Files
MiraAPI/MiraAPI/Patches/Roles/RoleManagerPatches.cs
T

99 lines
3.0 KiB
C#

using System.Linq;
using AmongUs.GameOptions;
using HarmonyLib;
using MiraAPI.Events;
using MiraAPI.Events.Vanilla.Gameplay;
using MiraAPI.Modifiers;
using MiraAPI.Roles;
using UnityEngine;
namespace MiraAPI.Patches.Roles;
[HarmonyPatch(typeof(RoleManager))]
public static class RoleManagerPatches
{
[HarmonyPrefix]
[HarmonyPatch(nameof(RoleManager.SetRole))]
public static bool SetRolePatch(RoleManager __instance, PlayerControl targetPlayer, RoleTypes roleType)
{
if (!targetPlayer)
{
return false;
}
var data = targetPlayer.Data;
if (data == null)
{
Debug.LogError("It shouldn't be possible, but " + targetPlayer.name + " still doesn't have PlayerData during role selection.");
return false;
}
if (data.Role)
{
data.Role.Deinitialize(targetPlayer);
Object.Destroy(data.Role.gameObject);
}
var roleBehaviour = Object.Instantiate<RoleBehaviour>(__instance.AllRoles.First(r => r.Role == roleType), data.gameObject.transform);
roleBehaviour.Initialize(targetPlayer);
targetPlayer.Data.Role = roleBehaviour;
targetPlayer.Data.RoleType = roleType;
// basically everything is the same except this one if statement
// innersloth decided to check the roleType manually instead of the role behaviour.
if (!roleBehaviour.IsDead)
{
targetPlayer.Data.RoleWhenAlive = new Il2CppSystem.Nullable<RoleTypes>(roleType);
}
roleBehaviour.AdjustTasks(targetPlayer);
switch (roleBehaviour.IsDead)
{
case true when !targetPlayer.Data.IsDead:
targetPlayer.Die(DeathReason.Kill, false);
return false;
case false when targetPlayer.Data.IsDead:
targetPlayer.Revive();
break;
}
var @event = new SetRoleEvent(targetPlayer, roleType);
MiraEventManager.InvokeEvent(@event);
return false;
}
[HarmonyPostfix]
[HarmonyPatch(nameof(RoleManager.SelectRoles))]
public static void ModifierSelectionPatches(RoleManager __instance)
{
if (!AmongUsClient.Instance.AmHost)
{
return;
}
ModifierManager.AssignModifiers(
PlayerControl.AllPlayerControls.ToArray().Where(plr => !plr.Data.IsDead && !plr.Data.Disconnected)
.ToList());
}
[HarmonyPrefix]
[HarmonyPatch(nameof(RoleManager.AssignRoleOnDeath))]
public static bool AssignRoleOnDeath(RoleManager __instance, [HarmonyArgument(0)] PlayerControl plr)
{
if (!plr || !plr.Data.IsDead)
{
return false;
}
if (plr.Data.Role is not ICustomRole role)
{
return true;
}
if (role.Configuration.GhostRole is RoleTypes.CrewmateGhost or RoleTypes.ImpostorGhost)
{
return true;
}
plr.RpcSetRole(role.Configuration.GhostRole);
return false;
}
}