Port over quantum stuff from escape room

This commit is contained in:
xen-42 2025-01-06 17:51:09 -05:00
parent cdb5604cff
commit 20d524d3de
3 changed files with 99 additions and 6 deletions

View File

@ -1,9 +1,8 @@
using NewHorizons.Components.Quantum;
using NewHorizons.External.Configs;
using NewHorizons.External.Modules.Props;
using NewHorizons.External.Modules.Props.Quantum;
using NewHorizons.Utility.Geometry;
using NewHorizons.Utility.OWML;
using OWML.Common;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@ -27,7 +26,7 @@ namespace NewHorizons.Builder.Props
/*
public static void MakeQuantumLightning(GameObject planetGO, Sector sector, GameObject[] propsInGroup)
{
var lightning = DetailBuilder.Make(planetGO, sector, AssetBundleUtilities.EyeLightning.LoadAsset<GameObject>("Prefab_EYE_QuantumLightningObject"), new DetailInfo());
var lightning = DetailBuilder.Make(planetGO, sector, Main.Instance, AssetBundleUtilities.EyeLightning.LoadAsset<GameObject>("Prefab_EYE_QuantumLightningObject"), new DetailInfo());
lightning.transform.position = prop.transform.position;
lightning.transform.rotation = prop.transform.rotation;
lightning.transform.parent = prop.transform.parent;
@ -45,6 +44,16 @@ namespace NewHorizons.Builder.Props
// Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
public static void MakeSocketGroup(GameObject planetGO, Sector sector, SocketQuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
GameObject specialProp = null;
if (propsInGroup.Length == quantumGroup.sockets.Length)
{
// Special case!
specialProp = propsInGroup.Last();
var propsInGroupList = propsInGroup.ToList();
propsInGroupList.RemoveAt(propsInGroup.Length - 1);
propsInGroup = propsInGroupList.ToArray();
}
var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
groupRoot.transform.parent = sector?.transform ?? planetGO.transform;
groupRoot.transform.localPosition = Vector3.zero;
@ -77,11 +86,38 @@ namespace NewHorizons.Builder.Props
{
BoundsUtilities.AddBoundsVisibility(prop);
}
prop.SetActive(true);
}
if (specialProp != null)
{
// Can't have 4 objects in 4 slots
// Instead we have a duplicate of the final object for each slot, which appears when that slot is "empty"
for (int i = 0; i < sockets.Length; i++)
{
var emptySocketObject = DetailBuilder.Make(planetGO, sector, Main.Instance, specialProp, new DetailInfo());
var socket = sockets[i];
socket._emptySocketObject = emptySocketObject;
emptySocketObject.SetActive(socket._quantumObject == null);
emptySocketObject.transform.parent = socket.transform;
emptySocketObject.transform.localPosition = Vector3.zero;
emptySocketObject.transform.localRotation = Quaternion.identity;
// Need to add a visibility tracker for this socket else it doesn't stay "empty" when photographed
socket.SetActive(false);
var tracker = new GameObject("VisibilityTracker");
tracker.transform.parent = socket.transform;
tracker.transform.localPosition = Vector3.zero;
tracker.transform.localRotation = Quaternion.identity;
var box = tracker.AddComponent<BoxShape>();
box.size = new Vector3(0.2f, 0.6f, 0.2f);
box.center = new Vector3(0, 0.3f, 0);
tracker.AddComponent<ShapeVisibilityTracker>();
// Using a quantum object bc it can be locked by camera
socket._visibilityObject = socket.gameObject.AddComponent<SnapshotLockableVisibilityObject>();
socket.SetActive(true);
}
}
}
public static void MakeStateGroup(GameObject go, Sector sector, StateQuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
@ -138,7 +174,7 @@ namespace NewHorizons.Builder.Props
groupRoot.SetActive(true);
}
public static void MakeShuffleGroup(GameObject go, Sector sector, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
public static void MakeShuffleGroup(GameObject go, Sector sector, BaseQuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
//var averagePosition = propsInGroup.Aggregate(Vector3.zero, (avg, prop) => avg + prop.transform.position) / propsInGroup.Count();
GameObject shuffleParent = new GameObject("Quantum Shuffle - " + quantumGroup.id);

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@ -0,0 +1,57 @@
using HarmonyLib;
using System.Linq;
namespace NewHorizons.Components.Quantum;
/// <summary>
/// A quantum object that does nothing but track if its been photographed
/// </summary>
internal class SnapshotLockableVisibilityObject : QuantumObject
{
public override bool ChangeQuantumState(bool skipInstantVisibilityCheck) => true;
}
[HarmonyPatch(typeof(SocketedQuantumObject))]
public static class SocketedQuantumObjectPatches
{
private static bool _skipPatch;
[HarmonyPrefix]
[HarmonyPatch(typeof(SocketedQuantumObject), nameof(SocketedQuantumObject.MoveToSocket))]
private static bool SocketedQuantumObject_MoveToSocket(SocketedQuantumObject __instance, QuantumSocket socket)
{
if (_skipPatch)
{
return true;
}
if (socket.GetVisibilityObject() is SnapshotLockableVisibilityObject qObj)
{
// Do not allow it to switch to a socket that is photographed
// Instead try to swap with an occupied socket
if (qObj.IsLockedByProbeSnapshot())
{
_skipPatch = true;
// Try to swap
var swapSocket = __instance._socketList.FirstOrDefault(x => x._quantumObject != null && x._quantumObject != __instance && !x._quantumObject.IsLocked());
if (swapSocket != null)
{
var originalSocket = __instance.GetCurrentSocket();
var otherQObj = swapSocket._quantumObject as SocketedQuantumObject;
otherQObj.MoveToSocket(socket);
__instance.MoveToSocket(swapSocket);
otherQObj.MoveToSocket(originalSocket);
}
else
{
__instance.MoveToSocket(__instance.GetCurrentSocket());
}
_skipPatch = false;
return false;
}
}
return true;
}
}

View File

@ -707,7 +707,7 @@ namespace NewHorizons.External.Configs
}
}
if (Props != null)
if (Props != null && Props.quantumGroups != null)
{
var socketQuantumGroups = Props.quantumGroups.Where(x => x.type == QuantumGroupType.Sockets).Select(x => new SocketQuantumGroupInfo()
{