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path: root/GameState.cs
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using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace ManifoldGardenArchipelago
{
    public class GameState
    {
        public static LevelSystems GetLevelSystems(Component component)
        {
            return component.gameObject.scene.GetRootGameObjects().Single((obj) => obj.name == "Level Systems").GetComponent<LevelSystems>();
        }

        public static LevelSystems GetLevelSystems(Scene scene)
        {
            return scene.GetRootGameObjects().Single((obj) => obj.name == "Level Systems").GetComponent<LevelSystems>();
        }

        public static SceneItemReference GetChainListenerSceneReference(Component component)
        {
            LevelSystems levelSystem = GetLevelSystems(component);

            for (int i = 0; i < levelSystem.chainListeners.Count(); i++)
            {
                if (levelSystem.chainListeners[i] == component)
                {
                    return new(component.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static SceneItemReference GetButtonSceneReference(ButtonLineActivator arg)
        {
            LevelSystems levelSystem = GetLevelSystems(arg);

            for (int i = 0; i < levelSystem.buttonLineActivators.Count(); i++)
            {
                if (levelSystem.buttonLineActivators[i] == arg)
                {
                    return new(arg.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static SceneItemReference GetPadSceneReference(CubeLineActivator arg)
        {
            LevelSystems levelSystem = GetLevelSystems(arg);

            for (int i = 0; i < levelSystem.cubeLineActivators.Count(); i++)
            {
                if (levelSystem.cubeLineActivators[i] == arg)
                {
                    return new(arg.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static SceneItemReference GetSocketSceneReference(CubeReceiverController arg)
        {
            LevelSystems levelSystem = GetLevelSystems(arg);

            for (int i = 0; i < levelSystem.cubeReceiverControllers.Count(); i++)
            {
                if (levelSystem.cubeReceiverControllers[i] == arg)
                {
                    return new(arg.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static SceneItemReference GetSphereSceneReference(SphereController arg)
        {
            LevelSystems levelSystem = GetLevelSystems(arg);

            for (int i = 0; i < levelSystem.sphereControllers.Count(); i++)
            {
                if (levelSystem.sphereControllers[i] == arg)
                {
                    return new(arg.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static SceneItemReference GetWaterwheelSceneReference(WaterDetector arg)
        {
            LevelSystems levelSystem = GetLevelSystems(arg);

            for (int i = 0; i < levelSystem.waterDetectors.Count(); i++)
            {
                if (levelSystem.waterDetectors[i] == arg)
                {
                    return new(arg.gameObject.scene.name, i);
                }
            }

            throw new Exception("Shouldn't happen");
        }

        public static void EvaluateGameStateListeners(GameStateListeners listeners)
        {
            foreach (var location in listeners.locations)
            {
                if (location.Value.Check())
                {
                    Plugin.archipelagoManager.CheckLocation(location.Key);
                }
            }

            foreach (var door in listeners.doors)
            {
                bool shouldOpen = door.Value.Check();
                Plugin.Logger.LogInfo($"{door.Key}: {door.Value} -> {shouldOpen}");

                if (SceneManager.GetSceneByName(door.Key.scene) is Scene doorScene && doorScene.isLoaded)
                {
                    LevelSystems levelSystems = GetLevelSystems(doorScene);
                    if (levelSystems.isActiveAndEnabled)
                    {
                        LineDoorController ldc = levelSystems.chainListeners[door.Key.index].GetComponent<LineDoorController>();
                        ldc.chains.Clear();

                        FieldInfo fieldInfo = typeof(LineDoorController).GetField("doorShouldOpenImmediatelyOnEnable", BindingFlags.Instance | BindingFlags.NonPublic);
                        fieldInfo.SetValue(ldc, shouldOpen);

                        MethodInfo methodInfo = typeof(LineDoorController).GetMethod("SetDoorOpenCloseStateAnimated", BindingFlags.NonPublic | BindingFlags.Instance);
                        methodInfo.Invoke(ldc, [shouldOpen, false]);

                        ldc.saveData.isOpen = shouldOpen;
                    }
                }
            }



            foreach (var worldGrow in listeners.worldGrows)
            {
                if (worldGrow.Value.Check())
                {
                    if (SceneManager.GetSceneByName(worldGrow.Key.scene) is Scene gardenScene && gardenScene.isLoaded)
                    {
                        LevelSystems levelSystems = GetLevelSystems(gardenScene);
                        if (levelSystems.isActiveAndEnabled)
                        {
                            DarkModeCollapsedCubeWorldGrow ldc = levelSystems.chainListeners[worldGrow.Key.index].GetComponent<DarkModeCollapsedCubeWorldGrow>();
                            ldc.chains.Clear();

                            FieldInfo fieldInfo = typeof(DarkModeCollapsedCubeWorldGrow).GetField("m_grown", BindingFlags.Instance | BindingFlags.NonPublic);
                            fieldInfo.SetValue(ldc, true);
                        }
                    }
                }
            }
        }
    }
}