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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Only show relevant frequencies (#585)
<!-- A new module or something else important --> ## Major features - <!-- A new parameter added to a module, or API feature --> ## Minor features - <!-- Some improvement that requires no action on the part of add-on creators i.e., improved star graphics --> ## Improvements - Only signal frequencies in use by the current system will be shown. (resolves #572) <!-- Be sure to reference the existing issue if it exists --> ## Bug fixes -
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commit
286a8a3a4b
@ -1,14 +1,13 @@
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using NewHorizons.External.Modules;
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using HarmonyLib;
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using NewHorizons.External.Modules.Props.Audio;
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using NewHorizons.Utility;
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using NewHorizons.Utility.Files;
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using NewHorizons.Utility.OWML;
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using NewHorizons.Utility.OuterWilds;
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using OWML.Common;
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using OWML.Utils;
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using System.Collections.Generic;
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using UnityEngine;
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using NewHorizons.External.Modules.Props.Audio;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace NewHorizons.Builder.Props.Audio
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{
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@ -20,8 +19,8 @@ namespace NewHorizons.Builder.Props.Audio
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public static int NumberOfFrequencies;
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private static List<AudioSignal> _qmSignals;
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private static List<AudioSignal> _cloakedSignals;
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private static HashSet<AudioSignal> _qmSignals;
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private static HashSet<AudioSignal> _cloakedSignals;
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public static bool Initialized;
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@ -36,22 +35,46 @@ namespace NewHorizons.Builder.Props.Audio
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};
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NumberOfFrequencies = EnumUtils.GetValues<SignalFrequency>().Length;
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_qmSignals = new List<AudioSignal>() { SearchUtilities.Find("QuantumMoon_Body/Signal_Quantum").GetComponent<AudioSignal>() };
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_cloakedSignals = new List<AudioSignal>();
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_qmSignals = new (){ SearchUtilities.Find("QuantumMoon_Body/Signal_Quantum").GetComponent<AudioSignal>() };
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_cloakedSignals = new();
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Initialized = true;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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Main.Instance.OnStarSystemLoaded.AddListener(OnStarSystemLoaded);
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}
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public static bool IsCloaked(this AudioSignal signal)
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private static HashSet<SignalFrequency> _frequenciesInUse = new();
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private static void OnSceneUnloaded(Scene _)
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{
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return _cloakedSignals.Contains(signal);
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_frequenciesInUse.Clear();
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}
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public static bool IsOnQuantumMoon(this AudioSignal signal)
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private static void OnStarSystemLoaded(string starSystem)
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{
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return _qmSignals.Contains(signal);
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// If its the base game solar system or eye we get all the main frequencies
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if (starSystem == "SolarSystem" || starSystem == "EyeOfTheUniverse")
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{
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_frequenciesInUse.Add(SignalFrequency.Quantum);
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_frequenciesInUse.Add(SignalFrequency.EscapePod);
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_frequenciesInUse.Add(SignalFrequency.Radio);
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_frequenciesInUse.Add(SignalFrequency.HideAndSeek);
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}
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// Always show the traveler frequency. The signalscope defaults to this on spawn, and is the only frequency known by default
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// We don't want a scenario where the player knows no frequencies
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_frequenciesInUse.Add(SignalFrequency.Traveler);
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NHLogger.LogVerbose($"Frequencies in use in {starSystem}: {_frequenciesInUse.Join(x => x.ToString())}");
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}
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public static bool IsFrequencyInUse(SignalFrequency freq) => _frequenciesInUse.Contains(freq);
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public static bool IsCloaked(this AudioSignal signal) => _cloakedSignals.Contains(signal);
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public static bool IsOnQuantumMoon(this AudioSignal signal) => _qmSignals.Contains(signal);
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public static SignalFrequency AddFrequency(string str)
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{
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if (_customFrequencyNames == null) Init();
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@ -153,6 +176,8 @@ namespace NewHorizons.Builder.Props.Audio
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if (planetGO.GetComponent<AstroObject>()?.GetAstroObjectName() == AstroObject.Name.QuantumMoon) _qmSignals.Add(audioSignal);
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if (info.insideCloak) _cloakedSignals.Add(audioSignal);
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_frequenciesInUse.Add(frequency);
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return signalGO;
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}
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@ -21,9 +21,11 @@ namespace NewHorizons.Patches.SignalPatches
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__instance._frequencyFilterIndex += increment;
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__instance._frequencyFilterIndex = __instance._frequencyFilterIndex >= count ? 0 : __instance._frequencyFilterIndex;
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__instance._frequencyFilterIndex = __instance._frequencyFilterIndex < 0 ? count - 1 : __instance._frequencyFilterIndex;
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SignalFrequency signalFrequency = AudioSignal.IndexToFrequency(__instance._frequencyFilterIndex);
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var signalFrequency = AudioSignal.IndexToFrequency(__instance._frequencyFilterIndex);
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if (!PlayerData.KnowsFrequency(signalFrequency) && (!__instance._isUnknownFreqNearby || __instance._unknownFrequency != signalFrequency))
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// Skip over this frequency
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var isUnknown = !PlayerData.KnowsFrequency(signalFrequency) && !(__instance._isUnknownFreqNearby && __instance._unknownFrequency == signalFrequency);
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if (isUnknown || !SignalBuilder.IsFrequencyInUse(signalFrequency))
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{
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__instance.SwitchFrequencyFilter(increment);
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}
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