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