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70 changes: 43 additions & 27 deletions Code/FLCC/InteractiveChaser.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,6 @@
using Monocle;
using MonoMod.Cil;
using MonoMod.RuntimeDetour;
using MonoMod.Utils;
using System;
using System.Collections;
using System.Collections.Generic;
Expand All @@ -21,12 +20,6 @@
public class InteractiveChaser : Entity {
internal static DetourConfig RootConfig = new("CrystallineHelper_InteractiveChaser", 0);

private const string vitellaryInteractiveChaserStates = "vitellaryInteractiveChaserStates";
private const string vitellaryChaserPosition = "vitellaryChaserPosition";
private const string vitellaryChaserMovementCounter = "vitellaryChaserMovementCounter";
private const string vitellaryChaserSpeed = "vitellaryChaserSpeed";
private const string vitellaryChaserDashed = "vitellaryChaserDashed";

public static readonly Color HairColor = Calc.HexToColor("9B3FB5");

public PlayerSprite Sprite;
Expand Down Expand Up @@ -322,7 +315,7 @@
{
if (!player.Dead)
{
var chaserStates = DynamicData.For(player).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
var chaserStates = GetPlayerComponent(player).ChaserStates;
bool flag = false;
foreach (ChaserState chaserState in chaserStates)
{
Expand Down Expand Up @@ -394,7 +387,7 @@

private static void Player_OnTransition(On.Celeste.Player.orig_OnTransition orig, Player self)
{
var chaserStates = DynamicData.For(self).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
var chaserStates = GetPlayerComponent(self).ChaserStates;
chaserStates.Clear();
orig(self);
}
Expand Down Expand Up @@ -422,30 +415,25 @@

cursor.Emit(OpCodes.Ldarg_0);
cursor.EmitDelegate<Action<Player>>(player => {
var playerData = DynamicData.For(player);
playerData.Set(vitellaryChaserPosition, player.Position);
playerData.Set(vitellaryChaserMovementCounter, player.movementCounter);
playerData.Set(vitellaryChaserSpeed, player.Speed);
var playerData = GetPlayerComponent(player);
playerData.ChaserPosition = player.Position;
playerData.ChaserMovementCounter = player.movementCounter;
playerData.ChaserSpeed = player.Speed;
if (player.DashAttacking && player.Speed.Length() > 0f)
playerData.Set(vitellaryChaserDashed, player.DashDir);
playerData.ChaserDashed = player.DashDir;
});
}

private static void Player_Update(On.Celeste.Player.orig_Update orig, Player self)
{
DynamicData.For(self).Set(vitellaryChaserDashed, Vector2.Zero);
GetPlayerComponent(self).ChaserDashed = Vector2.Zero;
orig(self);
}

private static void Player_ctor(On.Celeste.Player.orig_ctor orig, Player self, Vector2 position, PlayerSpriteMode spriteMode)
{
orig(self, position, spriteMode);
var playerData = DynamicData.For(self);
playerData.Set(vitellaryInteractiveChaserStates, new List<ChaserState>());
playerData.Set(vitellaryChaserPosition, self.Position);
playerData.Set(vitellaryChaserSpeed, self.Speed);
playerData.Set(vitellaryChaserMovementCounter, self.movementCounter);
playerData.Set(vitellaryChaserDashed, Vector2.Zero);
self.Add(new InteractiveChaserPlayerComponent(self));
}

private static PlayerDeadBody Player_Die(On.Celeste.Player.orig_Die orig, Player self, Vector2 direction, bool evenIfInvincible, bool registerDeathInStats)
Expand All @@ -461,14 +449,42 @@
if (chasers.Count > 0)
{
var maxDelay = chasers.Max(e => (e as InteractiveChaser).FollowDelay);
var chaserStates = DynamicData.For(self).Get<List<ChaserState>>(vitellaryInteractiveChaserStates);
var chaserStates = GetPlayerComponent(self).ChaserStates;
while (chaserStates.Count > 0 && self.Scene.TimeActive - chaserStates[0].TimeStamp > maxDelay)
chaserStates.RemoveAt(0);
chaserStates.Add(new ChaserState(self));
}
orig(self);
}

private static InteractiveChaserPlayerComponent GetPlayerComponent(Player player)
{
var component = player.Get<InteractiveChaserPlayerComponent>();
if (component == null)
{
player.Add(component = new InteractiveChaserPlayerComponent(player));
}
return component;
}

private class InteractiveChaserPlayerComponent : Component
{
public List<ChaserState> ChaserStates;
public Vector2 ChaserPosition;
public Vector2 ChaserMovementCounter;
public Vector2 ChaserSpeed;
public Vector2 ChaserDashed;

public InteractiveChaserPlayerComponent(Player player) : base(active: false, visible: false)
{
ChaserStates = new List<ChaserState>();
ChaserPosition = player.Position;
ChaserMovementCounter = player.movementCounter;
ChaserSpeed = player.Speed;
ChaserDashed = Vector2.Zero;
}
}

private static Dictionary<MirrorMode, Vector2> MirrorScales = new Dictionary<MirrorMode, Vector2>()
{
{ MirrorMode.None, new Vector2(1f, 1f) },
Expand Down Expand Up @@ -623,13 +639,13 @@
UpdateCarry();
}

private void OnCollideH(CollisionData data)

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'InteractiveChaser.DummyPlayer.OnCollideH(CollisionData)' hides inherited member 'Player.OnCollideH(CollisionData)'. Use the new keyword if hiding was intended.
{
if (DashAttacking && data.Hit != null && data.Direction.X == Math.Sign(DashDir.X) && !Blacklist.Any((s) => s == data.Hit.GetType().Name))
data.Hit.OnDashCollide?.Invoke(this, data.Direction);
}

private void OnCollideV(CollisionData data)

Check warning on line 648 in Code/FLCC/InteractiveChaser.cs

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'InteractiveChaser.DummyPlayer.OnCollideV(CollisionData)' hides inherited member 'Player.OnCollideV(CollisionData)'. Use the new keyword if hiding was intended.
{
if (DashAttacking && data.Hit != null && data.Direction.Y == Math.Sign(DashDir.Y) && !Blacklist.Any((s) => s == data.Hit.GetType().Name))
data.Hit.OnDashCollide?.Invoke(this, data.Direction);
Expand Down Expand Up @@ -695,7 +711,7 @@

public ChaserState(Player player)
{
var playerData = DynamicData.For(player);
var playerData = GetPlayerComponent(player);
Exists = true;
Bottom = player.BottomCenter;
Position = player.Position;
Expand All @@ -706,10 +722,10 @@
HairColor = player.Hair.Color;
Depth = player.Depth;
Scale = new Vector2(Math.Abs(player.Sprite.Scale.X) * (float)player.Facing, player.Sprite.Scale.Y);
EarlyPosition = playerData.Get<Vector2>(vitellaryChaserPosition);
MovementCounter = playerData.Get<Vector2>(vitellaryChaserMovementCounter);
Speed = playerData.Get<Vector2>(vitellaryChaserSpeed);
DashDir = playerData.Get<Vector2>(vitellaryChaserDashed);
EarlyPosition = playerData.ChaserPosition;
MovementCounter = playerData.ChaserMovementCounter;
Speed = playerData.ChaserSpeed;
DashDir = playerData.ChaserDashed;
DeltaTime = Engine.DeltaTime;
Ducking = player.Ducking;
State = player.StateMachine.State;
Expand Down
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