using System.Collections.Generic;
using System.Reflection;
using System.Reflection.Emit;
using HarmonyLib;
using NitroxClient.GameLogic;
using NitroxClient.MonoBehaviours.Cyclops;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
using UnityEngine;
namespace NitroxPatcher.Patches.Dynamic;
///
/// Broadcasts the cyclops destruction, and safely removes every player from it. Also broadcasts the creation of the beacon.
///
public sealed partial class CyclopsDestructionEvent_DestroyCyclops_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((CyclopsDestructionEvent t) => t.DestroyCyclops());
public static void Prefix(CyclopsDestructionEvent __instance)
{
bool wasInCyclops = Player.main.currentSub == __instance.subRoot;
// Before the cyclops destruction, we move out the remote players so that they aren't stuck in its hierarchy
if (__instance.subRoot && __instance.subRoot.TryGetComponent(out NitroxCyclops nitroxCyclops))
{
nitroxCyclops.RemoveAllPlayers();
}
if (wasInCyclops)
{
// Particular case here, this is not broadcasted and should not be, it's just there to have player be really inside the cyclops while not being registered by NitroxCyclops
Player.main._currentSub = __instance.subRoot;
}
__instance.subLiveMixin.Kill();
}
public static void Postfix(CyclopsDestructionEvent __instance)
{
if (__instance.TryGetNitroxId(out NitroxId nitroxId))
{
Resolve().BroadcastDestroyedCyclops(__instance.gameObject, nitroxId);
}
}
/*
* ADD at the end of the method:
* CyclopsDestructionEvent_DestroyCyclops_Patch.ManageBeacon(component, this);
*/
public static IEnumerable Transpiler(IEnumerable instructions)
{
return new CodeMatcher(instructions).End() // Move before Ret
.InsertAndAdvance([
new CodeInstruction(OpCodes.Ldloc_2),
new CodeInstruction(OpCodes.Ldarg_0),
new CodeInstruction(OpCodes.Call, Reflect.Method(() => ManageBeacon(default, default)))
]).InstructionEnumeration();
}
public static void ManageBeacon(Beacon beacon, CyclopsDestructionEvent cyclopsDestructionEvent)
{
if (!cyclopsDestructionEvent.TryGetNitroxId(out NitroxId nitroxId))
{
return;
}
// We let the simulating player spawn it for everyone
if (!Resolve().HasAnyLockType(nitroxId))
{
Object.Destroy(beacon.gameObject);
return;
}
// We need to force this state for beaconLabel to wear the correct tag
beacon.Start();
Resolve().Dropped(beacon.gameObject, TechType.Beacon);
}
}