel.DataStructures;
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using NitroxModel.DataStructures.GameLogic.Entities.Metadata;
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using NitroxModel.Helper;
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using UnityEngine;
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namespace NitroxPatcher.Patches.Dynamic;
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// The incubator class is attached to the main terminal window. This is what the player clicks
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// to hatch the eggs using the enzymes.
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public sealed partial class Incubator_OnHandClick_Patch : NitroxPatch, IDynamicPatch
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{
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private static readonly MethodInfo TARGET_METHOD = Reflect.Method((Incubator t) => t.OnHandClick(default(GUIHand)));
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private static bool skipPrefix;
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public static bool Prefix(Incubator __instance, GUIHand hand)
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{
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if (skipPrefix)
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{
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return true;
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}
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// The server only knows about the the main incubator platform which is the direct parent
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GameObject platform = __instance.transform.parent.gameObject;
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// Request a simulation lock on the incubator so that we can authoritatively spawn the resulting creatures
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if (__instance.powered && !__instance.hatched && Inventory.main.container.Contains(TechType.HatchingEnzymes) &&
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platform.TryGetIdOrWarn(out NitroxId id))
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{
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HandInteraction<Incubator> context = new(__instance, hand);
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LockRequest<HandInteraction<Incubator>> lockRequest = new(id, SimulationLockType.EXCLUSIVE, ReceivedSimulationLockResponse, context);
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Resolve<SimulationOwnership>().RequestSimulationLock(lockRequest);
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}
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return false;
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}
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private static void ReceivedSimulationLockResponse(NitroxId id, bool lockAquired, HandInteraction<Incubator> context)
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{
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if (lockAquired)
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{
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IncubatorMetadata metadata = new(true, true);
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Entities entities = NitroxServiceLocator.LocateService<Entities>();
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entities.BroadcastMetadataUpdate(id, metadata);
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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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context.Target.gameObject.AddComponent<DenyOwnershipHand>();
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}
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}
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}
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