70 lines
2 KiB
C#
70 lines
2 KiB
C#
using ai.behaviours;
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using HarmonyLib;
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namespace IdleSpectator;
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/// <summary>Building damage/destroy/eat interest patches from mutation discovery.</summary>
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[HarmonyPatch]
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public static class BuildingEventPatches
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{
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[HarmonyPatch(typeof(BehDealDamageToTargetBuilding), nameof(BehDealDamageToTargetBuilding.execute))]
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[HarmonyPostfix]
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public static void PostfixDamageBuilding(Actor pActor, BehResult __result)
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{
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// Routine siege chips are Layer B noise. Camera waits for consume.
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_ = pActor;
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_ = __result;
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}
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[HarmonyPatch(typeof(BehConsumeTargetBuilding), nameof(BehConsumeTargetBuilding.execute))]
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[HarmonyPostfix]
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public static void PostfixConsumeBuilding(Actor pActor, BehResult __result)
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{
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if (pActor == null || !pActor.isAlive() || __result == BehResult.Stop)
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{
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return;
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}
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Building food = null;
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try
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{
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food = pActor.beh_building_target;
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}
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catch
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{
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food = null;
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}
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string label = EventReason.BuildingEat(pActor, food);
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Emit("building_consume", 78f, pActor, label);
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}
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[HarmonyPatch(typeof(Building), "startDestroyBuilding")]
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[HarmonyPostfix]
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public static void PostfixStartDestroy(Building __instance)
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{
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// Ambient object/building falls are Layer B only.
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// Nearest-unit attach + "A Tree falls near X" was winning Watching then blanking via identity_filter.
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// Intentional spectacle remains building_consume (actor-led eat).
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_ = __instance;
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}
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private static void Emit(string eventId, float strength, Actor actor, string label)
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{
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if (!AgentHarness.LiveFeedsAllowed)
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{
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return;
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}
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string key = "building:" + eventId + ":" + EventFeedUtil.SafeId(actor);
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EventFeedUtil.Register(
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key,
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"building",
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"Spectacle",
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label,
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eventId,
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strength,
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actor.current_position,
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actor);
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}
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}
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