using System;
using System.Reflection;
using NitroxClient.GameLogic;
using NitroxModel.DataStructures;
using NitroxModel.Helper;
using UnityEngine;
namespace NitroxPatcher.Patches.Dynamic;
///
/// Hook onto . We do this on the fire creation method because
/// unlike , fires
/// can be created outside of
///
public sealed partial class SubFire_CreateFire_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((SubFire t) => t.CreateFire(default(SubFire.RoomFire)));
public static bool Prefix(SubFire __instance, SubFire.RoomFire startInRoom, out bool __state)
{
__state = __instance.subRoot.TryGetIdOrWarn(out NitroxId id) &&
Resolve().HasAnyLockType(id);
// Block any new fires if this player is not the owner
return __state;
}
public static void Postfix(SubFire __instance, SubFire.RoomFire startInRoom, bool __state)
{
// Spent way too much time trying to get around a bug in dnspy that doesn't allow me to propery edit this method, so I'm going with the hacky solution.
// Every time a Fire is created, the whole list of SubFire.availableNodes is cleared, then populated with any transforms that have 0 childCount.
// Next, it chooses a random index, then spawns a fire in that node.
// We can easily find where it is because it'll be the only Transform in SubFire.availableNodes with a childCount > 0
if (__state)
{
foreach (Transform transform in __instance.availableNodes)
{
if (transform.childCount > 0)
{
int nodeIndex = Array.IndexOf(__instance.roomFires[startInRoom.roomLinks.room].spawnNodes, transform);
Fire fire = transform.GetComponentInChildren();
Resolve().OnCreate(fire, startInRoom, nodeIndex);
return;
}
}
}
}
}