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using HarmonyLib;
using MotionControlsOverhaul.Config;
using System.Collections.Generic;
using TaleWorlds.Core;
using TaleWorlds.InputSystem;
using TaleWorlds.Library;
using TaleWorlds.MountAndBlade;
using TaleWorlds.MountAndBlade.View.MissionViews;
using TaleWorlds.MountAndBlade.View.Screens;
namespace MotionControlsOverhaul
{
public class SubModule : MBSubModuleBase
{
public static readonly string ModuleFolderName = "MotionControlsOverhaul";
public static readonly string ModName = "MotionControlsOverhaul";
protected override void OnGameStart(Game game, IGameStarter gameStarter)
{
}
protected override void OnSubModuleLoad()
{
base.OnSubModuleLoad();
Harmony harmony = new Harmony("MotionController");
harmony.PatchAll();
}
protected override void OnSubModuleUnloaded()
{
base.OnSubModuleUnloaded();
}
protected override void OnBeforeInitialModuleScreenSetAsRoot()
{
base.OnBeforeInitialModuleScreenSetAsRoot();
}
public override void OnMissionBehaviorInitialize(Mission mission)
{
base.OnMissionBehaviorInitialize(mission);
mission.AddMissionBehavior(new MotionControllerBehavior());
}
}
public class MotionControllerBehavior : MissionLogic
{
private Agent _mainAgent => Mission.MainAgent;
private GameKeyContext _gameAxisKey = HotKeyManager.GetCategory("Generic");
private GameKeyContext _keyContextGeneric = HotKeyManager.GetCategory("Generic");
private GameKeyContext _keyContext = HotKeyManager.GetCategory("CombatHotKeyCategory");
private static bool _rStickBinded = true;
private static bool _combatKeysBinded = true;
private static InputKey _controllerCameraAxisX;
private static InputKey _controllerCameraAxisY;
private static InputKey _controllerAttackKey;
private static InputKey _controllerDefendKey;
private static MotionControllerBehavior _activeBehavior;
private const int AttackGameKeyId = 9;
private const int DefendGameKeyId = 10;
private const int CrouchGameKeyId = 15;
private const int CameraToggleGameKeyId = 27;
private const string ControlModeToggleHotKeyId = "ControlModeToggle";
private const string ControllerToggleCrouchHotKeyId = "ControllerToggleCrouch";
private const float TriggerHoldThreshold = 0.2f;
private const float RightStickDeadzone = 0.45f;
private const float RightStickReleaseDeadzone = 0.2f;
private AlternateCombatAction _selectedAlternateCombatAction = AlternateCombatAction.None;
private AlternateCombatAction _alternateCombatAction = AlternateCombatAction.None;
private InputKey _alternateCombatDirection = InputKey.Invalid;
private bool _hasAlternateCombatFlags;
private bool _wasAttackTriggerHeld;
private bool _wasDefendTriggerHeld;
private bool _ignoreAttackTriggerUntilRelease;
private bool _ignoreDefendTriggerUntilRelease;
private bool _attackTriggerReleasedThisTick;
private enum AlternateCombatAction
{
None,
Attack,
Defend
}
public override void EarlyStart()
{
base.EarlyStart();
_activeBehavior = this;
_keyContext.GetGameKey(25).ControllerKey.ChangeKey(InputKey.Invalid);
ApplyControllerButtonSwaps();
}
public override void OnMissionTick(float dt)
{
base.OnMissionTick(dt);
}
public override void OnMissionStateFinalized()
{
base.OnMissionStateFinalized();
ResetAlternateCombatState();
BindCameraRStick();
BindCombatControllerKeys();
if (_activeBehavior == this)
{
_activeBehavior = null;
}
}
public static void ApplyActiveAlternateCombatFlags()
{
_activeBehavior?.ApplyAlternateCombatFlagsAfterVanillaInput();
}
public static void ApplyActiveControllerButtonSwaps()
{
_activeBehavior?.ApplyControllerButtonSwaps();
}
public static void ApplyActiveAlternateFightingSetting()
{
_activeBehavior?.ApplyAlternateFightingSetting();
}
private void ApplyAlternateFightingSetting()
{
ResetAlternateCombatState();
if (!MCOSettings.Instance.AlternateFighting)
{
if (!_rStickBinded) BindCameraRStick();
BindCombatControllerKeys();
}
}
private void ApplyControllerButtonSwaps()
{
if (MCOSettings.Instance.SwapCrouchCameraToggle)
{
SetControllerGameKey(CrouchGameKeyId, InputKey.ControllerLThumb);
SetControllerGameKey(CameraToggleGameKeyId, InputKey.ControllerLDown);
SetHotKey(ControlModeToggleHotKeyId, InputKey.ControllerLThumb);
SetHotKey(ControllerToggleCrouchHotKeyId, InputKey.Invalid);
return;
}
SetControllerGameKey(CrouchGameKeyId, InputKey.ControllerLDown);
SetControllerGameKey(CameraToggleGameKeyId, InputKey.ControllerLThumb);
SetHotKey(ControlModeToggleHotKeyId, InputKey.ControllerLDown);
SetHotKey(ControllerToggleCrouchHotKeyId, InputKey.ControllerRDown);
}
private void SetControllerGameKey(int gameKeyId, InputKey inputKey)
{
GameKey gameKey = _keyContext.GetGameKey(gameKeyId);
if (gameKey == null) return;
if (gameKey.ControllerKey != null)
{
gameKey.ControllerKey.ChangeKey(inputKey);
}
if (gameKey.DefaultControllerKey != null)
{
gameKey.DefaultControllerKey.ChangeKey(inputKey);
}
}
private void SetHotKey(string hotKeyId, InputKey inputKey)
{
HotKey hotKey = _keyContext.GetHotKey(hotKeyId);
if (hotKey == null) return;
SetHotKeyList(hotKey.Keys, inputKey);
SetHotKeyList(hotKey.DefaultKeys, inputKey);
}
private void SetHotKeyList(List<Key> keys, InputKey inputKey)
{
if (keys == null) return;
keys.Clear();
keys.Add(new Key(inputKey));
}
public void UnbindCameraRStick()
{
foreach (var key in _gameAxisKey.RegisteredGameAxisKeys)
{
if (key.AxisKey.IsControllerInput && key.Id == "CameraAxisX")
{
_controllerCameraAxisX = key.AxisKey.InputKey;
key.AxisKey.ChangeKey(InputKey.Invalid);
}
else if (key.AxisKey.IsControllerInput && key.Id == "CameraAxisY")
{
_controllerCameraAxisY = key.AxisKey.InputKey;
key.AxisKey.ChangeKey(InputKey.Invalid);
}
}
_rStickBinded = false;
}
public void BindCameraRStick()
{
foreach (var key in _gameAxisKey.RegisteredGameAxisKeys)
{
if (key.Id == "CameraAxisX" && key.AxisKey.InputKey == InputKey.Invalid) key.AxisKey.ChangeKey(_controllerCameraAxisX);
if (key.Id == "CameraAxisY" && key.AxisKey.InputKey == InputKey.Invalid) key.AxisKey.ChangeKey(_controllerCameraAxisY);
}
_rStickBinded = true;
}
private void UnbindCombatControllerKeys()
{
if (!_combatKeysBinded) return;
_controllerAttackKey = _keyContext.GetGameKey(AttackGameKeyId).ControllerKey.InputKey;
_controllerDefendKey = _keyContext.GetGameKey(DefendGameKeyId).ControllerKey.InputKey;
_keyContext.GetGameKey(AttackGameKeyId).ControllerKey.ChangeKey(InputKey.Invalid);
_keyContext.GetGameKey(DefendGameKeyId).ControllerKey.ChangeKey(InputKey.Invalid);
_combatKeysBinded = false;
}
private void BindCombatControllerKeys()
{
if (_combatKeysBinded) return;
_keyContext.GetGameKey(AttackGameKeyId).ControllerKey.ChangeKey(_controllerAttackKey);
_keyContext.GetGameKey(DefendGameKeyId).ControllerKey.ChangeKey(_controllerDefendKey);
_combatKeysBinded = true;
}
public void AlternateFighting()
{
Agent mainAgent = _mainAgent;
if (!MCOSettings.Instance.AlternateFighting)
{
ResetAlternateCombatState();
if (!_rStickBinded) BindCameraRStick();
BindCombatControllerKeys();
return;
}
if (mainAgent == null || IsUsingRangedWeapon(mainAgent))
{
ResetAlternateCombatState(mainAgent);
if (!_rStickBinded) BindCameraRStick();
BindCombatControllerKeys();
return;
}
if (_combatKeysBinded) UnbindCombatControllerKeys();
AlternateCombatAction requestedAction = GetRequestedCombatAction();
InputKey stickDirection = GetHeldRightStickDirection();
if (stickDirection == InputKey.Invalid)
{
ResetAlternateCombatState(mainAgent);
if (requestedAction == AlternateCombatAction.None && !_rStickBinded) BindCameraRStick();
if (requestedAction != AlternateCombatAction.None && _rStickBinded) UnbindCameraRStick();
return;
}
if (_attackTriggerReleasedThisTick && requestedAction == AlternateCombatAction.None && _alternateCombatAction == AlternateCombatAction.Attack)
{
if (_rStickBinded) UnbindCameraRStick();
ApplyDefendCancelPulse(mainAgent, stickDirection);
ClearAlternateCombatState();
return;
}
AlternateCombatAction actionToApply = requestedAction != AlternateCombatAction.None ? requestedAction : _alternateCombatAction;
if (actionToApply == AlternateCombatAction.None)
{
if (!_rStickBinded) BindCameraRStick();
return;
}
if (_rStickBinded) UnbindCameraRStick();
HandleAlternateCombatInput(mainAgent, actionToApply, stickDirection);
}
private void ApplyAlternateCombatFlagsAfterVanillaInput()
{
AlternateFighting();
}
private void HandleAlternateCombatInput(Agent mainAgent, AlternateCombatAction action, InputKey stickDirection)
{
AlternateCombatAction previousAction = _alternateCombatAction;
bool isChangingHeldCombat =
_hasAlternateCombatFlags &&
(_alternateCombatAction != action || _alternateCombatDirection != stickDirection);
_alternateCombatAction = action;
_alternateCombatDirection = stickDirection;
if (isChangingHeldCombat)
{
if (previousAction == AlternateCombatAction.Defend)
{
ClearAlternateCombatFlags(mainAgent);
}
else
{
ApplyDefendCancelPulse(mainAgent, stickDirection);
}
return;
}
ApplyAlternateCombatFlags(mainAgent, action, stickDirection);
}
private static bool IsUsingRangedWeapon(Agent mainAgent)
{
WeaponComponentData currentUsageItem = mainAgent.WieldedWeapon.CurrentUsageItem;
return currentUsageItem != null && currentUsageItem.IsRangedWeapon;
}
private AlternateCombatAction GetRequestedCombatAction()
{
bool attackTriggerHeld = IsTriggerHeld(InputKey.ControllerRTrigger);
bool defendTriggerHeld = IsTriggerHeld(InputKey.ControllerLTrigger);
bool attackTriggerPressed = attackTriggerHeld && !_wasAttackTriggerHeld;
bool defendTriggerPressed = defendTriggerHeld && !_wasDefendTriggerHeld;
_attackTriggerReleasedThisTick = !attackTriggerHeld && _wasAttackTriggerHeld;
if (!attackTriggerHeld)
{
_ignoreAttackTriggerUntilRelease = false;
}
if (!defendTriggerHeld)
{
_ignoreDefendTriggerUntilRelease = false;
}
if (attackTriggerPressed)
{
_selectedAlternateCombatAction = AlternateCombatAction.Attack;
if (defendTriggerHeld)
{
_ignoreDefendTriggerUntilRelease = true;
}
}
if (defendTriggerPressed)
{
_selectedAlternateCombatAction = AlternateCombatAction.Defend;
if (attackTriggerHeld)
{
_ignoreAttackTriggerUntilRelease = true;
}
}
bool effectiveAttackTriggerHeld = attackTriggerHeld && !_ignoreAttackTriggerUntilRelease;
bool effectiveDefendTriggerHeld = defendTriggerHeld && !_ignoreDefendTriggerUntilRelease;
if (!effectiveAttackTriggerHeld && _selectedAlternateCombatAction == AlternateCombatAction.Attack)
{
_selectedAlternateCombatAction = effectiveDefendTriggerHeld ? AlternateCombatAction.Defend : AlternateCombatAction.None;
}
if (!effectiveDefendTriggerHeld && _selectedAlternateCombatAction == AlternateCombatAction.Defend)
{
_selectedAlternateCombatAction = effectiveAttackTriggerHeld ? AlternateCombatAction.Attack : AlternateCombatAction.None;
}
if (_selectedAlternateCombatAction == AlternateCombatAction.None)
{
if (effectiveAttackTriggerHeld && !effectiveDefendTriggerHeld) _selectedAlternateCombatAction = AlternateCombatAction.Attack;
if (effectiveDefendTriggerHeld && !effectiveAttackTriggerHeld) _selectedAlternateCombatAction = AlternateCombatAction.Defend;
if (effectiveAttackTriggerHeld && effectiveDefendTriggerHeld) _selectedAlternateCombatAction = AlternateCombatAction.Attack;
}
_wasAttackTriggerHeld = attackTriggerHeld;
_wasDefendTriggerHeld = defendTriggerHeld;
return _selectedAlternateCombatAction;
}
private void ClearAlternateCombatState()
{
_selectedAlternateCombatAction = AlternateCombatAction.None;
_alternateCombatAction = AlternateCombatAction.None;
_alternateCombatDirection = InputKey.Invalid;
_hasAlternateCombatFlags = false;
_wasAttackTriggerHeld = false;
_wasDefendTriggerHeld = false;
_ignoreAttackTriggerUntilRelease = false;
_ignoreDefendTriggerUntilRelease = false;
_attackTriggerReleasedThisTick = false;
}
private static bool IsTriggerHeld(InputKey trigger)
{
return Input.GetKeyState(trigger).x > TriggerHoldThreshold || Input.IsKeyDown(trigger);
}
private InputKey GetHeldRightStickDirection()
{
Vec2 rightStick = Input.GetKeyState(InputKey.ControllerRStick);
float absoluteX = MathF.Abs(rightStick.x);
float absoluteY = MathF.Abs(rightStick.y);
if (absoluteX >= RightStickDeadzone || absoluteY >= RightStickDeadzone)
{
if (absoluteX > absoluteY)
{
return rightStick.x > 0f ? InputKey.ControllerRStickRight : InputKey.ControllerRStickLeft;
}
return rightStick.y > 0f ? InputKey.ControllerRStickUp : InputKey.ControllerRStickDown;
}
if (absoluteX < RightStickReleaseDeadzone && absoluteY < RightStickReleaseDeadzone)
{
return InputKey.Invalid;
}
InputKey directionFromButton = GetRightStickButtonDirection();
if (directionFromButton != InputKey.Invalid)
{
return directionFromButton;
}
return _alternateCombatDirection;
}
private static InputKey GetRightStickButtonDirection()
{
int key = Input.GetFirstKeyDownInRange((int)InputKey.ControllerRStickUp);
if (key >= (int)InputKey.ControllerRStickUp && key <= (int)InputKey.ControllerRStickRight)
{
return (InputKey)key;
}
return InputKey.Invalid;
}
private void ApplyAlternateCombatFlags(Agent mainAgent, AlternateCombatAction action, InputKey direction)
{
Agent.MovementControlFlag combatFlag = GetCombatDirectionFlag(action, direction);
if (combatFlag == Agent.MovementControlFlag.None) return;
if (action == AlternateCombatAction.Defend)
{
combatFlag |= Agent.MovementControlFlag.DefendBlock;
}
Agent.MovementControlFlag movementFlags = mainAgent.MovementFlags;
movementFlags &= ~Agent.MovementControlFlag.AttackMask;
movementFlags &= ~Agent.MovementControlFlag.DefendMask;
movementFlags |= combatFlag;
SetMovementFlags(mainAgent, movementFlags);
_hasAlternateCombatFlags = true;
}
private void ApplyDefendCancelPulse(Agent mainAgent, InputKey direction)
{
Agent.MovementControlFlag defendFlag = GetCombatDirectionFlag(AlternateCombatAction.Defend, direction);
if (defendFlag == Agent.MovementControlFlag.None) return;
Agent.MovementControlFlag movementFlags = mainAgent.MovementFlags;
movementFlags &= ~Agent.MovementControlFlag.AttackMask;
movementFlags &= ~Agent.MovementControlFlag.DefendMask;
movementFlags |= defendFlag;
movementFlags |= Agent.MovementControlFlag.DefendBlock;
SetMovementFlags(mainAgent, movementFlags);
_hasAlternateCombatFlags = false;
}
private static Agent.MovementControlFlag GetCombatDirectionFlag(AlternateCombatAction action, InputKey direction)
{
switch (direction)
{
case InputKey.ControllerRStickUp:
return action == AlternateCombatAction.Attack ? Agent.MovementControlFlag.AttackUp : Agent.MovementControlFlag.DefendUp;
case InputKey.ControllerRStickDown:
return action == AlternateCombatAction.Attack ? Agent.MovementControlFlag.AttackDown : Agent.MovementControlFlag.DefendDown;
case InputKey.ControllerRStickLeft:
return action == AlternateCombatAction.Attack ? Agent.MovementControlFlag.AttackLeft : Agent.MovementControlFlag.DefendLeft;
case InputKey.ControllerRStickRight:
return action == AlternateCombatAction.Attack ? Agent.MovementControlFlag.AttackRight : Agent.MovementControlFlag.DefendRight;
default:
return Agent.MovementControlFlag.None;
}
}
private void ResetAlternateCombatState()
{
ResetAlternateCombatState(_mainAgent);
}
private void ResetAlternateCombatState(Agent mainAgent)
{
if (mainAgent == null)
{
_hasAlternateCombatFlags = false;
}
else
{
ClearAlternateCombatFlags(mainAgent);
}
ClearAlternateCombatState();
}
private void ClearAlternateCombatFlags(Agent mainAgent)
{
if (!_hasAlternateCombatFlags || mainAgent == null) return;
Agent.MovementControlFlag movementFlags = mainAgent.MovementFlags;
movementFlags &= ~Agent.MovementControlFlag.AttackMask;
movementFlags &= ~Agent.MovementControlFlag.DefendMask;
SetMovementFlags(mainAgent, movementFlags);
_hasAlternateCombatFlags = false;
}
private static void SetMovementFlags(Agent mainAgent, Agent.MovementControlFlag movementFlags)
{
if (mainAgent.MovementFlags == movementFlags) return;
mainAgent.MovementFlags = movementFlags;
}
}
[HarmonyPatch(typeof(MissionMainAgentController))]
[HarmonyPatch("ControlTick")]
internal static class MissionMainAgentControllerAlternateCombatPatch
{
private static void Postfix()
{
MotionControllerBehavior.ApplyActiveAlternateCombatFlags();
}
}
}