From 63fbc8afeb45133569938dd21bc192b694401b90 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Sat, 18 Jan 2025 10:09:15 -0600 Subject: [PATCH 01/16] Eye sequence props first pass --- .../Builder/Props/EyeOfTheUniverseBuilder.cs | 187 ++++++++++++++++++ .../EyeOfTheUniverse/EyeMusicController.cs | 97 +++++++++ .../EyeOfTheUniverse/InstrumentZone.cs | 9 + .../QuantumInstrumentTrigger.cs | 30 +++ NewHorizons/External/Configs/PlanetConfig.cs | 5 + .../Modules/EyeOfTheUniverseModule.cs | 24 +++ .../Props/EyeOfTheUniverse/EyeTravelerInfo.cs | 45 +++++ .../EyeOfTheUniverse/InstrumentZoneInfo.cs | 13 ++ .../EyeOfTheUniverse/QuantumInstrumentInfo.cs | 34 ++++ NewHorizons/Handlers/EyeSceneHandler.cs | 167 ++++++++++++++++ NewHorizons/Handlers/PlanetCreationHandler.cs | 5 + NewHorizons/Main.cs | 2 + .../CosmicInflationControllerPatches.cs | 23 +++ .../QuantumCampsiteControllerPatches.cs | 85 ++++++++ .../TravelerEyeControllerPatches.cs | 17 ++ 15 files changed, 743 insertions(+) create mode 100644 NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs create mode 100644 NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs create mode 100644 NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs create mode 100644 NewHorizons/Components/EyeOfTheUniverse/QuantumInstrumentTrigger.cs create mode 100644 NewHorizons/External/Modules/EyeOfTheUniverseModule.cs create mode 100644 NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs create mode 100644 NewHorizons/External/Modules/Props/EyeOfTheUniverse/InstrumentZoneInfo.cs create mode 100644 NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs create mode 100644 NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs create mode 100644 NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs create mode 100644 NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs diff --git a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs new file mode 100644 index 00000000..93efe304 --- /dev/null +++ b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs @@ -0,0 +1,187 @@ +using NewHorizons.Builder.Props.Audio; +using NewHorizons.Components.EyeOfTheUniverse; +using NewHorizons.External; +using NewHorizons.External.Modules; +using NewHorizons.External.Modules.Props.Audio; +using NewHorizons.External.Modules.Props.EyeOfTheUniverse; +using NewHorizons.Handlers; +using NewHorizons.Utility; +using NewHorizons.Utility.OuterWilds; +using NewHorizons.Utility.OWML; +using UnityEngine; + +namespace NewHorizons.Builder.Props +{ + public static class EyeOfTheUniverseBuilder + { + public static TravelerEyeController MakeEyeTraveler(GameObject planetGO, Sector sector, EyeTravelerInfo info, NewHorizonsBody nhBody) + { + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); + + var travelerController = go.GetAddComponent(); + if (!string.IsNullOrEmpty(info.startPlayingCondition)) + { + travelerController._startPlayingCondition = info.startPlayingCondition; + } + else if (string.IsNullOrEmpty(travelerController._startPlayingCondition)) + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have a Start Playing condition set"); + } + if (travelerController._animator == null) + { + travelerController._animator = go.GetComponentInChildren(); + } + if (info.dialogue != null) + { + var (dialogueTree, remoteTrigger) = DialogueBuilder.Make(planetGO, sector, info.dialogue, nhBody.Mod); + if (travelerController._dialogueTree != null) + { + travelerController._dialogueTree.OnStartConversation -= travelerController.OnStartConversation; + travelerController._dialogueTree.OnEndConversation -= travelerController.OnEndConversation; + } + travelerController._dialogueTree = dialogueTree; + travelerController._dialogueTree.OnStartConversation += travelerController.OnStartConversation; + travelerController._dialogueTree.OnEndConversation += travelerController.OnEndConversation; + } + else if (travelerController._dialogueTree == null) + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any dialogue set"); + } + + OWAudioSource loopAudioSource = null; + + if (!string.IsNullOrEmpty(info.loopAudio)) + { + var signalInfo = new SignalInfo() + { + audio = info.loopAudio, + detectionRadius = 0, + identificationRadius = 10f, + frequency = string.IsNullOrEmpty(info.frequency) ? "Traveler" : info.frequency, + parentPath = go.transform.GetPath(), + isRelativeToParent = true, + position = Vector3.up * 0.5f, + }; + var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); + var signal = signalGO.GetComponent(); + travelerController._signal = signal; + loopAudioSource = signal.GetOWAudioSource(); + } + else if (travelerController._signal == null) + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any loop audio set"); + } + + OWAudioSource finaleAudioSource = null; + + if (!string.IsNullOrEmpty(info.finaleAudio)) + { + var finaleAudioInfo = new AudioSourceInfo() + { + audio = info.finaleAudio, + track = External.SerializableEnums.NHAudioMixerTrackName.Music, + }; + finaleAudioSource = GeneralAudioBuilder.Make(planetGO, sector, finaleAudioInfo, nhBody.Mod); + finaleAudioSource.SetTrack(finaleAudioInfo.track.ConvertToOW()); + finaleAudioSource.loop = false; + finaleAudioSource.spatialBlend = 0f; + } + + var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); + travelerData.info = info; + travelerData.controller = travelerController; + travelerData.loopAudioSource = loopAudioSource; + travelerData.finaleAudioSource = finaleAudioSource; + + return travelerController; + } + + public static QuantumInstrument MakeQuantumInstrument(GameObject planetGO, Sector sector, QuantumInstrumentInfo info, NewHorizonsBody nhBody) + { + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); + go.layer = Layer.Interactible; + if (info.interactRadius > 0f) + { + var collider = go.AddComponent(); + collider.radius = info.interactRadius; + collider.isTrigger = true; + go.GetAddComponent(); + } + + go.GetAddComponent(); + var quantumInstrument = go.GetAddComponent(); + quantumInstrument._gatherWithScope = info.gatherWithScope; + + var trigger = go.AddComponent(); + trigger.gatherCondition = info.gatherCondition; + + var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); + travelerData.quantumInstruments.Add(quantumInstrument); + + if (travelerData.info != null) + { + if (!string.IsNullOrEmpty(travelerData.info.loopAudio)) + { + var signalInfo = new SignalInfo() + { + audio = travelerData.info.loopAudio, + detectionRadius = 0, + identificationRadius = 0, + frequency = string.IsNullOrEmpty(travelerData.info.frequency) ? "Traveler" : travelerData.info.frequency, + parentPath = go.transform.GetPath(), + isRelativeToParent = true, + position = Vector3.zero, + }; + var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); + } + else + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any loop audio set"); + } + } + else + { + NHLogger.LogError($"Quantum instrument with ID \"{info.id}\" has no matching eye traveler"); + } + + return quantumInstrument; + } + + public static InstrumentZone MakeInstrumentZone(GameObject planetGO, Sector sector, InstrumentZoneInfo info, NewHorizonsBody nhBody) + { + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); + + var instrumentZone = go.AddComponent(); + + var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); + travelerData.instrumentZones.Add(instrumentZone); + + return instrumentZone; + } + + public static void Make(GameObject go, Sector sector, EyeOfTheUniverseModule module, NewHorizonsBody nhBody) + { + if (module.eyeTravelers != null) + { + foreach (var info in module.eyeTravelers) + { + MakeEyeTraveler(go, sector, info, nhBody); + } + } + if (module.instrumentZones != null) + { + foreach (var info in module.instrumentZones) + { + MakeInstrumentZone(go, sector, info, nhBody); + } + } + if (module.quantumInstruments != null) + { + foreach (var info in module.quantumInstruments) + { + MakeQuantumInstrument(go, sector, info, nhBody); + } + } + } + } +} diff --git a/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs new file mode 100644 index 00000000..3a93cbda --- /dev/null +++ b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace NewHorizons.Components.EyeOfTheUniverse +{ + public class EyeMusicController : MonoBehaviour + { + private List _loopSources = new(); + private List _finaleSources = new(); + private bool _transitionToFinale; + private bool _isPlaying; + + public void RegisterLoopSource(OWAudioSource src) + { + src.loop = false; + src.SetLocalVolume(1f); + _loopSources.Add(src); + } + + public void RegisterFinaleSource(OWAudioSource src) + { + src.loop = false; + src.SetLocalVolume(1f); + _finaleSources.Add(src); + } + + public void StartPlaying() + { + if (_isPlaying) return; + _isPlaying = true; + StartCoroutine(DoLoop()); + } + + public void TransitionToFinale() + { + _transitionToFinale = true; + } + + private IEnumerator DoLoop() + { + // Initial delay to ensure audio system has time to schedule all loops for the same tick + double timeBufferWindow = 0.5; + + // Track when the next audio (loop or finale) should play, in audio system time + double nextAudioEventTime = AudioSettings.dspTime + timeBufferWindow; + + // Determine timing using the first loop audio clip (should be Riebeck's banjo loop) + var referenceLoopClip = _loopSources.First().clip; + double loopDuration = referenceLoopClip.samples / (double)referenceLoopClip.frequency; + double segmentDuration = loopDuration / 4.0; + + while (!_transitionToFinale) + { + // Play loops in sync + var loopStartTime = nextAudioEventTime; + foreach (var loopSrc in _loopSources) + { + loopSrc._audioSource.PlayScheduled(loopStartTime); + } + + nextAudioEventTime += loopDuration; + + // Handle loop segments (the current musical measure will always finish playing before transitioning to the finale) + for (int i = 0; i < 4; i++) + { + // Interrupting the upcoming segment for the finale + if (_transitionToFinale) + { + // End the loop at the start time of the upcoming segment + var loopStopTime = loopStartTime + segmentDuration * (i + 1); + + // Cancel scheduled upcoming loop + foreach (var loopSrc in _loopSources) + { + loopSrc._audioSource.SetScheduledEndTime(loopStopTime); + } + + // Schedule finale for as soon as the loop ends + nextAudioEventTime = loopStopTime; + break; + } + + // Wait until shortly before the next segment (`nextAudioEventTime` will be ahead of current time by `timeBufferWindow`) + yield return new WaitForSecondsRealtime((float)segmentDuration); + } + } + + // Play finale in sync + foreach (var finaleSrc in _finaleSources) + { + finaleSrc._audioSource.PlayScheduled(nextAudioEventTime); + } + } + } +} diff --git a/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs b/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs new file mode 100644 index 00000000..39b0d529 --- /dev/null +++ b/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace NewHorizons.Components.EyeOfTheUniverse +{ + public class InstrumentZone : MonoBehaviour + { + + } +} diff --git a/NewHorizons/Components/EyeOfTheUniverse/QuantumInstrumentTrigger.cs b/NewHorizons/Components/EyeOfTheUniverse/QuantumInstrumentTrigger.cs new file mode 100644 index 00000000..c927c36c --- /dev/null +++ b/NewHorizons/Components/EyeOfTheUniverse/QuantumInstrumentTrigger.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +namespace NewHorizons.Components.EyeOfTheUniverse +{ + public class QuantumInstrumentTrigger : MonoBehaviour + { + public string gatherCondition; + + private QuantumInstrument _quantumInstrument; + + private void Awake() + { + _quantumInstrument = GetComponent(); + _quantumInstrument.OnFinishGather += OnFinishGather; + } + + private void OnDestroy() + { + _quantumInstrument.OnFinishGather -= OnFinishGather; + } + + private void OnFinishGather() + { + if (!string.IsNullOrEmpty(gatherCondition)) + { + DialogueConditionManager.SharedInstance.SetConditionState(gatherCondition, true); + } + } + } +} diff --git a/NewHorizons/External/Configs/PlanetConfig.cs b/NewHorizons/External/Configs/PlanetConfig.cs index c5ef092c..6184ed36 100644 --- a/NewHorizons/External/Configs/PlanetConfig.cs +++ b/NewHorizons/External/Configs/PlanetConfig.cs @@ -102,6 +102,11 @@ namespace NewHorizons.External.Configs /// public DreamModule Dream; + /// + /// Add features exclusive to the Eye of the Universe scene + /// + public EyeOfTheUniverseModule EyeOfTheUniverse; + /// /// Make this body into a focal point (barycenter) /// diff --git a/NewHorizons/External/Modules/EyeOfTheUniverseModule.cs b/NewHorizons/External/Modules/EyeOfTheUniverseModule.cs new file mode 100644 index 00000000..58e878c1 --- /dev/null +++ b/NewHorizons/External/Modules/EyeOfTheUniverseModule.cs @@ -0,0 +1,24 @@ +using NewHorizons.External.Modules.Props.EyeOfTheUniverse; +using Newtonsoft.Json; + +namespace NewHorizons.External.Modules +{ + [JsonObject] + public class EyeOfTheUniverseModule + { + /// + /// Add custom travelers to the campfire sequence + /// + public EyeTravelerInfo[] eyeTravelers; + + /// + /// Add instrument zones which contain puzzles to gather a quantum instrument. You can parent other props to these with `parentPath` + /// + public InstrumentZoneInfo[] instrumentZones; + + /// + /// Add quantum instruments which cause their associated eye traveler to appear and instrument zones to disappear + /// + public QuantumInstrumentInfo[] quantumInstruments; + } +} diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs new file mode 100644 index 00000000..8f4ee0c2 --- /dev/null +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs @@ -0,0 +1,45 @@ +using NewHorizons.External.Modules.Props.Dialogue; +using Newtonsoft.Json; + +namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse +{ + [JsonObject] + public class EyeTravelerInfo : DetailInfo + { + /// + /// A unique ID to associate this traveler with their corresponding quantum instruments and instrument zones. Must be unique for each traveler. + /// + public string id; + + /// + /// The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler. + /// + public string startPlayingCondition; + + /// + /// If specified, this dialogue condition must be set for the traveler to participate in the campfire song. Otherwise, the song will be able to start without them. + /// + public string participatingCondition; + + /// + /// The audio to use for the traveler while playing around the campfire (and also for their paired quantum instrument). It should be 16 measures at 92 BPM (approximately 42 seconds long). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list. + /// + public string loopAudio; + + /// + /// The audio to use for the traveler during the finale of the campfire song. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list. + /// + public string finaleAudio; + + /// + /// The frequency ID of the signal emitted by the traveler. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`, + /// `Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. Defaults to `Traveler`. You can also put a custom value. + /// + public string frequency; + + /// + /// The dialogue to use for this traveler. Omit this or set it to null if your traveler already has valid dialogue. + /// + public DialogueInfo dialogue; + } +} diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/InstrumentZoneInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/InstrumentZoneInfo.cs new file mode 100644 index 00000000..047babb9 --- /dev/null +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/InstrumentZoneInfo.cs @@ -0,0 +1,13 @@ +using Newtonsoft.Json; + +namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse +{ + [JsonObject] + public class InstrumentZoneInfo : DetailInfo + { + /// + /// The unique ID of the Eye Traveler associated with this instrument zone. + /// + public string id; + } +} diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs new file mode 100644 index 00000000..4e03728f --- /dev/null +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs @@ -0,0 +1,34 @@ +using Newtonsoft.Json; +using System.ComponentModel; + +namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse +{ + [JsonObject] + public class QuantumInstrumentInfo : DetailInfo + { + /// + /// The unique ID of the Eye Traveler associated with this quantum instrument. + /// + public string id; + + /// + /// A dialogue condition to set when gathering this quantum instrument. Use it in conjunction with `activationCondition` or `deactivationCondition` on other details. + /// + public string gatherCondition; + + /// + /// Allows gathering this quantum instrument using the zoomed-in signalscope, like Chert's bongos. + /// + public bool gatherWithScope; + + /// + /// The radius of the added sphere collider that will be used for interaction. + /// + [DefaultValue(0.5f)] public float interactRadius = 0.5f; + + /// + /// The furthest distance where the player can interact with this quantum instrument. + /// + [DefaultValue(2f)] public float interactRange = 2f; + } +} diff --git a/NewHorizons/Handlers/EyeSceneHandler.cs b/NewHorizons/Handlers/EyeSceneHandler.cs index a0c925a9..16fd0194 100644 --- a/NewHorizons/Handlers/EyeSceneHandler.cs +++ b/NewHorizons/Handlers/EyeSceneHandler.cs @@ -1,14 +1,57 @@ using NewHorizons.Builder.General; using NewHorizons.Components.EyeOfTheUniverse; using NewHorizons.Components.Stars; +using NewHorizons.External.Modules.Props.EyeOfTheUniverse; using NewHorizons.External.SerializableData; using NewHorizons.Utility; +using NewHorizons.Utility.OWML; +using System.Collections.Generic; +using System.Linq; using UnityEngine; namespace NewHorizons.Handlers { public static class EyeSceneHandler { + private static Dictionary _eyeTravelers = new(); + private static EyeMusicController _eyeMusicController; + + public static void Init() + { + _eyeTravelers.Clear(); + _eyeMusicController = null; + } + + public static EyeMusicController GetMusicController() + { + return _eyeMusicController; + } + + public static EyeTravelerData GetOrCreateEyeTravelerData(string id) + { + if (_eyeTravelers.TryGetValue(id, out EyeTravelerData traveler)) + { + return traveler; + } + traveler = new EyeTravelerData() + { + id = id, + info = null, + controller = null, + loopAudioSource = null, + finaleAudioSource = null, + instrumentZones = new(), + quantumInstruments = new(), + }; + _eyeTravelers[traveler.id] = traveler; + return traveler; + } + + public static List GetCustomEyeTravelers() + { + return _eyeTravelers.Values.ToList(); + } + public static void OnSceneLoad() { // Create astro objects for eye and vessel because they didn't have them somehow. @@ -134,5 +177,129 @@ namespace NewHorizons.Handlers SunLightEffectsController.AddStar(starController); SunLightEffectsController.AddStarLight(sunLight); } + + public static void SetUpEyeCampfireSequence() + { + _eyeMusicController = new GameObject("EyeMusicController").AddComponent(); + + var quantumCampsiteController = Object.FindObjectOfType(); + var cosmicInflationController = Object.FindObjectOfType(); + + _eyeMusicController.RegisterFinaleSource(cosmicInflationController._travelerFinaleSource); + + foreach (var controller in quantumCampsiteController._travelerControllers) + { + _eyeMusicController.RegisterLoopSource(controller._signal.GetOWAudioSource()); + } + + foreach (var eyeTraveler in _eyeTravelers.Values) + { + if (eyeTraveler.controller != null) + { + ArrayHelpers.Append(ref quantumCampsiteController._travelerControllers, eyeTraveler.controller); + eyeTraveler.controller.OnStartPlaying += quantumCampsiteController.OnTravelerStartPlaying; + + ArrayHelpers.Append(ref cosmicInflationController._travelers, eyeTraveler.controller); + eyeTraveler.controller.OnStartPlaying += cosmicInflationController.OnTravelerStartPlaying; + + ArrayHelpers.Append(ref cosmicInflationController._inflationObjects, eyeTraveler.controller.transform); + } + else + { + NHLogger.LogError($"Missing Eye Traveler for ID \"{eyeTraveler.id}\""); + } + + if (eyeTraveler.loopAudioSource != null) + { + _eyeMusicController.RegisterLoopSource(eyeTraveler.loopAudioSource); + } + if (eyeTraveler.finaleAudioSource != null) + { + _eyeMusicController.RegisterFinaleSource(eyeTraveler.finaleAudioSource); + } + + foreach (var quantumInstrument in eyeTraveler.quantumInstruments) + { + ArrayHelpers.Append(ref quantumInstrument._activateObjects, eyeTraveler.controller.gameObject); + ArrayHelpers.Append(ref quantumInstrument._deactivateObjects, eyeTraveler.instrumentZones.Select(z => z.gameObject)); + + var ancestorInstrumentZone = quantumInstrument.GetComponentInParent(); + if (ancestorInstrumentZone == null) + { + // Quantum instrument is not a child of an instrument zone, so treat it like its own zone + ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, quantumInstrument.gameObject); + } + } + + foreach (var instrumentZone in eyeTraveler.instrumentZones) + { + instrumentZone.gameObject.SetActive(false); + ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, instrumentZone.gameObject); + } + } + } + + public static void UpdateTravelerPositions() + { + //if (!GetCustomEyeTravelers().Any()) return; + + var quantumCampsiteController = Object.FindObjectOfType(); + + var travelers = new List() + { + quantumCampsiteController._travelerControllers[0].transform, // Riebeck + quantumCampsiteController._travelerControllers[2].transform, // Chert + quantumCampsiteController._travelerControllers[6].transform, // Esker + quantumCampsiteController._travelerControllers[1].transform, // Felspar + quantumCampsiteController._travelerControllers[3].transform, // Gabbro + }; + + if (quantumCampsiteController._hasMetSolanum) + { + travelers.Add(quantumCampsiteController._travelerControllers[4].transform); // Solanum + } + if (quantumCampsiteController._hasMetPrisoner) + { + travelers.Add(quantumCampsiteController._travelerControllers[5].transform); // Prisoner + } + + // Custom travelers (starting at index 7) + for (int i = 7; i < quantumCampsiteController._travelerControllers.Length; i++) + { + travelers.Add(quantumCampsiteController._travelerControllers[i].transform); + } + + var radius = 2f + 0.2f * travelers.Count; + var angle = Mathf.PI * 2f / travelers.Count; + var index = 0; + + foreach (var traveler in travelers) + { + // Esker isn't at height 0 so we have to do all this + var initialY = traveler.transform.position.y; + var newPos = quantumCampsiteController.transform.TransformPoint(new Vector3( + Mathf.Cos(angle * index) * radius, + 0f, + -Mathf.Sin(angle * index) * radius + )); + newPos.y = initialY; + traveler.transform.position = newPos; + var lookTarget = quantumCampsiteController.transform.position; + lookTarget.y = newPos.y; + traveler.transform.LookAt(lookTarget, traveler.transform.up); + index++; + } + } + + public class EyeTravelerData + { + public string id; + public EyeTravelerInfo info; + public TravelerEyeController controller; + public OWAudioSource loopAudioSource; + public OWAudioSource finaleAudioSource; + public List quantumInstruments = new(); + public List instrumentZones = new(); + } } } diff --git a/NewHorizons/Handlers/PlanetCreationHandler.cs b/NewHorizons/Handlers/PlanetCreationHandler.cs index fc8b8ae7..27b67234 100644 --- a/NewHorizons/Handlers/PlanetCreationHandler.cs +++ b/NewHorizons/Handlers/PlanetCreationHandler.cs @@ -691,6 +691,11 @@ namespace NewHorizons.Handlers atmosphere = AtmosphereBuilder.Make(go, sector, body.Config.Atmosphere, surfaceSize).GetComponentInChildren(); } + if (body.Config.EyeOfTheUniverse != null) + { + EyeOfTheUniverseBuilder.Make(go, sector, body.Config.EyeOfTheUniverse, body); + } + if (body.Config.ParticleFields != null) { EffectsBuilder.Make(go, sector, body.Config); diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs index c964744f..64f9a47e 100644 --- a/NewHorizons/Main.cs +++ b/NewHorizons/Main.cs @@ -436,7 +436,9 @@ namespace NewHorizons if (isEyeOfTheUniverse) { _playerAwake = true; + EyeSceneHandler.Init(); EyeSceneHandler.OnSceneLoad(); + EyeSceneHandler.SetUpEyeCampfireSequence(); } if (isSolarSystem || isEyeOfTheUniverse) diff --git a/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs new file mode 100644 index 00000000..e6e4ce99 --- /dev/null +++ b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs @@ -0,0 +1,23 @@ +using HarmonyLib; +using NewHorizons.Handlers; +using NewHorizons.Utility.OWML; + +namespace NewHorizons.Patches.EyeScenePatches +{ + [HarmonyPatch(typeof(CosmicInflationController))] + public static class CosmicInflationControllerPatches + { + [HarmonyPostfix] + [HarmonyPatch(nameof(CosmicInflationController.UpdateFormation))] + public static void CosmicInflationController_UpdateFormation(CosmicInflationController __instance) + { + if (__instance._waitForCrossfade) + { + NHLogger.Log($"Hijacking finale cross-fade, NH will handle it"); + __instance._waitForCrossfade = false; + __instance._waitForMusicEnd = true; + EyeSceneHandler.GetMusicController().TransitionToFinale(); + } + } + } +} diff --git a/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs new file mode 100644 index 00000000..93c1b410 --- /dev/null +++ b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs @@ -0,0 +1,85 @@ +using HarmonyLib; +using NewHorizons.Handlers; +using NewHorizons.Utility.OWML; +using System.Linq; + +namespace NewHorizons.Patches.EyeScenePatches +{ + [HarmonyPatch(typeof(QuantumCampsiteController))] + public static class QuantumCampsiteControllerPatches + { + [HarmonyPostfix] + [HarmonyPatch(nameof(QuantumCampsiteController.Start))] + public static void QuantumCampsiteController_Start() + { + EyeSceneHandler.UpdateTravelerPositions(); + } + + [HarmonyPostfix] + [HarmonyPatch(nameof(QuantumCampsiteController.ActivateRemainingInstrumentZones))] + public static void QuantumCampsiteController_ActivateRemainingInstrumentZones(QuantumCampsiteController __instance) + { + // We modify this array when registering a custom instrument zone but the vanilla method only activates the first 6 + for (int i = 6; i < __instance._instrumentZones.Length; i++) + { + __instance._instrumentZones[i].SetActive(true); + } + } + + [HarmonyPrefix] + [HarmonyPatch(nameof(QuantumCampsiteController.AreAllTravelersGathered))] + public static bool QuantumCampsiteController_AreAllTravelersGathered(QuantumCampsiteController __instance, ref bool __result) + { + bool gatheredAllHearthianTravelers = __instance._travelerControllers.Take(4).All(t => t.gameObject.activeInHierarchy); + if (!gatheredAllHearthianTravelers) + { + NHLogger.LogVerbose(""); + __result = false; + return false; + } + bool needsSolanum = __instance._hasMetSolanum; + bool gatheredSolanum = __instance._travelerControllers[QuantumCampsiteController.SOLANUM_INDEX].gameObject.activeInHierarchy; + if (needsSolanum && !gatheredSolanum) + { + __result = false; + return false; + } + bool needsPrisoner = __instance._hasMetPrisoner && !__instance._hasErasedPrisoner; + bool gatheredPrisoner = __instance._travelerControllers[QuantumCampsiteController.PRISONER_INDEX].gameObject.activeInHierarchy; + if (needsPrisoner && !gatheredPrisoner) + { + __result = false; + return false; + } + foreach (var traveler in EyeSceneHandler.GetCustomEyeTravelers()) + { + bool needsTraveler = true; + if (!string.IsNullOrEmpty(traveler.info.participatingCondition)) + { + needsTraveler = DialogueConditionManager.SharedInstance.GetConditionState(traveler.info.participatingCondition); + } + bool gatheredTraveler = traveler.controller.gameObject.activeInHierarchy; + if (needsTraveler && !gatheredTraveler) + { + __result = false; + return false; + } + } + __result = true; + return false; + } + + [HarmonyPrefix] + [HarmonyPatch(nameof(QuantumCampsiteController.OnTravelerStartPlaying))] + public static void OnTravelerStartPlaying(QuantumCampsiteController __instance) + { + if (!__instance._hasJamSessionStarted) + { + NHLogger.Log($"NH is handling Eye sequence music"); + // Jam session is starting, start our custom music handler + EyeSceneHandler.GetMusicController().StartPlaying(); + } + // Letting the original method run in case mods have patched TravelerEyeController.OnStartCosmicJamSession() + } + } +} diff --git a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs new file mode 100644 index 00000000..8548c244 --- /dev/null +++ b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs @@ -0,0 +1,17 @@ +using HarmonyLib; + +namespace NewHorizons.Patches.EyeScenePatches +{ + [HarmonyPatch(typeof(TravelerEyeController))] + public static class TravelerEyeControllerPatches + { + [HarmonyPrefix] + [HarmonyPatch(nameof(TravelerEyeController.OnStartCosmicJamSession))] + public static bool TravelerEyeController_OnStartCosmicJamSession(TravelerEyeController __instance) + { + // Not starting the loop audio here; EyeMusicController will handle that + __instance._signal.GetOWAudioSource().SetLocalVolume(0f); + return false; + } + } +} From 13a35bb5a1c7f80451150cd7bd4fe33d5410c5af Mon Sep 17 00:00:00 2001 From: Ben C Date: Sat, 18 Jan 2025 16:11:36 +0000 Subject: [PATCH 02/16] Updated Schemas --- NewHorizons/Schemas/body_schema.json | 1137 ++++++++++++++++++-------- 1 file changed, 780 insertions(+), 357 deletions(-) diff --git a/NewHorizons/Schemas/body_schema.json b/NewHorizons/Schemas/body_schema.json index 7ed834cb..86af5942 100644 --- a/NewHorizons/Schemas/body_schema.json +++ b/NewHorizons/Schemas/body_schema.json @@ -74,6 +74,10 @@ "description": "Make this planet part of the dream world", "$ref": "#/definitions/DreamModule" }, + "EyeOfTheUniverse": { + "description": "Add features exclusive to the Eye of the Universe scene", + "$ref": "#/definitions/EyeOfTheUniverseModule" + }, "FocalPoint": { "description": "Make this body into a focal point (barycenter)", "$ref": "#/definitions/FocalPointModule" @@ -850,6 +854,782 @@ } } }, + "EyeOfTheUniverseModule": { + "type": "object", + "additionalProperties": false, + "properties": { + "eyeTravelers": { + "type": "array", + "description": "Add custom travelers to the campfire sequence", + "items": { + "$ref": "#/definitions/EyeTravelerInfo" + } + }, + "instrumentZones": { + "type": "array", + "description": "Add instrument zones which contain puzzles to gather a quantum instrument. You can parent other props to these with `parentPath` ", + "items": { + "$ref": "#/definitions/InstrumentZoneInfo" + } + }, + "quantumInstruments": { + "type": "array", + "description": "Add quantum instruments which cause their associated eye traveler to appear and instrument zones to disappear", + "items": { + "$ref": "#/definitions/QuantumInstrumentInfo" + } + } + } + }, + "EyeTravelerInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "assetBundle": { + "type": "string", + "description": "Relative filepath to an asset-bundle to load the prefab defined in `path` from" + }, + "path": { + "type": "string", + "description": "Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle. \nIf empty, will make an empty game object. This can be useful for adding other props to it as its children." + }, + "removeChildren": { + "type": "array", + "description": "A list of children to remove from this detail", + "items": { + "type": "string" + } + }, + "removeComponents": { + "type": "boolean", + "description": "Do we reset all the components on this object? Useful for certain props that have dialogue components attached to\nthem." + }, + "scale": { + "type": "number", + "description": "Scale the prop", + "format": "float", + "default": 1.0 + }, + "stretch": { + "description": "Scale each axis of the prop. Overrides `scale`.", + "$ref": "#/definitions/MVector3" + }, + "keepLoaded": { + "type": "boolean", + "description": "Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?\nAlso makes this detail visible on the map.\nKeeping many props loaded is bad for performance so use this only when it's actually relevant\nMost logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided." + }, + "hasPhysics": { + "type": "boolean", + "description": "Should this object dynamically move around?\nThis tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others." + }, + "physicsMass": { + "type": "number", + "description": "The mass of the physics object.\nMost pushable props use the default value, which matches the player mass.", + "format": "float", + "default": 0.001 + }, + "physicsRadius": { + "type": "number", + "description": "The radius that the added sphere collider will use for physics collision.\nIf there's already good colliders on the detail, you can make this 0.", + "format": "float", + "default": 1.0 + }, + "physicsSuspendUntilImpact": { + "type": "boolean", + "description": "If true, this detail will stay still until it touches something.\nGood for zero-g props.", + "default": false + }, + "ignoreSun": { + "type": "boolean", + "description": "Set to true if this object's lighting should ignore the effects of sunlight" + }, + "activationCondition": { + "type": "string", + "description": "Activates this game object when the dialogue condition is met" + }, + "deactivationCondition": { + "type": "string", + "description": "Deactivates this game object when the dialogue condition is met" + }, + "blinkWhenActiveChanged": { + "type": "boolean", + "description": "Should the player close their eyes while the activation state changes. Only relevant if activationCondition or deactivationCondition are set.", + "default": true + }, + "item": { + "description": "Should this detail be treated as an interactible item", + "$ref": "#/definitions/ItemInfo" + }, + "itemSocket": { + "description": "Should this detail be treated as a socket for an interactible item", + "$ref": "#/definitions/ItemSocketInfo" + }, + "rotation": { + "description": "Rotation of the object", + "$ref": "#/definitions/MVector3" + }, + "alignRadial": { + "type": [ + "boolean", + "null" + ], + "description": "Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.\nDefaults to true for geysers, tornados, and volcanoes, and false for everything else." + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "id": { + "type": "string", + "description": "A unique ID to associate this traveler with their corresponding quantum instruments and instrument zones. Must be unique for each traveler." + }, + "startPlayingCondition": { + "type": "string", + "description": "The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler." + }, + "participatingCondition": { + "type": "string", + "description": "If specified, this dialogue condition must be set for the traveler to participate in the campfire song. Otherwise, the song will be able to start without them." + }, + "loopAudio": { + "type": "string", + "description": "The audio to use for the traveler while playing around the campfire (and also for their paired quantum instrument). It should be 16 measures at 92 BPM (approximately 42 seconds long). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "finaleAudio": { + "type": "string", + "description": "The audio to use for the traveler during the finale of the campfire song. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "frequency": { + "type": "string", + "description": "The frequency ID of the signal emitted by the traveler. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`,\n`Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. Defaults to `Traveler`. You can also put a custom value." + }, + "dialogue": { + "description": "The dialogue to use for this traveler. Omit this or set it to null if your traveler already has valid dialogue.", + "$ref": "#/definitions/DialogueInfo" + } + } + }, + "ItemInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "name": { + "type": "string", + "description": "The name of the item to be displayed in the UI. Defaults to the name of the detail object." + }, + "itemType": { + "type": "string", + "description": "The type of the item, which determines its orientation when held and what sockets it fits into. This can be a custom string, or a vanilla ItemType (Scroll, WarpCore, SharedStone, ConversationStone, Lantern, SlideReel, DreamLantern, or VisionTorch). Defaults to the item name." + }, + "interactRange": { + "type": "number", + "description": "The furthest distance where the player can interact with this item. Defaults to two meters, same as most vanilla items. Set this to zero to disable all interaction by default.", + "format": "float", + "default": 2.0 + }, + "colliderRadius": { + "type": "number", + "description": "The radius that the added sphere collider will use for collision and hover detection.\nIf there's already a collider on the detail, you can make this 0.", + "format": "float", + "default": 0.5 + }, + "droppable": { + "type": "boolean", + "description": "Whether the item can be dropped. Defaults to true.", + "default": true + }, + "dropOffset": { + "description": "A relative offset to apply to the item's position when dropping it on the ground.", + "$ref": "#/definitions/MVector3" + }, + "dropNormal": { + "description": "The direction the item will be oriented when dropping it on the ground. Defaults to up (0, 1, 0).", + "$ref": "#/definitions/MVector3" + }, + "holdOffset": { + "description": "A relative offset to apply to the item's position when holding it. The initial position varies for vanilla item types.", + "$ref": "#/definitions/MVector3" + }, + "holdRotation": { + "description": "A relative offset to apply to the item's rotation when holding it.", + "$ref": "#/definitions/MVector3" + }, + "socketOffset": { + "description": "A relative offset to apply to the item's position when placing it into a socket.", + "$ref": "#/definitions/MVector3" + }, + "socketRotation": { + "description": "A relative offset to apply to the item's rotation when placing it into a socket.", + "$ref": "#/definitions/MVector3" + }, + "pickupAudio": { + "type": "string", + "description": "The audio to play when this item is picked up. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "dropAudio": { + "type": "string", + "description": "The audio to play when this item is dropped. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "socketAudio": { + "type": "string", + "description": "The audio to play when this item is inserted into a socket. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "unsocketAudio": { + "type": "string", + "description": "The audio to play when this item is removed from a socket. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "pickupCondition": { + "type": "string", + "description": "A dialogue condition to set when picking up this item." + }, + "clearPickupConditionOnDrop": { + "type": "boolean", + "description": "Whether the pickup condition should be cleared when dropping the item. Defaults to true.", + "default": true + }, + "pickupFact": { + "type": "string", + "description": "A ship log fact to reveal when picking up this item." + }, + "pathToInitialSocket": { + "type": "string", + "description": "A relative path from the planet to a socket that this item will be automatically inserted into." + } + } + }, + "ItemSocketInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "rotation": { + "description": "Rotation of the object", + "$ref": "#/definitions/MVector3" + }, + "alignRadial": { + "type": [ + "boolean", + "null" + ], + "description": "Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.\nDefaults to true for geysers, tornados, and volcanoes, and false for everything else." + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "socketPath": { + "type": "string", + "description": "The relative path to a child game object of this detail that will act as the socket point for the item. Will be used instead of this socket's positioning info if set." + }, + "itemType": { + "type": "string", + "description": "The type of item allowed in this socket. This can be a custom string, or a vanilla ItemType (Scroll, WarpCode, SharedStone, ConversationStone, Lantern, SlideReel, DreamLantern, or VisionTorch)." + }, + "interactRange": { + "type": "number", + "description": "The furthest distance where the player can interact with this item socket. Defaults to two meters, same as most vanilla item sockets. Set this to zero to disable all interaction by default.", + "format": "float", + "default": 2.0 + }, + "useGiveTakePrompts": { + "type": "boolean", + "description": "Whether to use \"Give Item\" / \"Take Item\" prompts instead of \"Insert Item\" / \"Remove Item\"." + }, + "insertCondition": { + "type": "string", + "description": "A dialogue condition to set when inserting an item into this socket." + }, + "clearInsertConditionOnRemoval": { + "type": "boolean", + "description": "Whether the insert condition should be cleared when removing the socketed item. Defaults to true.", + "default": true + }, + "insertFact": { + "type": "string", + "description": "A ship log fact to reveal when inserting an item into this socket." + }, + "removalCondition": { + "type": "string", + "description": "A dialogue condition to set when removing an item from this socket, or when the socket is empty." + }, + "clearRemovalConditionOnInsert": { + "type": "boolean", + "description": "Whether the removal condition should be cleared when inserting a socketed item. Defaults to true.", + "default": true + }, + "removalFact": { + "type": "string", + "description": "A ship log fact to reveal when removing an item from this socket, or when the socket is empty." + }, + "colliderRadius": { + "type": "number", + "description": "Default collider radius when interacting with the socket", + "format": "float", + "default": 0.0 + } + } + }, + "DialogueInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "blockAfterPersistentCondition": { + "type": "string", + "description": "Prevents the dialogue from being created after a specific persistent condition is set. Useful for remote dialogue\ntriggers that you want to have happen only once." + }, + "lookAtRadius": { + "type": "number", + "description": "If a pathToAnimController is supplied, if you are within this distance the character will look at you. If it is set\nto 0, they will only look at you when spoken to.", + "format": "float" + }, + "pathToAnimController": { + "type": "string", + "description": "If this dialogue is meant for a character, this is the relative path from the planet to that character's\nCharacterAnimController, TravelerController, TravelerEyeController (eye of the universe), FacePlayerWhenTalking, \nHearthianRecorderEffects or SolanumAnimController.\n\nIf it's a Recorder this will also delete the existing dialogue already attached to that prop.\n\nIf none of those components are present it will add a FacePlayerWhenTalking component.\n\n`pathToAnimController` also makes the dialogue into a child of the anim controller. This can be used with `isRelativeToParent`\nto position the dialogue on relative to the speaker. If you also provide `parentPath`, that will instead override which object \nis the parent, but the anim controller will otherwise function as expected." + }, + "pathToExistingDialogue": { + "type": "string", + "description": "If this dialogue is adding to existing character dialogue, put a path to the game object with the dialogue on it here" + }, + "radius": { + "type": "number", + "description": "Radius of the spherical collision volume where you get the \"talk to\" prompt when looking at. If you use a\nremoteTrigger, you can set this to 0 to make the dialogue only trigger remotely.", + "format": "float" + }, + "range": { + "type": "number", + "description": "Distance from radius the prompt appears", + "format": "float", + "default": 2.0 + }, + "attentionPoint": { + "description": "The point that the camera looks at when dialogue advances.", + "$ref": "#/definitions/AttentionPointInfo" + }, + "swappedAttentionPoints": { + "type": "array", + "description": "Additional points that the camera looks at when dialogue advances through specific dialogue nodes and pages.", + "items": { + "$ref": "#/definitions/SwappedAttentionPointInfo" + } + }, + "remoteTrigger": { + "description": "Allows you to trigger dialogue from a distance when you walk into an area.", + "$ref": "#/definitions/RemoteTriggerInfo" + }, + "xmlFile": { + "type": "string", + "description": "Relative path to the xml file defining the dialogue." + }, + "flashlightToggle": { + "description": "What type of flashlight toggle to do when dialogue is interacted with", + "default": "none", + "$ref": "#/definitions/FlashlightToggle" + } + } + }, + "AttentionPointInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "offset": { + "description": "An additional offset to apply to apply when the camera looks at this attention point.", + "$ref": "#/definitions/MVector3" + } + } + }, + "SwappedAttentionPointInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "offset": { + "description": "An additional offset to apply to apply when the camera looks at this attention point.", + "$ref": "#/definitions/MVector3" + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "dialogueNode": { + "type": "string", + "description": "The name of the dialogue node to activate this attention point for. If null or blank, activates for every node." + }, + "dialoguePage": { + "type": "integer", + "description": "The index of the page in the current dialogue node to activate this attention point for, if the node has multiple pages.", + "format": "int32" + }, + "lookEasing": { + "type": "number", + "description": "The easing factor which determines how 'snappy' the camera is when looking at the attention point.", + "format": "float", + "default": 1 + } + } + }, + "RemoteTriggerInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "radius": { + "type": "number", + "description": "The radius of the remote trigger volume.", + "format": "float" + }, + "prereqCondition": { + "type": "string", + "description": "This condition must be met for the remote trigger volume to trigger." + } + } + }, + "FlashlightToggle": { + "type": "string", + "description": "", + "x-enumNames": [ + "TurnOff", + "TurnOffThenOn", + "None" + ], + "enum": [ + "turnOff", + "turnOffThenOn", + "none" + ] + }, + "InstrumentZoneInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "assetBundle": { + "type": "string", + "description": "Relative filepath to an asset-bundle to load the prefab defined in `path` from" + }, + "path": { + "type": "string", + "description": "Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle. \nIf empty, will make an empty game object. This can be useful for adding other props to it as its children." + }, + "removeChildren": { + "type": "array", + "description": "A list of children to remove from this detail", + "items": { + "type": "string" + } + }, + "removeComponents": { + "type": "boolean", + "description": "Do we reset all the components on this object? Useful for certain props that have dialogue components attached to\nthem." + }, + "scale": { + "type": "number", + "description": "Scale the prop", + "format": "float", + "default": 1.0 + }, + "stretch": { + "description": "Scale each axis of the prop. Overrides `scale`.", + "$ref": "#/definitions/MVector3" + }, + "keepLoaded": { + "type": "boolean", + "description": "Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?\nAlso makes this detail visible on the map.\nKeeping many props loaded is bad for performance so use this only when it's actually relevant\nMost logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided." + }, + "hasPhysics": { + "type": "boolean", + "description": "Should this object dynamically move around?\nThis tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others." + }, + "physicsMass": { + "type": "number", + "description": "The mass of the physics object.\nMost pushable props use the default value, which matches the player mass.", + "format": "float", + "default": 0.001 + }, + "physicsRadius": { + "type": "number", + "description": "The radius that the added sphere collider will use for physics collision.\nIf there's already good colliders on the detail, you can make this 0.", + "format": "float", + "default": 1.0 + }, + "physicsSuspendUntilImpact": { + "type": "boolean", + "description": "If true, this detail will stay still until it touches something.\nGood for zero-g props.", + "default": false + }, + "ignoreSun": { + "type": "boolean", + "description": "Set to true if this object's lighting should ignore the effects of sunlight" + }, + "activationCondition": { + "type": "string", + "description": "Activates this game object when the dialogue condition is met" + }, + "deactivationCondition": { + "type": "string", + "description": "Deactivates this game object when the dialogue condition is met" + }, + "blinkWhenActiveChanged": { + "type": "boolean", + "description": "Should the player close their eyes while the activation state changes. Only relevant if activationCondition or deactivationCondition are set.", + "default": true + }, + "item": { + "description": "Should this detail be treated as an interactible item", + "$ref": "#/definitions/ItemInfo" + }, + "itemSocket": { + "description": "Should this detail be treated as a socket for an interactible item", + "$ref": "#/definitions/ItemSocketInfo" + }, + "rotation": { + "description": "Rotation of the object", + "$ref": "#/definitions/MVector3" + }, + "alignRadial": { + "type": [ + "boolean", + "null" + ], + "description": "Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.\nDefaults to true for geysers, tornados, and volcanoes, and false for everything else." + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "id": { + "type": "string", + "description": "The unique ID of the Eye Traveler associated with this instrument zone." + } + } + }, + "QuantumInstrumentInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "assetBundle": { + "type": "string", + "description": "Relative filepath to an asset-bundle to load the prefab defined in `path` from" + }, + "path": { + "type": "string", + "description": "Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle. \nIf empty, will make an empty game object. This can be useful for adding other props to it as its children." + }, + "removeChildren": { + "type": "array", + "description": "A list of children to remove from this detail", + "items": { + "type": "string" + } + }, + "removeComponents": { + "type": "boolean", + "description": "Do we reset all the components on this object? Useful for certain props that have dialogue components attached to\nthem." + }, + "scale": { + "type": "number", + "description": "Scale the prop", + "format": "float", + "default": 1.0 + }, + "stretch": { + "description": "Scale each axis of the prop. Overrides `scale`.", + "$ref": "#/definitions/MVector3" + }, + "keepLoaded": { + "type": "boolean", + "description": "Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?\nAlso makes this detail visible on the map.\nKeeping many props loaded is bad for performance so use this only when it's actually relevant\nMost logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided." + }, + "hasPhysics": { + "type": "boolean", + "description": "Should this object dynamically move around?\nThis tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others." + }, + "physicsMass": { + "type": "number", + "description": "The mass of the physics object.\nMost pushable props use the default value, which matches the player mass.", + "format": "float", + "default": 0.001 + }, + "physicsRadius": { + "type": "number", + "description": "The radius that the added sphere collider will use for physics collision.\nIf there's already good colliders on the detail, you can make this 0.", + "format": "float", + "default": 1.0 + }, + "physicsSuspendUntilImpact": { + "type": "boolean", + "description": "If true, this detail will stay still until it touches something.\nGood for zero-g props.", + "default": false + }, + "ignoreSun": { + "type": "boolean", + "description": "Set to true if this object's lighting should ignore the effects of sunlight" + }, + "activationCondition": { + "type": "string", + "description": "Activates this game object when the dialogue condition is met" + }, + "deactivationCondition": { + "type": "string", + "description": "Deactivates this game object when the dialogue condition is met" + }, + "blinkWhenActiveChanged": { + "type": "boolean", + "description": "Should the player close their eyes while the activation state changes. Only relevant if activationCondition or deactivationCondition are set.", + "default": true + }, + "item": { + "description": "Should this detail be treated as an interactible item", + "$ref": "#/definitions/ItemInfo" + }, + "itemSocket": { + "description": "Should this detail be treated as a socket for an interactible item", + "$ref": "#/definitions/ItemSocketInfo" + }, + "rotation": { + "description": "Rotation of the object", + "$ref": "#/definitions/MVector3" + }, + "alignRadial": { + "type": [ + "boolean", + "null" + ], + "description": "Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.\nDefaults to true for geysers, tornados, and volcanoes, and false for everything else." + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "id": { + "type": "string", + "description": "The unique ID of the Eye Traveler associated with this quantum instrument." + }, + "gatherCondition": { + "type": "string", + "description": "A dialogue condition to set when gathering this quantum instrument. Use it in conjunction with `activationCondition` or `deactivationCondition` on other details." + }, + "gatherWithScope": { + "type": "boolean", + "description": "Allows gathering this quantum instrument using the zoomed-in signalscope, like Chert's bongos." + }, + "interactRadius": { + "type": "number", + "description": "The radius of the added sphere collider that will be used for interaction.", + "format": "float", + "default": 0.5 + }, + "interactRange": { + "type": "number", + "description": "The furthest distance where the player can interact with this quantum instrument.", + "format": "float", + "default": 2.0 + } + } + }, "FocalPointModule": { "type": "object", "additionalProperties": false, @@ -1523,363 +2303,6 @@ } } }, - "ItemInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "name": { - "type": "string", - "description": "The name of the item to be displayed in the UI. Defaults to the name of the detail object." - }, - "itemType": { - "type": "string", - "description": "The type of the item, which determines its orientation when held and what sockets it fits into. This can be a custom string, or a vanilla ItemType (Scroll, WarpCore, SharedStone, ConversationStone, Lantern, SlideReel, DreamLantern, or VisionTorch). Defaults to the item name." - }, - "interactRange": { - "type": "number", - "description": "The furthest distance where the player can interact with this item. Defaults to two meters, same as most vanilla items. Set this to zero to disable all interaction by default.", - "format": "float", - "default": 2.0 - }, - "colliderRadius": { - "type": "number", - "description": "The radius that the added sphere collider will use for collision and hover detection.\nIf there's already a collider on the detail, you can make this 0.", - "format": "float", - "default": 0.5 - }, - "droppable": { - "type": "boolean", - "description": "Whether the item can be dropped. Defaults to true.", - "default": true - }, - "dropOffset": { - "description": "A relative offset to apply to the item's position when dropping it on the ground.", - "$ref": "#/definitions/MVector3" - }, - "dropNormal": { - "description": "The direction the item will be oriented when dropping it on the ground. Defaults to up (0, 1, 0).", - "$ref": "#/definitions/MVector3" - }, - "holdOffset": { - "description": "A relative offset to apply to the item's position when holding it. The initial position varies for vanilla item types.", - "$ref": "#/definitions/MVector3" - }, - "holdRotation": { - "description": "A relative offset to apply to the item's rotation when holding it.", - "$ref": "#/definitions/MVector3" - }, - "socketOffset": { - "description": "A relative offset to apply to the item's position when placing it into a socket.", - "$ref": "#/definitions/MVector3" - }, - "socketRotation": { - "description": "A relative offset to apply to the item's rotation when placing it into a socket.", - "$ref": "#/definitions/MVector3" - }, - "pickupAudio": { - "type": "string", - "description": "The audio to play when this item is picked up. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." - }, - "dropAudio": { - "type": "string", - "description": "The audio to play when this item is dropped. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." - }, - "socketAudio": { - "type": "string", - "description": "The audio to play when this item is inserted into a socket. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." - }, - "unsocketAudio": { - "type": "string", - "description": "The audio to play when this item is removed from a socket. Only applies to custom/non-vanilla item types.\nCan be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." - }, - "pickupCondition": { - "type": "string", - "description": "A dialogue condition to set when picking up this item." - }, - "clearPickupConditionOnDrop": { - "type": "boolean", - "description": "Whether the pickup condition should be cleared when dropping the item. Defaults to true.", - "default": true - }, - "pickupFact": { - "type": "string", - "description": "A ship log fact to reveal when picking up this item." - }, - "pathToInitialSocket": { - "type": "string", - "description": "A relative path from the planet to a socket that this item will be automatically inserted into." - } - } - }, - "ItemSocketInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "rotation": { - "description": "Rotation of the object", - "$ref": "#/definitions/MVector3" - }, - "alignRadial": { - "type": [ - "boolean", - "null" - ], - "description": "Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.\nDefaults to true for geysers, tornados, and volcanoes, and false for everything else." - }, - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "socketPath": { - "type": "string", - "description": "The relative path to a child game object of this detail that will act as the socket point for the item. Will be used instead of this socket's positioning info if set." - }, - "itemType": { - "type": "string", - "description": "The type of item allowed in this socket. This can be a custom string, or a vanilla ItemType (Scroll, WarpCode, SharedStone, ConversationStone, Lantern, SlideReel, DreamLantern, or VisionTorch)." - }, - "interactRange": { - "type": "number", - "description": "The furthest distance where the player can interact with this item socket. Defaults to two meters, same as most vanilla item sockets. Set this to zero to disable all interaction by default.", - "format": "float", - "default": 2.0 - }, - "useGiveTakePrompts": { - "type": "boolean", - "description": "Whether to use \"Give Item\" / \"Take Item\" prompts instead of \"Insert Item\" / \"Remove Item\"." - }, - "insertCondition": { - "type": "string", - "description": "A dialogue condition to set when inserting an item into this socket." - }, - "clearInsertConditionOnRemoval": { - "type": "boolean", - "description": "Whether the insert condition should be cleared when removing the socketed item. Defaults to true.", - "default": true - }, - "insertFact": { - "type": "string", - "description": "A ship log fact to reveal when inserting an item into this socket." - }, - "removalCondition": { - "type": "string", - "description": "A dialogue condition to set when removing an item from this socket, or when the socket is empty." - }, - "clearRemovalConditionOnInsert": { - "type": "boolean", - "description": "Whether the removal condition should be cleared when inserting a socketed item. Defaults to true.", - "default": true - }, - "removalFact": { - "type": "string", - "description": "A ship log fact to reveal when removing an item from this socket, or when the socket is empty." - }, - "colliderRadius": { - "type": "number", - "description": "Default collider radius when interacting with the socket", - "format": "float", - "default": 0.0 - } - } - }, - "DialogueInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "blockAfterPersistentCondition": { - "type": "string", - "description": "Prevents the dialogue from being created after a specific persistent condition is set. Useful for remote dialogue\ntriggers that you want to have happen only once." - }, - "lookAtRadius": { - "type": "number", - "description": "If a pathToAnimController is supplied, if you are within this distance the character will look at you. If it is set\nto 0, they will only look at you when spoken to.", - "format": "float" - }, - "pathToAnimController": { - "type": "string", - "description": "If this dialogue is meant for a character, this is the relative path from the planet to that character's\nCharacterAnimController, TravelerController, TravelerEyeController (eye of the universe), FacePlayerWhenTalking, \nHearthianRecorderEffects or SolanumAnimController.\n\nIf it's a Recorder this will also delete the existing dialogue already attached to that prop.\n\nIf none of those components are present it will add a FacePlayerWhenTalking component.\n\n`pathToAnimController` also makes the dialogue into a child of the anim controller. This can be used with `isRelativeToParent`\nto position the dialogue on relative to the speaker. If you also provide `parentPath`, that will instead override which object \nis the parent, but the anim controller will otherwise function as expected." - }, - "pathToExistingDialogue": { - "type": "string", - "description": "If this dialogue is adding to existing character dialogue, put a path to the game object with the dialogue on it here" - }, - "radius": { - "type": "number", - "description": "Radius of the spherical collision volume where you get the \"talk to\" prompt when looking at. If you use a\nremoteTrigger, you can set this to 0 to make the dialogue only trigger remotely.", - "format": "float" - }, - "range": { - "type": "number", - "description": "Distance from radius the prompt appears", - "format": "float", - "default": 2.0 - }, - "attentionPoint": { - "description": "The point that the camera looks at when dialogue advances.", - "$ref": "#/definitions/AttentionPointInfo" - }, - "swappedAttentionPoints": { - "type": "array", - "description": "Additional points that the camera looks at when dialogue advances through specific dialogue nodes and pages.", - "items": { - "$ref": "#/definitions/SwappedAttentionPointInfo" - } - }, - "remoteTrigger": { - "description": "Allows you to trigger dialogue from a distance when you walk into an area.", - "$ref": "#/definitions/RemoteTriggerInfo" - }, - "xmlFile": { - "type": "string", - "description": "Relative path to the xml file defining the dialogue." - }, - "flashlightToggle": { - "description": "What type of flashlight toggle to do when dialogue is interacted with", - "default": "none", - "$ref": "#/definitions/FlashlightToggle" - } - } - }, - "AttentionPointInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "offset": { - "description": "An additional offset to apply to apply when the camera looks at this attention point.", - "$ref": "#/definitions/MVector3" - } - } - }, - "SwappedAttentionPointInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "offset": { - "description": "An additional offset to apply to apply when the camera looks at this attention point.", - "$ref": "#/definitions/MVector3" - }, - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "dialogueNode": { - "type": "string", - "description": "The name of the dialogue node to activate this attention point for. If null or blank, activates for every node." - }, - "dialoguePage": { - "type": "integer", - "description": "The index of the page in the current dialogue node to activate this attention point for, if the node has multiple pages.", - "format": "int32" - }, - "lookEasing": { - "type": "number", - "description": "The easing factor which determines how 'snappy' the camera is when looking at the attention point.", - "format": "float", - "default": 1 - } - } - }, - "RemoteTriggerInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "radius": { - "type": "number", - "description": "The radius of the remote trigger volume.", - "format": "float" - }, - "prereqCondition": { - "type": "string", - "description": "This condition must be met for the remote trigger volume to trigger." - } - } - }, - "FlashlightToggle": { - "type": "string", - "description": "", - "x-enumNames": [ - "TurnOff", - "TurnOffThenOn", - "None" - ], - "enum": [ - "turnOff", - "turnOffThenOn", - "none" - ] - }, "EntryLocationInfo": { "type": "object", "additionalProperties": false, From e0f79ae3ea45f5aa89cb6bc9d2978591154b7df0 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Sat, 18 Jan 2025 17:26:02 -0600 Subject: [PATCH 03/16] Eye sequence fixes --- .../Builder/Props/EyeOfTheUniverseBuilder.cs | 28 +++-- .../EyeOfTheUniverse/EyeMusicController.cs | 119 +++++++++++------- .../Props/EyeOfTheUniverse/EyeTravelerInfo.cs | 5 + NewHorizons/Handlers/EyeDetailCacher.cs | 30 +++++ NewHorizons/Handlers/EyeSceneHandler.cs | 10 +- NewHorizons/Main.cs | 3 +- .../CosmicInflationControllerPatches.cs | 3 +- .../QuantumCampsiteControllerPatches.cs | 7 +- .../TravelerEyeControllerPatches.cs | 6 + 9 files changed, 153 insertions(+), 58 deletions(-) diff --git a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs index 93efe304..e5967672 100644 --- a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs +++ b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs @@ -18,6 +18,11 @@ namespace NewHorizons.Builder.Props { var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); + if (string.IsNullOrEmpty(info.name)) + { + info.name = go.name; + } + var travelerController = go.GetAddComponent(); if (!string.IsNullOrEmpty(info.startPlayingCondition)) { @@ -34,6 +39,8 @@ namespace NewHorizons.Builder.Props if (info.dialogue != null) { var (dialogueTree, remoteTrigger) = DialogueBuilder.Make(planetGO, sector, info.dialogue, nhBody.Mod); + dialogueTree.transform.SetParent(travelerController.transform, false); + dialogueTree.transform.localPosition = Vector3.zero; if (travelerController._dialogueTree != null) { travelerController._dialogueTree.OnStartConversation -= travelerController.OnStartConversation; @@ -54,17 +61,20 @@ namespace NewHorizons.Builder.Props { var signalInfo = new SignalInfo() { + name = info.name, audio = info.loopAudio, - detectionRadius = 0, + detectionRadius = 10f, identificationRadius = 10f, + onlyAudibleToScope = false, frequency = string.IsNullOrEmpty(info.frequency) ? "Traveler" : info.frequency, - parentPath = go.transform.GetPath(), - isRelativeToParent = true, - position = Vector3.up * 0.5f, }; var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); + signalGO.transform.SetParent(travelerController.transform, false); + signalGO.transform.localPosition = Vector3.zero; + var signal = signalGO.GetComponent(); travelerController._signal = signal; + signal.SetSignalActivation(false); loopAudioSource = signal.GetOWAudioSource(); } else if (travelerController._signal == null) @@ -80,11 +90,14 @@ namespace NewHorizons.Builder.Props { audio = info.finaleAudio, track = External.SerializableEnums.NHAudioMixerTrackName.Music, + volume = 1f, }; finaleAudioSource = GeneralAudioBuilder.Make(planetGO, sector, finaleAudioInfo, nhBody.Mod); finaleAudioSource.SetTrack(finaleAudioInfo.track.ConvertToOW()); finaleAudioSource.loop = false; finaleAudioSource.spatialBlend = 0f; + finaleAudioSource.playOnAwake = false; + finaleAudioSource.gameObject.SetActive(true); } var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); @@ -111,6 +124,7 @@ namespace NewHorizons.Builder.Props go.GetAddComponent(); var quantumInstrument = go.GetAddComponent(); quantumInstrument._gatherWithScope = info.gatherWithScope; + ArrayHelpers.Append(ref quantumInstrument._deactivateObjects, go); var trigger = go.AddComponent(); trigger.gatherCondition = info.gatherCondition; @@ -124,15 +138,15 @@ namespace NewHorizons.Builder.Props { var signalInfo = new SignalInfo() { + name = travelerData.info.name, audio = travelerData.info.loopAudio, detectionRadius = 0, identificationRadius = 0, frequency = string.IsNullOrEmpty(travelerData.info.frequency) ? "Traveler" : travelerData.info.frequency, - parentPath = go.transform.GetPath(), - isRelativeToParent = true, - position = Vector3.zero, }; var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); + signalGO.transform.SetParent(quantumInstrument.transform, false); + signalGO.transform.localPosition = Vector3.zero; } else { diff --git a/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs index 3a93cbda..46bfc5a0 100644 --- a/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs +++ b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs @@ -1,3 +1,4 @@ +using NewHorizons.Utility.OWML; using System.Collections; using System.Collections.Generic; using System.Linq; @@ -16,6 +17,7 @@ namespace NewHorizons.Components.EyeOfTheUniverse { src.loop = false; src.SetLocalVolume(1f); + src.Stop(); _loopSources.Add(src); } @@ -23,6 +25,7 @@ namespace NewHorizons.Components.EyeOfTheUniverse { src.loop = false; src.SetLocalVolume(1f); + src.Stop(); _finaleSources.Add(src); } @@ -36,61 +39,85 @@ namespace NewHorizons.Components.EyeOfTheUniverse public void TransitionToFinale() { _transitionToFinale = true; - } - private IEnumerator DoLoop() - { - // Initial delay to ensure audio system has time to schedule all loops for the same tick - double timeBufferWindow = 0.5; + var cosmicInflationController = FindObjectOfType(); - // Track when the next audio (loop or finale) should play, in audio system time - double nextAudioEventTime = AudioSettings.dspTime + timeBufferWindow; + // Schedule finale for as soon as the current segment loop ends + double finaleAudioTime = _segmentEndAudioTime; + float finaleGameTime = _segmentEndGameTime; - // Determine timing using the first loop audio clip (should be Riebeck's banjo loop) - var referenceLoopClip = _loopSources.First().clip; - double loopDuration = referenceLoopClip.samples / (double)referenceLoopClip.frequency; - double segmentDuration = loopDuration / 4.0; - - while (!_transitionToFinale) + // Cancel loop audio + foreach (var loopSrc in _loopSources) { - // Play loops in sync - var loopStartTime = nextAudioEventTime; - foreach (var loopSrc in _loopSources) - { - loopSrc._audioSource.PlayScheduled(loopStartTime); - } - - nextAudioEventTime += loopDuration; - - // Handle loop segments (the current musical measure will always finish playing before transitioning to the finale) - for (int i = 0; i < 4; i++) - { - // Interrupting the upcoming segment for the finale - if (_transitionToFinale) - { - // End the loop at the start time of the upcoming segment - var loopStopTime = loopStartTime + segmentDuration * (i + 1); - - // Cancel scheduled upcoming loop - foreach (var loopSrc in _loopSources) - { - loopSrc._audioSource.SetScheduledEndTime(loopStopTime); - } - - // Schedule finale for as soon as the loop ends - nextAudioEventTime = loopStopTime; - break; - } - - // Wait until shortly before the next segment (`nextAudioEventTime` will be ahead of current time by `timeBufferWindow`) - yield return new WaitForSecondsRealtime((float)segmentDuration); - } + loopSrc._audioSource.SetScheduledEndTime(finaleAudioTime); } + // Set quantum sphere inflation timer + var finaleDuration = cosmicInflationController._travelerFinaleSource.clip.length; + cosmicInflationController._startFormationTime = Time.time; + cosmicInflationController._finishFormationTime = finaleGameTime + finaleDuration - 4f; + // Play finale in sync foreach (var finaleSrc in _finaleSources) { - finaleSrc._audioSource.PlayScheduled(nextAudioEventTime); + finaleSrc._audioSource.PlayScheduled(finaleAudioTime); + } + } + + // Delay between game logic and audio to ensure audio system has time to schedule all loops for the same tick + const double TIME_BUFFER_WINDOW = 0.5; + + private double _segmentEndAudioTime; + private float _segmentEndGameTime; + + private IEnumerator DoLoop() + { + // Determine timing using the first loop audio clip (should be Riebeck's banjo loop) + var referenceLoopClip = _loopSources.First().clip; + double loopDuration = referenceLoopClip.samples / (double)referenceLoopClip.frequency; + + // Vanilla audio divides the loop into 4 segments, but that actually causes weird key shifting during the crossfade + int segmentCount = 2; + double segmentDuration = loopDuration / segmentCount; + + // Track when the next loop will play, in both audio system time and game time + double nextLoopAudioTime = AudioSettings.dspTime + TIME_BUFFER_WINDOW; + float nextLoopGameTime = Time.time + (float)TIME_BUFFER_WINDOW; + + while (!_transitionToFinale) + { + // Play loops in sync + double loopStartAudioTime = nextLoopAudioTime; + float loopStartGameTime = nextLoopGameTime; + + foreach (var loopSrc in _loopSources) + { + if (!loopSrc.gameObject.activeInHierarchy) continue; + if (loopSrc.loop) continue; + // We only need to schedule once and then Unity will loop it for us + loopSrc._audioSource.PlayScheduled(loopStartAudioTime); + loopSrc.loop = true; + } + + // Schedule next loop + nextLoopAudioTime += loopDuration; + nextLoopGameTime += (float)loopDuration; + + // Track loop segment timing (the current musical verse should always finish playing before the finale) + for (int i = 0; i < segmentCount; i++) + { + _segmentEndAudioTime = loopStartAudioTime + segmentDuration * (i + 1); + _segmentEndGameTime = loopStartGameTime + (float)(segmentDuration * (i + 1)); + + // Wait until the next segment + while (Time.time < _segmentEndGameTime && !_transitionToFinale) + { + yield return null; + } + + // Interrupt the remaining segments for the finale + if (_transitionToFinale) break; + } } } } diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs index 8f4ee0c2..41655e3a 100644 --- a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs @@ -11,6 +11,11 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse /// public string id; + /// + /// The name to display for this traveler's signals. Defaults to the name of the detail. + /// + public string name; + /// /// The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler. /// diff --git a/NewHorizons/Handlers/EyeDetailCacher.cs b/NewHorizons/Handlers/EyeDetailCacher.cs index 62dfb460..f4ff2ed0 100644 --- a/NewHorizons/Handlers/EyeDetailCacher.cs +++ b/NewHorizons/Handlers/EyeDetailCacher.cs @@ -19,6 +19,36 @@ public static class EyeDetailCacher foreach (var body in Main.BodyDict["EyeOfTheUniverse"]) { NHLogger.LogVerbose($"{nameof(EyeDetailCacher)}: {body.Config.name}"); + if (body.Config?.EyeOfTheUniverse?.eyeTravelers != null) + { + foreach (var detail in body.Config.EyeOfTheUniverse.eyeTravelers) + { + if (!string.IsNullOrEmpty(detail.assetBundle)) continue; + + AddPathToCache(detail.path); + } + } + + if (body.Config?.EyeOfTheUniverse?.instrumentZones != null) + { + foreach (var detail in body.Config.EyeOfTheUniverse.instrumentZones) + { + if (!string.IsNullOrEmpty(detail.assetBundle)) continue; + + AddPathToCache(detail.path); + } + } + + if (body.Config?.EyeOfTheUniverse?.quantumInstruments != null) + { + foreach (var detail in body.Config.EyeOfTheUniverse.quantumInstruments) + { + if (!string.IsNullOrEmpty(detail.assetBundle)) continue; + + AddPathToCache(detail.path); + } + } + if (body.Config?.Props?.details != null) { foreach (var detail in body.Config.Props.details) diff --git a/NewHorizons/Handlers/EyeSceneHandler.cs b/NewHorizons/Handlers/EyeSceneHandler.cs index 16fd0194..dc2f3e2e 100644 --- a/NewHorizons/Handlers/EyeSceneHandler.cs +++ b/NewHorizons/Handlers/EyeSceneHandler.cs @@ -180,6 +180,8 @@ namespace NewHorizons.Handlers public static void SetUpEyeCampfireSequence() { + if (!GetCustomEyeTravelers().Any()) return; + _eyeMusicController = new GameObject("EyeMusicController").AddComponent(); var quantumCampsiteController = Object.FindObjectOfType(); @@ -196,6 +198,8 @@ namespace NewHorizons.Handlers { if (eyeTraveler.controller != null) { + eyeTraveler.controller.gameObject.SetActive(false); + ArrayHelpers.Append(ref quantumCampsiteController._travelerControllers, eyeTraveler.controller); eyeTraveler.controller.OnStartPlaying += quantumCampsiteController.OnTravelerStartPlaying; @@ -211,6 +215,7 @@ namespace NewHorizons.Handlers if (eyeTraveler.loopAudioSource != null) { + eyeTraveler.loopAudioSource.GetComponent().SetSignalActivation(false); _eyeMusicController.RegisterLoopSource(eyeTraveler.loopAudioSource); } if (eyeTraveler.finaleAudioSource != null) @@ -227,6 +232,7 @@ namespace NewHorizons.Handlers if (ancestorInstrumentZone == null) { // Quantum instrument is not a child of an instrument zone, so treat it like its own zone + quantumInstrument.gameObject.SetActive(false); ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, quantumInstrument.gameObject); } } @@ -237,11 +243,13 @@ namespace NewHorizons.Handlers ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, instrumentZone.gameObject); } } + + UpdateTravelerPositions(); } public static void UpdateTravelerPositions() { - //if (!GetCustomEyeTravelers().Any()) return; + if (!GetCustomEyeTravelers().Any()) return; var quantumCampsiteController = Object.FindObjectOfType(); diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs index 64f9a47e..e679e79a 100644 --- a/NewHorizons/Main.cs +++ b/NewHorizons/Main.cs @@ -438,7 +438,6 @@ namespace NewHorizons _playerAwake = true; EyeSceneHandler.Init(); EyeSceneHandler.OnSceneLoad(); - EyeSceneHandler.SetUpEyeCampfireSequence(); } if (isSolarSystem || isEyeOfTheUniverse) @@ -537,6 +536,8 @@ namespace NewHorizons IsWarpingFromVessel = false; DidWarpFromVessel = false; DidWarpFromShip = false; + + EyeSceneHandler.SetUpEyeCampfireSequence(); } //Stop starfield from disappearing when there is no lights diff --git a/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs index e6e4ce99..57c12544 100644 --- a/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs @@ -1,6 +1,7 @@ using HarmonyLib; using NewHorizons.Handlers; using NewHorizons.Utility.OWML; +using System.Linq; namespace NewHorizons.Patches.EyeScenePatches { @@ -11,7 +12,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(CosmicInflationController.UpdateFormation))] public static void CosmicInflationController_UpdateFormation(CosmicInflationController __instance) { - if (__instance._waitForCrossfade) + if (__instance._waitForCrossfade && EyeSceneHandler.GetCustomEyeTravelers().Any()) { NHLogger.Log($"Hijacking finale cross-fade, NH will handle it"); __instance._waitForCrossfade = false; diff --git a/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs index 93c1b410..d02453f5 100644 --- a/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs @@ -30,10 +30,13 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(QuantumCampsiteController.AreAllTravelersGathered))] public static bool QuantumCampsiteController_AreAllTravelersGathered(QuantumCampsiteController __instance, ref bool __result) { + if (!EyeSceneHandler.GetCustomEyeTravelers().Any()) + { + return true; + } bool gatheredAllHearthianTravelers = __instance._travelerControllers.Take(4).All(t => t.gameObject.activeInHierarchy); if (!gatheredAllHearthianTravelers) { - NHLogger.LogVerbose(""); __result = false; return false; } @@ -73,7 +76,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(QuantumCampsiteController.OnTravelerStartPlaying))] public static void OnTravelerStartPlaying(QuantumCampsiteController __instance) { - if (!__instance._hasJamSessionStarted) + if (!__instance._hasJamSessionStarted && EyeSceneHandler.GetCustomEyeTravelers().Any()) { NHLogger.Log($"NH is handling Eye sequence music"); // Jam session is starting, start our custom music handler diff --git a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs index 8548c244..346dfd92 100644 --- a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs @@ -1,4 +1,6 @@ using HarmonyLib; +using NewHorizons.Handlers; +using System.Linq; namespace NewHorizons.Patches.EyeScenePatches { @@ -9,6 +11,10 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(TravelerEyeController.OnStartCosmicJamSession))] public static bool TravelerEyeController_OnStartCosmicJamSession(TravelerEyeController __instance) { + if (!EyeSceneHandler.GetCustomEyeTravelers().Any()) + { + return true; + } // Not starting the loop audio here; EyeMusicController will handle that __instance._signal.GetOWAudioSource().SetLocalVolume(0f); return false; From bba0a1a42b56009de0b9a76638c8e7e70bdf6bbf Mon Sep 17 00:00:00 2001 From: Ben C Date: Sat, 18 Jan 2025 23:28:04 +0000 Subject: [PATCH 04/16] Updated Schemas --- NewHorizons/Schemas/body_schema.json | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/NewHorizons/Schemas/body_schema.json b/NewHorizons/Schemas/body_schema.json index 86af5942..73c73cf9 100644 --- a/NewHorizons/Schemas/body_schema.json +++ b/NewHorizons/Schemas/body_schema.json @@ -995,6 +995,10 @@ "type": "string", "description": "A unique ID to associate this traveler with their corresponding quantum instruments and instrument zones. Must be unique for each traveler." }, + "name": { + "type": "string", + "description": "The name to display for this traveler's signals. Defaults to the name of the detail." + }, "startPlayingCondition": { "type": "string", "description": "The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler." From 3746e794f60477ef7e56f923bbc2dfec4517b2d6 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Wed, 29 Jan 2025 19:35:13 -0600 Subject: [PATCH 05/16] Make eye traveler and quantum instrument signals full SignalInfos --- .../Builder/Props/EyeOfTheUniverseBuilder.cs | 148 +++++++++++++----- .../Props/EyeOfTheUniverse/EyeTravelerInfo.cs | 23 +-- .../EyeOfTheUniverse/QuantumInstrumentInfo.cs | 6 + NewHorizons/Handlers/EyeSceneHandler.cs | 22 ++- .../CosmicInflationControllerPatches.cs | 2 +- .../QuantumCampsiteControllerPatches.cs | 6 +- .../TravelerEyeControllerPatches.cs | 2 +- 7 files changed, 146 insertions(+), 63 deletions(-) diff --git a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs index e5967672..1e7b3e16 100644 --- a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs +++ b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs @@ -16,6 +16,25 @@ namespace NewHorizons.Builder.Props { public static TravelerEyeController MakeEyeTraveler(GameObject planetGO, Sector sector, EyeTravelerInfo info, NewHorizonsBody nhBody) { + var travelerData = EyeSceneHandler.CreateEyeTravelerData(info.id); + travelerData.info = info; + travelerData.requirementsMet = true; + + if (!string.IsNullOrEmpty(info.requiredFact) && !ShipLogHandler.KnowsFact(info.requiredFact)) + { + travelerData.requirementsMet = false; + } + + if (!string.IsNullOrEmpty(info.requiredPersistentCondition) && DialogueConditionManager.SharedInstance.GetConditionState(info.requiredPersistentCondition)) + { + travelerData.requirementsMet = false; + } + + if (!travelerData.requirementsMet) + { + return null; + } + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); if (string.IsNullOrEmpty(info.name)) @@ -39,8 +58,12 @@ namespace NewHorizons.Builder.Props if (info.dialogue != null) { var (dialogueTree, remoteTrigger) = DialogueBuilder.Make(planetGO, sector, info.dialogue, nhBody.Mod); - dialogueTree.transform.SetParent(travelerController.transform, false); - dialogueTree.transform.localPosition = Vector3.zero; + if (info.dialogue.position == null && info.dialogue.parentPath == null) + { + info.dialogue.isRelativeToParent = true; + } + GeneralPropBuilder.MakeFromExisting(dialogueTree.gameObject, planetGO, sector, info.dialogue, defaultParent: go.transform); + if (travelerController._dialogueTree != null) { travelerController._dialogueTree.OnStartConversation -= travelerController.OnStartConversation; @@ -52,36 +75,47 @@ namespace NewHorizons.Builder.Props } else if (travelerController._dialogueTree == null) { - NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any dialogue set"); + travelerController._dialogueTree = go.GetComponentInChildren(); + if (travelerController._dialogueTree == null) + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any dialogue set"); + } } + travelerData.controller = travelerController; + OWAudioSource loopAudioSource = null; - if (!string.IsNullOrEmpty(info.loopAudio)) + if (info.signal != null) { - var signalInfo = new SignalInfo() + if (string.IsNullOrEmpty(info.signal.name)) { - name = info.name, - audio = info.loopAudio, - detectionRadius = 10f, - identificationRadius = 10f, - onlyAudibleToScope = false, - frequency = string.IsNullOrEmpty(info.frequency) ? "Traveler" : info.frequency, - }; - var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); - signalGO.transform.SetParent(travelerController.transform, false); - signalGO.transform.localPosition = Vector3.zero; + info.signal.name = info.name; + } + if (string.IsNullOrEmpty(info.signal.frequency)) + { + info.signal.frequency = "Traveler"; + } + var signalGO = SignalBuilder.Make(planetGO, sector, info.signal, nhBody.Mod); + if (info.signal.position == null && info.signal.parentPath == null) + { + info.signal.isRelativeToParent = true; + } + GeneralPropBuilder.MakeFromExisting(signalGO, planetGO, sector, info.signal, defaultParent: go.transform); var signal = signalGO.GetComponent(); travelerController._signal = signal; signal.SetSignalActivation(false); loopAudioSource = signal.GetOWAudioSource(); + } else if (travelerController._signal == null) { NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any loop audio set"); } + travelerData.loopAudioSource = loopAudioSource; + OWAudioSource finaleAudioSource = null; if (!string.IsNullOrEmpty(info.finaleAudio)) @@ -100,10 +134,6 @@ namespace NewHorizons.Builder.Props finaleAudioSource.gameObject.SetActive(true); } - var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); - travelerData.info = info; - travelerData.controller = travelerController; - travelerData.loopAudioSource = loopAudioSource; travelerData.finaleAudioSource = finaleAudioSource; return travelerController; @@ -111,6 +141,13 @@ namespace NewHorizons.Builder.Props public static QuantumInstrument MakeQuantumInstrument(GameObject planetGO, Sector sector, QuantumInstrumentInfo info, NewHorizonsBody nhBody) { + var travelerData = EyeSceneHandler.GetEyeTravelerData(info.id); + + if (travelerData != null && !travelerData.requirementsMet) + { + return null; + } + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); go.layer = Layer.Interactible; if (info.interactRadius > 0f) @@ -129,46 +166,71 @@ namespace NewHorizons.Builder.Props var trigger = go.AddComponent(); trigger.gatherCondition = info.gatherCondition; - var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); - travelerData.quantumInstruments.Add(quantumInstrument); - - if (travelerData.info != null) + if (travelerData != null) { - if (!string.IsNullOrEmpty(travelerData.info.loopAudio)) - { - var signalInfo = new SignalInfo() - { - name = travelerData.info.name, - audio = travelerData.info.loopAudio, - detectionRadius = 0, - identificationRadius = 0, - frequency = string.IsNullOrEmpty(travelerData.info.frequency) ? "Traveler" : travelerData.info.frequency, - }; - var signalGO = SignalBuilder.Make(planetGO, sector, signalInfo, nhBody.Mod); - signalGO.transform.SetParent(quantumInstrument.transform, false); - signalGO.transform.localPosition = Vector3.zero; - } - else - { - NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any loop audio set"); - } + travelerData.quantumInstruments.Add(quantumInstrument); } else { NHLogger.LogError($"Quantum instrument with ID \"{info.id}\" has no matching eye traveler"); } + info.signal ??= new SignalInfo(); + + if (travelerData?.info != null && travelerData.info.signal != null) + { + if (string.IsNullOrEmpty(info.signal.name)) + { + info.signal.name = travelerData.info.name; + } + if (string.IsNullOrEmpty(info.signal.audio)) + { + info.signal.audio = travelerData.info.signal.audio; + } + if (string.IsNullOrEmpty(info.signal.frequency)) + { + info.signal.frequency = travelerData.info.signal.frequency; + } + } + + if (!string.IsNullOrEmpty(info.signal.audio)) + { + var signalGO = SignalBuilder.Make(planetGO, sector, info.signal, nhBody.Mod); + if (info.signal.position == null && info.signal.parentPath == null) + { + info.signal.isRelativeToParent = true; + } + GeneralPropBuilder.MakeFromExisting(signalGO, planetGO, sector, info.signal, defaultParent: go.transform); + } + else + { + NHLogger.LogError($"Eye Traveler with ID \"{info.id}\" does not have any loop audio set"); + } + return quantumInstrument; } public static InstrumentZone MakeInstrumentZone(GameObject planetGO, Sector sector, InstrumentZoneInfo info, NewHorizonsBody nhBody) { + var travelerData = EyeSceneHandler.GetEyeTravelerData(info.id); + + if (travelerData != null && !travelerData.requirementsMet) + { + return null; + } + var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); var instrumentZone = go.AddComponent(); - var travelerData = EyeSceneHandler.GetOrCreateEyeTravelerData(info.id); - travelerData.instrumentZones.Add(instrumentZone); + if (travelerData != null) + { + travelerData.instrumentZones.Add(instrumentZone); + } + else + { + NHLogger.LogError($"Instrument zone with ID \"{info.id}\" has no matching eye traveler"); + } return instrumentZone; } diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs index 41655e3a..e917f839 100644 --- a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs @@ -1,3 +1,4 @@ +using NewHorizons.External.Modules.Props.Audio; using NewHorizons.External.Modules.Props.Dialogue; using Newtonsoft.Json; @@ -16,6 +17,16 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse /// public string name; + /// + /// If set, the player must know this ship log fact for this traveler (and their instrument zones and quantum instruments) to appear. The fact does not need to exist in the current star system; the player's save data will be checked directly. + /// + public string requiredFact; + + /// + /// If set, the player must have this persistent dialogue condition set for this traveler (and their instrument zones and quantum instruments) to appear. + /// + public string requiredPersistentCondition; + /// /// The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler. /// @@ -27,9 +38,9 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse public string participatingCondition; /// - /// The audio to use for the traveler while playing around the campfire (and also for their paired quantum instrument). It should be 16 measures at 92 BPM (approximately 42 seconds long). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list. + /// The audio signal to use for the traveler while playing around the campfire (and also for their paired quantum instrument if another is not specified). The audio clip should be 16 measures at 92 BPM (approximately 42 seconds long). /// - public string loopAudio; + public SignalInfo signal; /// /// The audio to use for the traveler during the finale of the campfire song. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list. @@ -37,13 +48,7 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse public string finaleAudio; /// - /// The frequency ID of the signal emitted by the traveler. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`, - /// `Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. Defaults to `Traveler`. You can also put a custom value. - /// - public string frequency; - - /// - /// The dialogue to use for this traveler. Omit this or set it to null if your traveler already has valid dialogue. + /// The dialogue to use for this traveler. If omitted, the first CharacterDialogueTree in the object will be used. /// public DialogueInfo dialogue; } diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs index 4e03728f..1a686b9c 100644 --- a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/QuantumInstrumentInfo.cs @@ -1,3 +1,4 @@ +using NewHorizons.External.Modules.Props.Audio; using Newtonsoft.Json; using System.ComponentModel; @@ -21,6 +22,11 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse /// public bool gatherWithScope; + /// + /// The audio signal emitted by this quantum instrument. The fields `name`, `audio`, and `frequency` will be copied from the corresponding Eye Traveler's signal if not specified here. + /// + public SignalInfo signal; + /// /// The radius of the added sphere collider that will be used for interaction. /// diff --git a/NewHorizons/Handlers/EyeSceneHandler.cs b/NewHorizons/Handlers/EyeSceneHandler.cs index dc2f3e2e..48281347 100644 --- a/NewHorizons/Handlers/EyeSceneHandler.cs +++ b/NewHorizons/Handlers/EyeSceneHandler.cs @@ -27,7 +27,16 @@ namespace NewHorizons.Handlers return _eyeMusicController; } - public static EyeTravelerData GetOrCreateEyeTravelerData(string id) + public static EyeTravelerData GetEyeTravelerData(string id) + { + if (_eyeTravelers.TryGetValue(id, out EyeTravelerData traveler)) + { + return traveler; + } + return traveler; + } + + public static EyeTravelerData CreateEyeTravelerData(string id) { if (_eyeTravelers.TryGetValue(id, out EyeTravelerData traveler)) { @@ -47,9 +56,9 @@ namespace NewHorizons.Handlers return traveler; } - public static List GetCustomEyeTravelers() + public static List GetActiveCustomEyeTravelers() { - return _eyeTravelers.Values.ToList(); + return _eyeTravelers.Values.Where(t => t.requirementsMet).ToList(); } public static void OnSceneLoad() @@ -180,7 +189,7 @@ namespace NewHorizons.Handlers public static void SetUpEyeCampfireSequence() { - if (!GetCustomEyeTravelers().Any()) return; + if (!GetActiveCustomEyeTravelers().Any()) return; _eyeMusicController = new GameObject("EyeMusicController").AddComponent(); @@ -194,7 +203,7 @@ namespace NewHorizons.Handlers _eyeMusicController.RegisterLoopSource(controller._signal.GetOWAudioSource()); } - foreach (var eyeTraveler in _eyeTravelers.Values) + foreach (var eyeTraveler in GetActiveCustomEyeTravelers()) { if (eyeTraveler.controller != null) { @@ -249,7 +258,7 @@ namespace NewHorizons.Handlers public static void UpdateTravelerPositions() { - if (!GetCustomEyeTravelers().Any()) return; + if (!GetActiveCustomEyeTravelers().Any()) return; var quantumCampsiteController = Object.FindObjectOfType(); @@ -308,6 +317,7 @@ namespace NewHorizons.Handlers public OWAudioSource finaleAudioSource; public List quantumInstruments = new(); public List instrumentZones = new(); + public bool requirementsMet; } } } diff --git a/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs index 57c12544..2363140c 100644 --- a/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/CosmicInflationControllerPatches.cs @@ -12,7 +12,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(CosmicInflationController.UpdateFormation))] public static void CosmicInflationController_UpdateFormation(CosmicInflationController __instance) { - if (__instance._waitForCrossfade && EyeSceneHandler.GetCustomEyeTravelers().Any()) + if (__instance._waitForCrossfade && EyeSceneHandler.GetActiveCustomEyeTravelers().Any()) { NHLogger.Log($"Hijacking finale cross-fade, NH will handle it"); __instance._waitForCrossfade = false; diff --git a/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs index d02453f5..542c310d 100644 --- a/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/QuantumCampsiteControllerPatches.cs @@ -30,7 +30,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(QuantumCampsiteController.AreAllTravelersGathered))] public static bool QuantumCampsiteController_AreAllTravelersGathered(QuantumCampsiteController __instance, ref bool __result) { - if (!EyeSceneHandler.GetCustomEyeTravelers().Any()) + if (!EyeSceneHandler.GetActiveCustomEyeTravelers().Any()) { return true; } @@ -54,7 +54,7 @@ namespace NewHorizons.Patches.EyeScenePatches __result = false; return false; } - foreach (var traveler in EyeSceneHandler.GetCustomEyeTravelers()) + foreach (var traveler in EyeSceneHandler.GetActiveCustomEyeTravelers()) { bool needsTraveler = true; if (!string.IsNullOrEmpty(traveler.info.participatingCondition)) @@ -76,7 +76,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(QuantumCampsiteController.OnTravelerStartPlaying))] public static void OnTravelerStartPlaying(QuantumCampsiteController __instance) { - if (!__instance._hasJamSessionStarted && EyeSceneHandler.GetCustomEyeTravelers().Any()) + if (!__instance._hasJamSessionStarted && EyeSceneHandler.GetActiveCustomEyeTravelers().Any()) { NHLogger.Log($"NH is handling Eye sequence music"); // Jam session is starting, start our custom music handler diff --git a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs index 346dfd92..4f43d925 100644 --- a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs @@ -11,7 +11,7 @@ namespace NewHorizons.Patches.EyeScenePatches [HarmonyPatch(nameof(TravelerEyeController.OnStartCosmicJamSession))] public static bool TravelerEyeController_OnStartCosmicJamSession(TravelerEyeController __instance) { - if (!EyeSceneHandler.GetCustomEyeTravelers().Any()) + if (!EyeSceneHandler.GetActiveCustomEyeTravelers().Any()) { return true; } From 3999db71a2af6e00fecc1f92705dea0e8c128e54 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Wed, 29 Jan 2025 19:36:19 -0600 Subject: [PATCH 06/16] Fix signals playing on awake and not disabling after finale --- .../EyeOfTheUniverse/EyeMusicController.cs | 43 ++++++++++++++----- 1 file changed, 32 insertions(+), 11 deletions(-) diff --git a/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs index 46bfc5a0..12a4a386 100644 --- a/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs +++ b/NewHorizons/Components/EyeOfTheUniverse/EyeMusicController.cs @@ -8,16 +8,23 @@ namespace NewHorizons.Components.EyeOfTheUniverse { public class EyeMusicController : MonoBehaviour { + // Delay between game logic and audio to ensure audio system has time to schedule all loops for the same tick + const double TIME_BUFFER_WINDOW = 0.5; + private List _loopSources = new(); private List _finaleSources = new(); private bool _transitionToFinale; private bool _isPlaying; + private double _segmentEndAudioTime; + private float _segmentEndGameTime; + private CosmicInflationController _cosmicInflationController; public void RegisterLoopSource(OWAudioSource src) { src.loop = false; src.SetLocalVolume(1f); src.Stop(); + src.playOnAwake = false; _loopSources.Add(src); } @@ -26,6 +33,7 @@ namespace NewHorizons.Components.EyeOfTheUniverse src.loop = false; src.SetLocalVolume(1f); src.Stop(); + src.playOnAwake = false; _finaleSources.Add(src); } @@ -40,8 +48,6 @@ namespace NewHorizons.Components.EyeOfTheUniverse { _transitionToFinale = true; - var cosmicInflationController = FindObjectOfType(); - // Schedule finale for as soon as the current segment loop ends double finaleAudioTime = _segmentEndAudioTime; float finaleGameTime = _segmentEndGameTime; @@ -53,9 +59,9 @@ namespace NewHorizons.Components.EyeOfTheUniverse } // Set quantum sphere inflation timer - var finaleDuration = cosmicInflationController._travelerFinaleSource.clip.length; - cosmicInflationController._startFormationTime = Time.time; - cosmicInflationController._finishFormationTime = finaleGameTime + finaleDuration - 4f; + var finaleDuration = _cosmicInflationController._travelerFinaleSource.clip.length; + _cosmicInflationController._startFormationTime = Time.time; + _cosmicInflationController._finishFormationTime = finaleGameTime + finaleDuration - 4f; // Play finale in sync foreach (var finaleSrc in _finaleSources) @@ -64,18 +70,17 @@ namespace NewHorizons.Components.EyeOfTheUniverse } } - // Delay between game logic and audio to ensure audio system has time to schedule all loops for the same tick - const double TIME_BUFFER_WINDOW = 0.5; - - private double _segmentEndAudioTime; - private float _segmentEndGameTime; + private void Awake() + { + _cosmicInflationController = FindObjectOfType(); + } private IEnumerator DoLoop() { // Determine timing using the first loop audio clip (should be Riebeck's banjo loop) var referenceLoopClip = _loopSources.First().clip; double loopDuration = referenceLoopClip.samples / (double)referenceLoopClip.frequency; - + // Vanilla audio divides the loop into 4 segments, but that actually causes weird key shifting during the crossfade int segmentCount = 2; double segmentDuration = loopDuration / segmentCount; @@ -119,6 +124,22 @@ namespace NewHorizons.Components.EyeOfTheUniverse if (_transitionToFinale) break; } } + + // Wait until the bubble has finished expanding + while (Time.time < _cosmicInflationController._finishFormationTime) + { + yield return null; + } + + // Disable audio signals + foreach (var loopSrc in _loopSources) + { + var signal = loopSrc.GetComponent(); + if (signal != null) + { + signal.SetSignalActivation(false, 0f); + } + } } } } From b77ef5a554fe427a8be616e26770cecf6d625bff Mon Sep 17 00:00:00 2001 From: Ben C Date: Thu, 30 Jan 2025 01:38:48 +0000 Subject: [PATCH 07/16] Updated Schemas --- NewHorizons/Schemas/body_schema.json | 192 ++++++++++++++------------- 1 file changed, 100 insertions(+), 92 deletions(-) diff --git a/NewHorizons/Schemas/body_schema.json b/NewHorizons/Schemas/body_schema.json index 73c73cf9..1dc9c2ba 100644 --- a/NewHorizons/Schemas/body_schema.json +++ b/NewHorizons/Schemas/body_schema.json @@ -999,6 +999,14 @@ "type": "string", "description": "The name to display for this traveler's signals. Defaults to the name of the detail." }, + "requiredFact": { + "type": "string", + "description": "If set, the player must know this ship log fact for this traveler (and their instrument zones and quantum instruments) to appear. The fact does not need to exist in the current star system; the player's save data will be checked directly." + }, + "requiredPersistentCondition": { + "type": "string", + "description": "If set, the player must have this persistent dialogue condition set for this traveler (and their instrument zones and quantum instruments) to appear." + }, "startPlayingCondition": { "type": "string", "description": "The dialogue condition that will trigger the traveler to start playing their instrument. Must be unique for each traveler." @@ -1007,20 +1015,16 @@ "type": "string", "description": "If specified, this dialogue condition must be set for the traveler to participate in the campfire song. Otherwise, the song will be able to start without them." }, - "loopAudio": { - "type": "string", - "description": "The audio to use for the traveler while playing around the campfire (and also for their paired quantum instrument). It should be 16 measures at 92 BPM (approximately 42 seconds long). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + "signal": { + "description": "The audio signal to use for the traveler while playing around the campfire (and also for their paired quantum instrument if another is not specified). The audio clip should be 16 measures at 92 BPM (approximately 42 seconds long).", + "$ref": "#/definitions/SignalInfo" }, "finaleAudio": { "type": "string", "description": "The audio to use for the traveler during the finale of the campfire song. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." }, - "frequency": { - "type": "string", - "description": "The frequency ID of the signal emitted by the traveler. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`,\n`Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. Defaults to `Traveler`. You can also put a custom value." - }, "dialogue": { - "description": "The dialogue to use for this traveler. Omit this or set it to null if your traveler already has valid dialogue.", + "description": "The dialogue to use for this traveler. If omitted, the first CharacterDialogueTree in the object will be used.", "$ref": "#/definitions/DialogueInfo" } } @@ -1196,6 +1200,90 @@ } } }, + "SignalInfo": { + "type": "object", + "additionalProperties": false, + "properties": { + "audio": { + "type": "string", + "description": "The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." + }, + "minDistance": { + "type": "number", + "description": "At this distance the sound is at its loudest.", + "format": "float" + }, + "maxDistance": { + "type": "number", + "description": "The sound will drop off by this distance (Note: for signals, this only effects when it is heard aloud and not via the signalscope).", + "format": "float", + "default": 5.0 + }, + "volume": { + "type": "number", + "description": "How loud the sound will play", + "format": "float", + "default": 0.5 + }, + "position": { + "description": "Position of the object", + "$ref": "#/definitions/MVector3" + }, + "isRelativeToParent": { + "type": "boolean", + "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." + }, + "parentPath": { + "type": "string", + "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." + }, + "rename": { + "type": "string", + "description": "An optional rename of this object" + }, + "detectionRadius": { + "type": "number", + "description": "How close the player must get to the signal to detect it. This is when you get the \"Unknown Signal Detected\"\nnotification.", + "format": "float", + "minimum": 0.0 + }, + "frequency": { + "type": "string", + "description": "The frequency ID of the signal. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`,\n`Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. You can also put a custom value." + }, + "identificationRadius": { + "type": "number", + "description": "How close the player must get to the signal to identify it. This is when you learn its name.", + "format": "float", + "default": 10.0, + "minimum": 0.0 + }, + "insideCloak": { + "type": "boolean", + "description": "Only set to `true` if you are putting this signal inside a cloaking field." + }, + "name": { + "type": "string", + "description": "The unique ID of the signal." + }, + "onlyAudibleToScope": { + "type": "boolean", + "description": "`false` if the player can hear the signal without equipping the signal-scope.", + "default": true + }, + "reveals": { + "type": "string", + "description": "A ship log fact to reveal when the signal is identified.", + "default": "" + }, + "sourceRadius": { + "type": "number", + "description": "Radius of the sphere giving off the signal.", + "format": "float", + "default": 1.0 + } + } + }, "DialogueInfo": { "type": "object", "additionalProperties": false, @@ -1620,6 +1708,10 @@ "type": "boolean", "description": "Allows gathering this quantum instrument using the zoomed-in signalscope, like Chert's bongos." }, + "signal": { + "description": "The audio signal emitted by this quantum instrument. The fields `name`, `audio`, and `frequency` will be copied from the corresponding Eye Traveler's signal if not specified here.", + "$ref": "#/definitions/SignalInfo" + }, "interactRadius": { "type": "number", "description": "The radius of the added sphere collider that will be used for interaction.", @@ -3227,90 +3319,6 @@ "whiteHole" ] }, - "SignalInfo": { - "type": "object", - "additionalProperties": false, - "properties": { - "audio": { - "type": "string", - "description": "The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list." - }, - "minDistance": { - "type": "number", - "description": "At this distance the sound is at its loudest.", - "format": "float" - }, - "maxDistance": { - "type": "number", - "description": "The sound will drop off by this distance (Note: for signals, this only effects when it is heard aloud and not via the signalscope).", - "format": "float", - "default": 5.0 - }, - "volume": { - "type": "number", - "description": "How loud the sound will play", - "format": "float", - "default": 0.5 - }, - "position": { - "description": "Position of the object", - "$ref": "#/definitions/MVector3" - }, - "isRelativeToParent": { - "type": "boolean", - "description": "Whether the positional and rotational coordinates are relative to parent instead of the root planet object." - }, - "parentPath": { - "type": "string", - "description": "The relative path from the planet to the parent of this object. Optional (will default to the root sector)." - }, - "rename": { - "type": "string", - "description": "An optional rename of this object" - }, - "detectionRadius": { - "type": "number", - "description": "How close the player must get to the signal to detect it. This is when you get the \"Unknown Signal Detected\"\nnotification.", - "format": "float", - "minimum": 0.0 - }, - "frequency": { - "type": "string", - "description": "The frequency ID of the signal. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`,\n`Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. You can also put a custom value." - }, - "identificationRadius": { - "type": "number", - "description": "How close the player must get to the signal to identify it. This is when you learn its name.", - "format": "float", - "default": 10.0, - "minimum": 0.0 - }, - "insideCloak": { - "type": "boolean", - "description": "Only set to `true` if you are putting this signal inside a cloaking field." - }, - "name": { - "type": "string", - "description": "The unique ID of the signal." - }, - "onlyAudibleToScope": { - "type": "boolean", - "description": "`false` if the player can hear the signal without equipping the signal-scope.", - "default": true - }, - "reveals": { - "type": "string", - "description": "A ship log fact to reveal when the signal is identified.", - "default": "" - }, - "sourceRadius": { - "type": "number", - "description": "Radius of the sphere giving off the signal.", - "format": "float", - "default": 1.0 - } - } - }, "RemoteInfo": { "type": "object", "additionalProperties": false, From b5538f7627a788f337eb41e9398a6b3f92595cb1 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Wed, 29 Jan 2025 19:56:55 -0600 Subject: [PATCH 08/16] Remove vestigial name property from traveler info --- NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs | 9 ++------- .../Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs | 5 ----- 2 files changed, 2 insertions(+), 12 deletions(-) diff --git a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs index 1e7b3e16..743c149f 100644 --- a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs +++ b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs @@ -37,11 +37,6 @@ namespace NewHorizons.Builder.Props var go = DetailBuilder.Make(planetGO, sector, nhBody.Mod, info); - if (string.IsNullOrEmpty(info.name)) - { - info.name = go.name; - } - var travelerController = go.GetAddComponent(); if (!string.IsNullOrEmpty(info.startPlayingCondition)) { @@ -90,7 +85,7 @@ namespace NewHorizons.Builder.Props { if (string.IsNullOrEmpty(info.signal.name)) { - info.signal.name = info.name; + info.signal.name = go.name; } if (string.IsNullOrEmpty(info.signal.frequency)) { @@ -181,7 +176,7 @@ namespace NewHorizons.Builder.Props { if (string.IsNullOrEmpty(info.signal.name)) { - info.signal.name = travelerData.info.name; + info.signal.name = travelerData.info.signal.name; } if (string.IsNullOrEmpty(info.signal.audio)) { diff --git a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs index e917f839..82f5abe8 100644 --- a/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs +++ b/NewHorizons/External/Modules/Props/EyeOfTheUniverse/EyeTravelerInfo.cs @@ -12,11 +12,6 @@ namespace NewHorizons.External.Modules.Props.EyeOfTheUniverse /// public string id; - /// - /// The name to display for this traveler's signals. Defaults to the name of the detail. - /// - public string name; - /// /// If set, the player must know this ship log fact for this traveler (and their instrument zones and quantum instruments) to appear. The fact does not need to exist in the current star system; the player's save data will be checked directly. /// From c9f0689116f01a122b6a4c6f22f41b07e77498fd Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Wed, 29 Jan 2025 20:04:48 -0600 Subject: [PATCH 09/16] Add instrument zones and standalone quantum instruments to the inflation object list --- NewHorizons/Handlers/EyeSceneHandler.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/NewHorizons/Handlers/EyeSceneHandler.cs b/NewHorizons/Handlers/EyeSceneHandler.cs index 48281347..7a3a4c1a 100644 --- a/NewHorizons/Handlers/EyeSceneHandler.cs +++ b/NewHorizons/Handlers/EyeSceneHandler.cs @@ -243,6 +243,8 @@ namespace NewHorizons.Handlers // Quantum instrument is not a child of an instrument zone, so treat it like its own zone quantumInstrument.gameObject.SetActive(false); ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, quantumInstrument.gameObject); + + ArrayHelpers.Append(ref cosmicInflationController._inflationObjects, quantumInstrument.transform); } } @@ -250,6 +252,8 @@ namespace NewHorizons.Handlers { instrumentZone.gameObject.SetActive(false); ArrayHelpers.Append(ref quantumCampsiteController._instrumentZones, instrumentZone.gameObject); + + ArrayHelpers.Append(ref cosmicInflationController._inflationObjects, instrumentZone.transform); } } From b78c27f4a2f827a6f25c82d3a77463f68a8dfa47 Mon Sep 17 00:00:00 2001 From: Ben C Date: Thu, 30 Jan 2025 02:07:44 +0000 Subject: [PATCH 10/16] Updated Schemas --- NewHorizons/Schemas/body_schema.json | 4 ---- 1 file changed, 4 deletions(-) diff --git a/NewHorizons/Schemas/body_schema.json b/NewHorizons/Schemas/body_schema.json index 1dc9c2ba..298e2300 100644 --- a/NewHorizons/Schemas/body_schema.json +++ b/NewHorizons/Schemas/body_schema.json @@ -995,10 +995,6 @@ "type": "string", "description": "A unique ID to associate this traveler with their corresponding quantum instruments and instrument zones. Must be unique for each traveler." }, - "name": { - "type": "string", - "description": "The name to display for this traveler's signals. Defaults to the name of the detail." - }, "requiredFact": { "type": "string", "description": "If set, the player must know this ship log fact for this traveler (and their instrument zones and quantum instruments) to appear. The fact does not need to exist in the current star system; the player's save data will be checked directly." From 23c7efd36a0e74cabb7df04a824dea76e38608de Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Sat, 1 Feb 2025 16:04:17 -0600 Subject: [PATCH 11/16] Add a null check for potentially missing custom traveler audio --- .../Patches/EyeScenePatches/TravelerEyeControllerPatches.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs index 4f43d925..d31fca50 100644 --- a/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs +++ b/NewHorizons/Patches/EyeScenePatches/TravelerEyeControllerPatches.cs @@ -16,7 +16,10 @@ namespace NewHorizons.Patches.EyeScenePatches return true; } // Not starting the loop audio here; EyeMusicController will handle that - __instance._signal.GetOWAudioSource().SetLocalVolume(0f); + if (__instance._signal != null) + { + __instance._signal.GetOWAudioSource().SetLocalVolume(0f); + } return false; } } From 8ad30fefe0ab97a5c1693f2abb845c43bede2c3f Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Sat, 1 Feb 2025 16:04:31 -0600 Subject: [PATCH 12/16] Eye of the Universe documentation page --- .../eye_of_the_universe/animController.webp | Bin 0 -> 29328 bytes .../docs/guides/eye-of-the-universe.md | 341 ++++++++++++++++++ 2 files changed, 341 insertions(+) create mode 100644 docs/src/assets/docs-images/eye_of_the_universe/animController.webp create mode 100644 docs/src/content/docs/guides/eye-of-the-universe.md diff --git a/docs/src/assets/docs-images/eye_of_the_universe/animController.webp b/docs/src/assets/docs-images/eye_of_the_universe/animController.webp new file mode 100644 index 0000000000000000000000000000000000000000..5e1e2f8c19371dcd9169b8c986df92283797d8fd GIT binary patch literal 29328 zcma%j16*a_`uEAUZQHgz*_b%lwly``ZnA5t$*##wwrv}4Ki;|ezjyaJXFV;QwH|(- zwa-3EQsUxa4gi3ZQ)06>KAJp_&H9Gu>1gLj(U)yeKRI^~^4HTv|?_?<3)r)eGD7x+%k|5k7K2Yvh- zZT36;`=(GGRFp*C_lEjjPiXcFZTJgq^vS{cy$|bqA5vp$oA>#FHU6NDf1|yAqphu+ z-`Dp0_1g|%O>9(^-%HZ>7cM{oAO(;Ed;kyv3<1snbAT1V2|)K=+Pv2|0+im{h5yTV z?BBKFSx6J_nIB(wTWByS`nhgLT1OWgIz5l2)Oa=fN zLjeHH1-p+9AAkQGkoR|BQ&RxovIqcx(*yueCIA3v?LYYT-u7ENAb$=3P?i<` zng#%no4wDi^I!H2`99!pzWtwl{^Z}g<`Q1NuO_AhI1`9k2hs(Yp9wQkl$fX>m$3Ri zrWzc|+~y4aZ9G#&zfQ={$D>_Jylh5m#EcVL{4fMGJ*A11J8=*$YY2# z-#Xu}0RL?Y>34aXm5J!aXNHygm7zuI>0fyp_Cn-#Z8}ka>Ir^{tiC)f#3nZ5kY=Pts46TsWldkS zXZrTBr@?r!u&9JY(E0rO1U)H*T#CeYcK@DJN-e-^E5~O(QVa}6tDF)RLckkhHk?UG zp9Iegs_$!P683nc7XHQ}wQrARYq#lJB{PKWRoH6u*Mee6x%27=m)C+}Vq4a3B>IxM zXNxd%XyBv!x%o1!xbd*0Zb3zaVkMr!1jFFz%SNcH#~{5R_b{#&n3ii-08~yBk;e|> z4^zEs&}wF}{CU8G9j5WUSjq@abOKM^M|8&LS4^N~bzl2niwCl`<&RqJQm%KHYE^N% zFa2m`+sS`6$W(Y_&u3R%Sja38miIrN1e-7twGI{tbEjVK&2@%e)&rUtyjx@&L zyPPO@=bsd-Q#D#GcRwOGj&RH!wT!tUCU@=}DX3*`)Kzs=omFT4xgZVjJaW%Pnn?!C zpn|UpF*b1wJ#T%cS3zI&`lzVh>!3e@>r6ohpSH*lfvQ6>J|ErvgPKb(u^YU26~Z3u zearY+&)*g8GPu1V=6xdXHNhlkntZw@B+^AGzsuwC2ObNEJu9U7fI^vf(`r7|jUH1B z`|IJi3f?0Po$8nJo7S1}saoM?VRUlWsB&v3hedROTvjX}UmTNin9wzn5hgEi=iAr z8SaOICD25{6=+Ir39dpg&TIN%6(>R{^Sug;rI^IZE;Xu>Cfv;B5Bn>xZUHBmN#>){2BUE``@H(fN*Lp$B)da|M5P5xuvei5)8i?`4;pPWf$o1^W^n`58!FR=gcVoHb4v2{5rq*XV$@B^nFXw4I7%*-e6AK7&i%hdCft}NF| zjiK@j|NgW2|FQG+zUg2U3oH@kZ!`NM8dl)P?eIM`8cL>HLG= z|L{gZ2U4S|91}@GcZP(%4+53-j|3g!1qx^AFYkYcS{_SezZA zLloy_{?kv&fRU?V+(uuNTpQz3kurK4%l^K@^+*5L0STf1MYf*(kA+`at9keL|MtW1 ztY;BDJt6q*zvxQWO^g+&kPD;I|0Suvn2Bl&9DgI<`y|N6SpcWNQbNi({7abQwc9Y! zJAQCtY$g1%v(IjohVtjC|CEcZJ^k~=911+ z(1U0Cdf=kw|Df4k4;X=K;u;?_Hi2SZY=7v;3+=_lD<<|0mUQB9n_A z89`3LfaPNt;oo~;YXJ?{Chq8|sTIOjaF3~{@1s)rIQx5OmOX`>bAE8K)$CC`X^9j3 zT#o5dfsgf<#%L!0shz(w(BsHIBzyTImke3dsJjQB^#etDi7dpc@4>WX=%$C&pc;q_ zkh|`@-?v`QXerlQl4=88&iUL6i+o3uiQv8gq*E5BqaWb|ltE!NFMWjNmLxRjTHYAD4!< z4~86~o`~?TIGUZjP!W|w@7N2oAq^gX{K|C^1j9yOyHykku>>Nk-V_h2l4?^I+ma>C z92kExE=38mN}{B$1E=apDOW@Ectnb?GBTbiNZorT9*1^xS2Uy1TGNsZlU`?L{KwII z_w=nS<418)_;-H1KY&uipOY8nP>;kHJ*$c01oVNe196n347_ky-47uFgBTW!m#4Lr zB(T_*95O=;z>8Te46Vq(MgY=J9=7ZYI zS}pT8cQ@-4+dM#7AGOPVL8C-;qa(lC&KGbGOnATNmYfAt|HDhB1Kn@@pCuSoc%R5{rKvNLpvN`~ z>~8rWtYZLebeJxYUz#IW0K-i;ZrvyQZDbPtOIvYXMh=bIq5VK}h8W7}tMD!(;%%?N zFK|MsF#i<$-WkgrMmAT4$Q#l16fUF%jyvpxu}kSvB-eBzeOva`R1HkpR1KKB7Vsm` z&H2f3G4VuQ*lv!%_G8OSn*E7DUl6($y~S}-l{;S-=^k=h=_$KcdGov!Nh4oEjgH8P zyve$#IF;E$CJA#jt>TFw*wv`Iu;v^7;87|{WA6r-MRNhoMvE&htG94lX}o8lZ8C&b z!yN627SBqfcR$K`V@2RQTB-kg&E|p7I9f%6;_AM9)5Joan1U%AAE|veHqi^h!>>vH zfFjpuYjcuiZNDWCTz8s@f4E!@|7D>+(e=A%)NtO4Tlk?fqbjsrLBy;6PBzrM!yz|* z4@ZAWJz#ov7}6{h7s4sFV+Dsfc z#zar?Aw+W9ugOh55F*kaVC>KB^*3s7rTniU@C(%*l}XkE3>37V7>H#;w$Op|=l7I} zh!(PQopls`Q$+O2)=EC0vrGxsrMM}_y+1OV1DsMX@cefCcL4YoOQD<_dM$nhWdELd z{e^vwcHeZ4B-TAYS4y?>6(473IXeG;-yro}LMyHR zlCHy(#=gq6&?g{R4PARSb+vF=02s0?nqmAHCd8SK$+Rh-rO>CTl< z^#ry$=!cD5KqDZLruw8Z7+Mo)grMP;Q>HljIdl;5?0k%d5#EZb$RN{T!_EyBQk-4N ztJ)XH3%`yZ2kt}mI;pgn#`Q8sT7nIq4#dwn7F(xJZqfX9(ul~SrxB8!9d8M7FUZx7 zHfqnR40Gql8u7G^bCYrfDvdBplg)kh(8cury~l^#2_QyLM`Z%o9LX>$;aV18`Wv6w z@2kyuXrdcupb~_f>(ksc4(GB6unSveh31KtVUl~K$AJyIvb(vX+#YWZny)iWw+j0c z9CL(a#a^9{9c+|eEG2227BWMPeTJ1RKBq<VnW z;?Yd?GF(mEP>^*!>4|g3tguJl((Y(KBDMyvfAOkjl`T?9hN@M>@44s;FflY_ro8WZ z)MiogUhWYwA64;P?PCiI!`$Y2csn}QZM)eJMt#=pRXEJ+`E&?}QMfE9%tD;$=QeK9 z**$7TZ^2Vj{u2}HMx;YT=miY)iN~L3U^i4?#W36C?3E4Qk~e`ZQMNI#K1;<311dpvqw8Jr_|#TyGDsBKn1 z6vY|)x&}(Y=M@H{`t`QB=&fObx9zai+dZ*S(cSMw(@ZDm$@a~J>%bJG5wsM7$HLi9 z?OCdSy)IKry;qxn0M%09>E51My_MOamoy7W^U2|rNOHid@WvX)O4uB44cCtMr-FXF z*fq(_C6Sf)_Fi)bZQdJu(B4a9aoS zO~5TvvK(o?Jou`g>@FaPd*VjVBZb^7Z_qs(hy1N^q-~)=KPjMIwQ8YA{IJ3k2n^iw zQj>kNHfc2WVtcU{*6<)Ow^i;q$TVyox*cdY*8f(^c(~7>c;6Mwx1sxN4X-oG+}i%- zJ~x)tr^2REMCSQ4sHB0QA$g#~r2@xnHE&X$-oP$Wd1f_!kEo3r{gSkuN6mz`$}iQX zX)4973Ji(9k~}@g8uLCt#9@Ysa7}owgf!Hh4jxiR8bi+dvk7K0<{_n+E4w;IjE-mr zPwoNa(Nu$t42ihKqcigOuzsO3|9 zN?vG9xC}NL5Ejyy2Eh{S>Fi$QhaO^E~Lb-0$G4#xv5+(EWU!ux*#0iKE6bs~w!x zshzYQix{<~<4GU5qui5CvH21yyjxl+PltIbsZsi>#n-!)DWZ%YAQMGI#((y~`h4NR z5ZTnr2YnXruF3sJt!c`F#(?7HLu%?SI0I8p+!dw zvU(j<9D?!o-ME)PUKVfzFlg5u%ITCVVpheUhNQ>eywYt7s#0XL=mQGk!n~rqUrpn% z=No&5WKn5g5lOxR0*`Svj8jBee^kJlAU)KB*=RdD51(95QqslUkHcG^*##BAAHbr- zOjJM!ra?SrJg3 z1_}6aA?#Vo?358Hf&LaTRY4340_g#Rw|7BII=#Xjv{y+1O#oq6V}&9_*=~s7xK5ZN z+I~oQbkJ$&?VH=3C+*KftcY)u#AEz^KxsUC4tXD^azNNjtX>BQ(5*Xt7BYH7s|K$L zH!S(Oe_5m3M0ny|ZQnFkzizu3pc>61*$|mQxAK*%K+tma8NaEJE*d?RFY4qF;U{W_ zjs5^Pt&fe7g^f`~3N#S5khZ3ZexV6}e6;jWW#ekBfW|d$68M%)H1(N=?Vl&wZ)0s9 zY6y7c!?gSvO2?y?oHmIv7s+8Ntyt@495m2xzyR@6r8$uPiX~K`*`zIfo$T;Yd8KG2MYTg`Obm;nEm6r7Iv{%+TO=TFn-%dC<4DlbW&_-PTV9fNbarL zu>$jM?-b3rF|q03iJx9Z0v4Gjrf&B85E)i@xule_P@`!d0x0)TkyRwG#SZ(JF@BEL zd>_j0Uap7VHSfvOe?ei0S;QPee+-`v805N=L)}<>WDA?}-sC(@o@{rp+-{F!N~q8D z7gSllGcDscfN@dk0cN`SA^uFH_`0XwnJ%3=&5!+%eXV7A_S^*XBOXU6wrQ-n*#oPD zKd##)m8F6@)ZYM+4utD91IZ=Pj5b*7+7`VKTgC0v5WiB!04}zEkAgJSQTd7PJBWonR=&4s4Z{LIC8sqHVFSR=F)GA-%vRV|qpVFzC! z?Y+q#U_72t#Mf>B8KYeMag*usHpE=v`IMlE5JIU$K_I?Mb#zJe8$Ro!3Z2+Ke+;U1 z`-yc0gR)0*ZRdH)X0@lK*6t1M_c&wx(Gj`cRC%VW;{L|AuiNM+TLn+!H0h*=6}z>5 z3#a3Ey(BlBJ{p1T-zN=gp4ZM6ZkG4<{o6poJ$_Irl0k)+J^oldY%2|F6PrkWiaq%8 zvn`ad=tn&4Nd~^^MSU9)_m~!ff`TM#epDi-DX0K_alWR4F#w1mJ&oG^eD9IaG-kwv zPc{TKZoVX0$d_NI1JR)N09Yn^K=pVNBDDQM#y9a0bo_fHRLjj;Ax|^BRJDYuiW@-j zlq2yZ<@1-rQvKJ*MbNvjaM|q}o`NCuxMW{zRVDb?l@kv8>ZOnju^ls&ev6uh6Gw!X z%G6G#lEzBEMn0&b32ZxSLq-SYb#2~QQh1gp%eMKcsoQmsoMmH^eK2sB30q?1UOKpEpMiaj+sC&(@H(@n(Ag6aQ|%B?5IaHPzhEKRL`o%<=!6SS_(11tMwfPP4Zu1x<>JQEPf33kN#Jr33m zFajPFU@F;4Kkvu|DWs)jr9uw9SxS~E;9ZPQO0>_LJf+O#=7l%rF+UTaVSb9;yWidlJQvOGc<_Mq9f z6dEX?gPVG}17n$UR*QQHNG7xuXhpv8lJF1#$5AA!9%tcZZ%6Oz1e#pao~-o;s!OoI zc#{jXsIqT;EmZ(LLTrqH3yBh@RBiYy#nm5A1Ot`sof(q$X>nrbm08s}Ywg5)k`WY! zNP7q8j9oKK$OO=C?dzAOt-Yg?LsgCZ@F-LvJ=XnS0~E}NjeI|bf%SC>rcKC1%(zp3 zoB8S|3T;$0>X!1lpO62z7MsFyFI<{ zTwH7+XM@WL(d4Iw2-t)Mw;FfgI>HJ;dkaNr)jCQITsWcxRQcP&_6Y``jVm?Eo)Mep4`8)CKyV)Ou{rf<2egN z8JD|j1nC1fMqi$o$ZE1MFp0EP%InEcO&L#1&`6Hbm1=ilU{FA2;$g6g%ABmfOecY$ zS?imL8;iAg5_rR))-(;n^+gk>Q`suIy;1?=Hb`}c*odU@q_UkTYnyAP4s-bU;v>Tb z*>#*1nO!Fx6(W3sFU&$aJ~2XQqV8Htapl))z1r{K62kl8g@f*LVqcmIepG9@U6jxn)fbWLi+ z-!{u#+Lg;*&tsC}3@ty*2ekR!v1T)!wpm)y;w)mOY{~D-$erT1kGN=UUG+=?M z8)@JP%}8@aDR@j6P}WH>famdOJ4kV92X=!Qp9qf|ZD7n(v<(lWCuUxNrr6-Z6*?-2 zE=`LJr;yr!53zj6ja@0XU^T-F9x7sCgzJd4G5EdK%Hg44%n8SeV(V&p`39Tp;}9$D z$9|Gc|Fed3YSM5I8BatvyTna;rokxc0c=( zQ~fqy{#O|e(Zc~DHyYm&eN{fTP_^Tt9>2EUQFkm2cDeIwI zX2#m6J^*nw#bH^c9Ql(c4UB1kW86-Z2g5GdDd@81qE{}DMrTu}u)Cdm;NvZYV{)kn zr3eHbiip>f_TJ@X!b|xc4319aimJ8Mmr~l$YD`Q7@kF+mfOqE}l=q#Rq;w)8o7&gH zFGzZ-sb}BdrI>*0c51PcC|kkVi=49THZGsXjMzA?U9xoJaD<0sVz;xZZ4Rnk6%} zDwB#F-~pbKk$F!vART1Uub4ido^eBa6GSr)nkqOC6=29se5xEN3nB^cXdp%BL2F8> zs_$0b@b0w*&Cuw=am^qzhkA|I283x`V5RXex{+eUkMe%JjVA%TEn}&v^OJX^|L(n4 z<&?1YDN-;75%zqSc*pjJq%GmfP0A}7FDe?89hx+lW48T}R)0658!EEB7wXsMEx|VoF5IL9^;piaJZfc2-I~ZN}Eb!Xh1>%CIJUy5nsu-W* zY?gi76Aic><9eaeShF10$KQ`#IIMj)ELavfdW7{lT#*i?qC!mx!^}5aKO*AYc6zxi zrIbgzPZEo;gkZ8+kU9reDc4lvTYlbxRve{TRZOosAH`+H9@0`rnVir}paVTJ{J{CDpiSEjb!C45G@|u0&d%}mgpQMber_0O{A1bK zz6t+V2d%pc?w8w!nGTzgNkrm3PIAOXC)bX2xBxEY7-^ha?uiT692pZ__NP!By7qhX zltg$qd~7CSTXPKhrE;Y$jr#mSrNE3YHwYksNFVWr@2{XzHXRbcB;UUcOlMD{IGL|H zl|={@2=6d_p#;P3j@>kbJz{w_9)LA&YdjQoM&Trdspt6v)9re>LB={nzDy^1`5QTH zts@EVS8j-6754?hgPm@JD$SgzT}$RJ&E)Y<$UG&Gs+NXM`Ho6SvI`PZN$n~8e$HI3 zq^7H|1&II}f>d0{bNtggtuW&2f{S7Ux_DlekUWUT@P4+48##S;L=;|g^Ti@k5^P=) z=UMKZQlc7%-NJMbupl%A*;0b9=F>mv?2$KhRk>5ad_)aZw*`Xf^JpmpJWC zC`peHSI937x#H-FlrDi7?O#}TM{xbBuB-hg1I@wa@=*PDOyC;5C}6*S8Xb%I#BDHR z5~3&SkDisG1pPdZ8MlJvJhhI!6KOjA$ypylZ)|*?B!<8!^Eg#~(A@7dR{x36LZ6Nn zTh?4dFuZL9w&SSo2}VDL14NEw>?M!q8caJ+@dvf1_87NY50!g%5JlOQ1 zbPaB(aJ+z-*3W4ikbDa%AxQ(ryXvUPyKS=eHbgjP*8${dvq*s}6{A1I^iee?s=G~O zJkxAq4ChewKFDH$lbl6AYNXV6$R%~>Mk%eT&O!yi7Yw9|<==dMD+_8 z_GpUJ9cko&@~jlp`^ITE{SDB?ThQPf%LaCYzVb!>3?g2rb2*O}BbT{0$s?#93Z6wt zT+Ob3DC>T7MkDEZ-ipB`eRDl+2^x$_g2=UOrcf?&x$3ChE5dWn}V)OVOw(LYbHE-&xkdN8_^|xw~i!=Jo|~} zFYwtE?jZ%$@(!Dd#qGrT3usJ7vkLQl$2-Bg7v?t| zPX|BvfQ-pyuQ)7U)PMSb-KX32S@I|fxXAzj;k%B7QttcyQ~(3GkrvC>8E4lo1($03 z%|9d1d87S&+^-3HiH(+Ax5Oxle)&uKP=r*rU{>0LXP|(`?Z}_T9mxg}_BkUCz`!FQ z=4Ad;o>ox9`bBU;3C<&`LMgMllaSOu|?c@Ilb@&t&Sa)KsaHF^~I~K=z@81Eu zIA3g0C~j6Xoz^x-7*75Cb3@>GJ~jmx?-r^W>m-*R$|w)B zZ}1P{t}wgjl1pazI)zT%O58I{oG1tFC`#fQwQXsLjW>#(mK(MKR!V~kA-3d0-P_Fe zz;|N2sJIlP!`bU*dbSVgTBos!D#O zFPyGt^~me#5>6#7fRxo7%~gDh|RJ9bdAiG(A z9x}qBKV=qFrFHk@%Go$JH%-ey&^KLev{d5xxYOUHH8Vj_zm<76y@s|m`{EbjI=-oC zAOo!O;5=nAsB(gTn9+j>y7tivmh|-4Pl0-2-h8Maskt4+SHHocSDh{2Q2Oz_7o#R9 z4Z2}HuZa%2<%1g>c96ow!(5X#oF%mqY4EmPuO1mK`EgYJ!z^9mOiFKkd!rul$Fqt< zNcwpkc5{fpV|-^Z;Uc{^8+%!&R&a()ar~74YYX-HQ87aTUajn`t8ZIM`9h4k9pL*f zJhZsNgP%Wou>&xmOhvUj0RT;Gj<%FM;(pjq1)yYMOh~=lTvEN8I?@I~nl)oIPTGeS zHP5^czS1^v@yNDY*(WAT9%-1z(Jib zaVML%xKY3$h@r{>#9NF6;ppI6`@*w6BVEzVqUS@ZVP8xgAbO`hNhv;Fe}DZ(sXbGY zmMOh*(XFbaJgC;CIHMsF1fJzcbd93_YY#yxZ^GPEV=ifgxs{ zWZa4YapFqc)>RP%Ycx_0MCzm|y}lQNt~(ny(Zlx}Du@^whv&M~aMfCCQA$8z_59tp ztGRj{0K~NA_yQnykeyqn6})xzfDhxF`!H`AF%gPLQ!__4q5J(?$z@0jvzuJp*mV)w z9>Um4-Bis*JX66P+P&D7K&7G6R*{$vty|K?O;PnXKkU<|bIK_EX-3H(4^; z)`bh;L_Ut(`eHX1Fyssn?sI_S%{-Vx_@tGe*e5vDTuX(PaiBkEHg0Kx0d9}QUngZL z>sdtd+=0qBA|>HSNAYQMWKMzK`vQdRCh`@Wn3X_EL<(5YM&@TlOed;m+-TzrY4ubn zu-B}AX&q~5ElxbqcKv6U!ICkAVYJ5HFdCf}_cxq~PbPkD!#}6bHxiO!3t|j(xQ5bu@OG&(?_!_Wt_xI0i)^2jE4giP0K$yPvYZbd-& zw&L~Mm;%9WL}imq+}=deL0&wkatHb~vdz;ygX|MHgC0$B58dGsL}HSi(sZplON~SntPAx`RDTM+*NBy9a3tNn`!~c*x|ME4?si&sZABOBZ#2g1GbYuyW|O1uU`;M zFRt07bCgFVwAUsMX9*xC5GvU&vH7L6dIrT$O73h|PC2Q*_aq?F$AvnXMu7ZTdppM6THufbfY z-J<&DM@%*$N<_L@hJl)hZDSTe|PdWFvvTpT?(;auD znk&KNR5VE(P;c0Wh}I*Xs3+1#YK46h0lZdN{`T^n18`=SYU`J>;sa6EPcn*|X>jI!Nri#}C zS&EObNgNDWRcAx|@WCASR~8326T=MY+4`gIG{a-kLUX2-C6Xlpau+J^k8S?sM%0MQ zD^G$>%!J3ufe55c0(lO6n$#4~E=LmZ1LAsr@)fO`-6T$f>*raqb;O+Z5ROGY)~Wx-wrEgzJ|b_PDnRlQU*<9=8UcTc6fi8cL!e z$QETOqPZ6G=`8&+M*OfU0z-|%uT;BtLs(-0I*%}PM8O3_Nm8^@2lzG&V8hz-vIjp2 z>Jpv>_dhqtp(Qh)w7&T?12yLvlcbQDjpVI-gtlAf&LwoHN5&NChb|*zy2a&N_8rYx zh{nCaOXyY&&~hzp(xX_9?gxC%!6TQEY+bwZkoNuv3Kx zi2$G0Y+IAl#wb0%yEf$aLxKRAoASplEudMiA);yeF~dw~Ev_`yOSr~vfH(|<6&Wv3 zb3@Syuzb8iN8Mo?7JBtyj0J9Wpa}shs4}U(beg#rtVBLM-1Oe*9TeH;K$IEdHuM>T z7=+g>=D5egy%PmsVzCs)0D!Se{gop~`AerKY(inkPS>_T=&R)MytK1 zd-px_9lUiD=u4G|7fu`rdK(PW?$!@8*Y-pzxx>BsvA4>9c6d|;v)9vPgZ6+Ssu4EO zxLx{OaCR2Glqd>kZ+H7Ag(pn2sq`jYe=k1$*!}5B*V22bX6EaFP~LoEV{2SY{Ir5i z$cf-ixR0zMmb(n1*`ZZ}0n?;6SP}&{{w62db~KrVEUUS|#CKi5ayMBXr#(%_HcttW zaLk7jC-Izm8n9BZ=gOm0-Zl7h|Agi(Ti0W3J-j0l&q+Ttog$}Psz7Nz^m{ML9(h!6 z9rkr|Vf=e$_cCbUZwvBf5x?Yfa7^?*IJCZ!$ zHC;}vU56eaKSGyNO#5Y!Z&>iER>shdxwCm(fikN-!QHPtL!w1lJKekUFK@RRG-!fm zOT(zI$F2;u7mfG zL?|Z{SkLxwP#x$?9JwZWJ}|U?Tqd!`XMi}c=6#gvkinAXEHCexzbRFlSsIksy4g_^NJDN$`DAI zUG%G1fo;Claz=wF@WxTrX2N}`p@Qv1l%qUd!o$dsFX(iUde2WAj01C&u_0!Sp+ zjJBfs91NsfJz^Q&)tz$`qvckXx--Kg|9W)GA^LO4YVv*A1cdY=EkP>?CZnah z6Bn8Fh4e(;~UxdDifxA)QesCqlA?2XMP&(+8i-(`mku6on-+fjTxhN1Y(3 zeY%9JDd8`aHwI8J$vF%qSyOVR=IV*uFw{Fy8=?e1i#^pGD|NW_my=Gt#`quvI8BZ7 zo_V{v0`G4w6Ea&-ub!I8p>^QD>CY`g9TJHR_;D1L=r*|xUP*@C$@+e{f(V|G;v?6hNTFyZM*RNSoc?$-m-l1%QT;uQ;Vwj zer`84d_e~jpCL}%gUL}?h(Ljj(?4z%wmy7-6lhCRlYC`q+@EP-pSk}cDO~{Vj@k#| z_ztZBxs;4{tKJWVS$!?f+@l#qRjtI8K7$`fzLyJzU$k&T0-`kf!IH%^RkBnEJZMiD zJZO)l4@pclsgrn(65ezOi}Z)d@^!EndzPH^d)tgb{nNL^ZJC(2vRm`ETO==X;?DZ# zXKGb(RavRehmgsU*p*bU71(RsQuL5;nEA#IOXpE|)6fSpQ6mrRAz*bLn063+%2Gea zXxN`i9F;kvf`oh!#JwEiOC6>yv=xdP zCW5E>w*5Vtpqyj7dCz3WMR)I%y*f%O1ZUPXo+ZzhRyGq$}$P-WI}8>|e>Ig$u#` z#qs-6QCvta?w5M^b-rzn2F>TxZ)!QQBDhm8ocu*{?KHR6P$p=TVGrlY%|CMe5}#J2 zX%Uzh1q+~sEG>faf?){M`=d1%V9XSfpu|xvL1n>qza}8&J#Y*l$i#fo$SPR#srw#Y znQ*au;OiYE%c%MxVsRFV)$LnP1bzJnv510uoolmzL4!w?(cEVE3WCR zD=UK9SS61{94y*T-C$9^_4C51J=IkHU45!7qHh(kIZ)<$tHUX2i^FHl8ssLgdMmlb z+pGx%=9hFr8&ZiuG=-|^6}Ze?fHbepHz$b9&ckdiTS8M0+;R0EPdYJKTOd!XkHr{u zc8}zg$K*F5^7^(w2{&C361%NmlfYesu~CI|0!bmB;x0(Qxqb500`LMEniew%g!|8E z_=fo^p;#(D?Ob)inr?i!TTzG)d4H@MC-PbTd0w9KMlKLjP%E6Lv;=fzTw3rCeXu#pZwER5IJ zm@+C3|3?l>9mSAL)*bd3G6bDDID8UaB^r`YMav*ROv5ayqfR2~Q+9#>!Ag$}2pqJm zXVO&N@*{J>4KKLAYwpLa9U~%eS5dku34Vny-@2hCLCfENt)#LO_Wj3XK&b|aMey6> zm(ZJePa~zY)39 z;TW;(+fv_L3`;!PaVAeZ^S~==B$vccPS`9mWS6Q?T zL6F{?^bQIty?2l%ND~l{ssc(;q}%%18W z51ke-jPL_yY^|0mNaS1m$O#hed4^*CGt^^R=~h{ zatx|)_Mk~`=fMM?$yD8x_d!BNM}=?Ax}jKmV?S^YC10#Le8^w^R z(^A^*_^g1Z&$2(h3cV?1-V`NSuvzX&n#IYUrWq-fdP;j6#n|Pcw#vg_bAj(Be{Q$@ z7SR?r!8c+W=_7bonuUtU;&YOjw7gBv%m$ZzjD|7R9yP=Bz1a^8il(3rF3Kit#V>jR z)XW02&D^fsO}(zAl16w3U&)T@M;@AS9honH6u+URsT|c?<-|YDoAb}Kr_I;PgXCeC{rMF|kwD zkJ5Pm`UO`aa`chg?wf~@RRc&JdRP2s`eqGNjF>0avik8wHpBkW70$V`xTFp7Pj^n6Hcg*R*LmO zkIKaD_xlAx)y+L^CPy2uFP@a_823{ z-xEhaG|LU7I%^yppmb*!Fj_k$eI=7g*X6QF@;pa6<|kVA3EBs?yG3Xq(oUWYBi)`! zdat<>ez8^eNvO-gfR$be8YuYPCm!%FPB>@l7kr!ayALmi|DzRdW+aWqE@#5|(d)p@ZrgTDeV5I!L=5pX1^vJ zCalat-G*40a7L%i!C332t-xHmYT4v(Q8}0QK8zy5;>cTJMRUJa4RT=*l{LRi80XD? z4C5i)VS_Bc&0jJqi#E?73OJF`r_i=r=#1Js5CsKE)ZErrGOOc7abo&`HuMX z>>WasWqs$PNQdm;8bf9g*jTY)t2A$vZR>*f*L54H(&4E$)c0@wtfj z2CTI#{(yEXKJ`s<1G?e0PrsCid{YiV@l~-4^-PK(>iE-HX648!{8c&CRL(O=!ezz+ z6U@`WSlAJIBV?Wy(MK{Szux}fyt@{pY|p^%_vn(*Sr)I$5&ru4?CN`#!L#9okPl$AQUmV5T)~%v+CKW8mjDEJ&V$ zi_E;-aXOFl?4d1e$A;1bGM}xS{E3oMmx>2`L0fkHKew};g(FZuhE!g&LGP2?&aPd= zWp`R^=F*~|c_{9h)mhi771t6nS#hkZ>)V5=bGC5R*k!`}$BLvPN3a2lhsXWAz#}xy z%LMGR2T5^sv`F*6W9hgh$WY*zymaB<(In}zqT84n^4GHuWmt#U@A`wZ8 zsibYMm-i(c(71^E?wZ_4_DDjgE>V}PMTkWD^x z9Qt*NYP60KoeqqDJY@!6a$ye@m6j(PR;J=RF3*@ng zJE)C{G4y!y=n)h}_N{*nw0xP&kwiB+{aj$}B`_WCl;KVI6Qv}Tz7!k%)|~VX|4}|Wf*E~JXPuIc?ZMTV6LZiiwzS2O z-A3?oxEO4ctMi01>CFmJ)o_sWdSGD&Ahmn-G*5nE`W(|L%%_NUXH=LVH zdd>1HF}R^WA3c!=PVV$1o;BH}{D>?sa#-qqL1tpiC-*k{Iel=yuist3w%oZtg9Yoj z&P~O4yerd4ASbP?!bE~QbxnxJM1mWPiYF|l0JN5_^uoi1p*=A4^d8HQ@Frn-5+}Ap1%J`&5eBJv-u<6G zVFA8F#1FQ0o^bMaQ|?Xq{=^eE_fF>jb-cS+iz{Kn`wh6C8|VY>bKjSu`I-5;hx#nL zU~f&YLDk=*(QoBzIF2i`1XyO!p`qTpPfO#j*z;SBA`fuzkvox$d(ls$6UXzO-Z7KI+N%;rjlRdSV5!;7wQox;bLQrWZaKlE&H2-r$^+tBhrtSP0lU=Y4gf9U} z-w;^xc!ZB#JvZueRur`TisDPOrNd1eWq#0`UGl|aAs2Pqnwjy`&6S+^Ca-kO2!3kD zlmz@sZfKbTb;4Ul%aLke=H>$3d&XJ!Ryw)1qC-V}S2Vv4KWZ}dzPeZ+mlRyG z18DzKl!nkhyd+iue8^A{xuTfho5m6`V`RJ(`#nR)gtD>)_=6f{QnanuN9nj1%$F<{ zxl%Uyl1j7xwtx(Iu%xwUdVu8#jr7>!&b(puzP34cR%A8JYVd)!+&RP+n3w=z2Fp3Y`QbfSXdcx8q#)fKSxXg zfD@moinnFha7!0I)!^3I8Oi5rO11Wx6uk6IL4x2MhcSkh7XF*(ESxo~oMCGk(`|iM zvp*NI74FY|nBuO~ce;53)&3?~XY?mzKqHOF%Tp^LVO~=~w(tecoq6$CqF8kM4Jw##>``!0P+xUv85qdb+M9x*JEGm>x6e0kr6RF)#yHY_((h2t-Xe2CG z>V26Cx!ql9RaD8AvuObd+~>wKqE5%Pp;+y!CL!k+WJ$IfqAG@`4yT??UZp+r82Vfq zOkF-of2e97kQu4)QjC6gQmBQwHYMqy5}j@1oc{KAov?4sZ*dpIigZiDJ3ErAH&jn| ztYQS>Ks*`54+s$#VB2{w@v7Dk6jGMl^%L%8M6xG+Gke2fq@v2=ZgUxDx46sYuhuUD zhey%X_JJqZV~C?~90K`8=A@?WDbA4fbsWA1SFIu2SE13LB$*f80+V_b`~jV~aZB_T zJK3BO(#v5lo~sNd)ZQxNXcI7?nCO+FQOGbTEjGR21`wTRKA*1~yxX+5#}W!p3&@dA zfHLR}oeZ8_W*Fj|?e0{Tq=WV*%rk(laM7eQ+!Dq?HP2Em}Vu`*t(HW0|omHbAbFR`8NfL9-_a_(Xj2 zw=9Tb0W31IvWQhl=Et!ptM!ip1RBGz8v&!Ah6+{ zyGxM$uuZOdVfkTyDiq!%GjK|p}9Dzi`zIXT-U58?48FG%pu8zNs+uk&%U^6yCip4@l^l>0{!q?^xER9WJ2w^o$2gYA>+vAiP|{qIS!JC!`)E6&rS5A+^?gKa218GA^( z`;H8spI~nPRY_1O;>yGM@)`6>&)4BaVvW|T#atq3jT{fG@uge0KxnyYwBrF=uX*}# zyu!ZAP4}mf-xWaa*>u6*Qh2pbRS&3}iH$RzZ|;Sm7mRxFvlsWf0_MDNNXgQuOKvRm z5KawPZiPiURKnuO_!BK0#ea|z+0=uQb11-VQPQnQNG&Y=Q6;2#l%!n<1>I{M5>8g z6o<;kgoP;*T+QFb{gCA!Jfpo^@@|D-OD_JBczSf5a{g3TMvrHbNw;+(OVUQ$J=iqe zjB%^}R0WHjkOIl-JCrfbN;^Bcy#gSROzdIHex`A}ttcUiu)Wn>>xXTXNTqFqE{TQ(8ad zD%-6bN?jKgO?h?~spn~7@BH+Iq4a4LIRX1=`9#sPOZTXNG2;(a>7wbJjomk=4GZ)$ z;0PI5>w_n32R|y>#=jk}A5c9X`mo?ZIG5~@o_CbU)B}e?1`N zH3S)>mP4Z@r7Mwr$?=0)Sm?!X$Es=6=IQ1->e;l%d9yAf6s9kOFYzyv;N2uPJ@c&; zzmm3QGc9OJV!6&%tGZR4r#!h9?$(~Z z57+NG?BlxU$$kICL&6=X6rMet^vcX8F|j|`t?`~PJG~oaGSfpREP{dK(lL)(CqAIi z7fKuJ3w*QpwztjX3aUvwpGc6!H3_`_5xWKh6?^}Bm%ImDY2T3(+0!rdcD&b)g++;Y z|B(WZ$B-c5b=TKI1pVm4Z|S-NHeH9PO1XQ6?N13k?=1f66m6Z7)V>w;lpLyoy}U`K zAbwN94z}q=!x9kN`N8Ds_w9B%cKOfFMcj`K7 z%}R#9*|9ECm>$~Lgm*{sg^ue`<6u-=e*YUX#Nk=7Lm;{TZgC0xxD zm7YLxbFR_L|4@o&5qIaursK2DsI zT@^XFyd)3Zk^cGmjqbCyXwB@zNoxWB*4fj(hLw21Uw7;W9L~Y$l(m?}qtTKak-jD| zQKI?4a4D=NwQO#{J}{D!NYWX5S4a5c&tSidq1J~x4-`8;Oa^LEVP!Op{S--vqv+e7 z?!$Wrh`0sxDC$Tvui(g{4Wz}qZqTX@IBk=(#Oo=IliHm6=~JX}XR*DO5D|pNqaY|< zPGx3d;p^L1&>uNqHs59BfeYdHI;KscI5TLcs3pY|_c3)eS*1xnV8sP{H;I$oDhM}g zm0N_TeVEnZ@hw9Q0N`V!jO=5oZ&{^R1EaayGB+eNwmy4VTiD>~43N&0<`CE8=+}Kt zf@ccYna7{!gcIxPij%HMIlw#2zHuyxYsT45apHR~#c!et`c!yxTz-s>dq$eB1EUCg z-2h5XHgK>#3Ndgesa1#4lUVzmrHPWDj$n%_B@h|Vc5^ZVcA#5M-$3O@uBpe(=vzCw zcdi!6w&B;U4FtA)%lp|DD(B;k9S^iKPzHs*AFXW$V@>R@in)^^el5<6&qxn zjG)Kyc+?Wt1;-T>difbwZgUE4R6{vHC^3QP>I=GCak*;3W?6Ld-E_}ZJ$BNDSh_A5 zXJA9JO-~fIaSfgrw473u>l#!(b~Dbl2zd(~1l$#`v|nacZTgvF^`2vzwZY*lNquCZ}04%+ykMYWW z&UmR;W>}ZpO-}ojR;`dC4*=X@XY!MsuN>$ET(yHm>dra=nqt`iLf4HIaiq^LrGTE$ z_F0OPr@|;LvGWK!g;TfOG5y@&@NS8<)*_xgcl6B?68$;vwyyU0?YzBTBK{doQtc*X z7aZw+5jd)0!oE(7xn6naQo5o-kFt3U*6DVDD}Gp)5mAe7`cmbko=qS0>G)@gjqTdK2XFc4Z9)*%4C*y} zp)xp!5>FDp%&G5v6ZEbef)t*ic5{w~S6bT|&LJ)1Jc=v^`Rj?ynu7f4G?I9c3?pmj z1?z#D)Nc~{DiRs1=1gv=Z_mN8C6>fF0-nK0D~PTbjJi{-u>-%63PEPvH5X7NcJ%s#6J%2zS1uWDP(6*LWiv^{n$(HcV2{aWGQ{ZeNOpW>t$KANqtu|= zi*T6FixF(mfE|BaO&>dE;||hz@n~v{J&CNs=KW8Nu$u4U^N_n#ftsay0cWDgJ7J)a zu+`|wi!q}1memX6g}AC=e+G~lmZf^Y*rF$Z`#!6*YVUeu+3wy;hn+3|CtVrT^luXF zkY!)`YueZzAK~ieeW)bX@CybkJr}a#()yxOFx{bKp{vKk(YEo0;0d1ChAq65Ft8y& z4cOX3{J^AuNpYai7g@|{Y0PCq1V9gdxq;ttmfCb$z>(^-I4Sk0S^tOdoBiX(Dz#XD zC55eDM!ZrBy_2CFVo`mrt8P$V+S0BuuPV`oji~KMR7c1*930`E=s7>Ls708tgl-X5 zYQm>qdjOml>curzdBIds^)r6e5IG(c4eQqAlqPoG6RD@eb}1)ITcUR&FU-w{g@B0d zwE~qA5|VIMGEp5HU7B~P5P^*l@*$iZS-K?Zqj7Oq!K+R4;ho?w+pV;qWkh203W0TN z(hq|hTmXQ@Eu9-)$$*mS#Qx6mTBTyLa2pMp01FBeJ5AQ=o1T*@EW5iG?D4&NGsvKx zdrN$hbPBNq>nA`(dhE75Q_wp{Vo$CVc-A+2Iy}o-zKwD#LGoU7D%K}|(QlVk+L6s==ubeY&vxxvIdlD2|gl5;M6B;j9}$2*9Sq$2`1+YnN|= znVT2{08B9ha6zny(9e>kNmN4)o$qaicUYcEq$RWOJAC&aEJkiQ`hrNiMLx(C*(qjz z`T6CFQ}kn!fx``+b#g8}r&R!;cYQ|MSkU_i#xuz!haaW^C>W?HVrDJ^R8+VCgqRld zqcaxn?}bK8FuPcPWKYb3AJ|wpzZav3z@VrwG8U%2-tJ)G{cdA1GW{Pp86$K2!CWt3 z0mZ@wkYd_w%*Kb2Z(`aC%w`w)A7AYl`T9fn`|mBr8#QL{Z>yxDuEEU51BLKhug$>+ z;S+>G_+StyGn5Y|C;;P!V*F#}|5rrUmJBc|UvB^a;!@r&a4QF-JF_Ly#ttO`+HdIq zG20;|K>C8}5Oo(hq^+H@uNzX^_o0rJuY;8+0wg8LEba~Sc5-n-y2F{hog7hUn70H7 zj&Qa_!Z7mnVO|jPZ-~2t1nAn8oUo}Ye62faEqIri@TjO ziuu|i+|t>@T>^yh|DV8|T-4S7F^od<{0@`H%Grt68}7mj<$>@zIbBEl8;y2X@Wd$p z3FCi7qjh{-ki1$*w6lks6;ip~OhS`5m?snGyMa%z)=laa=@c%l;sQqK_e<1(%^BRaD119fm<#8R4 zio68q+9?d-Y-NXl{T8i6_#u4ONFlI@rKKQP04e|h!-e5Uu#g}EDQpcDz`Ujy`qz#M z3hfR@Ss}0OU@Y_4VT?fe_=O-yenBvwpePh9U@ag7hC@X8!3YtgARj+mKt#~W@~{3Q zH#YGE=ODiR<*9>||v4M(`UH3o~xYdaLe*$e&WxQ?9@ zQrjJV%^g&jUqk>CzAzsIDkLZ@_y?hfbVFm3>)P1w3Ij1;QxC&LkKqu0op%`3-+h9~ zxgp{1&Tcx+&W;kGf2#67=hQJ(fq=Wi<>Br~jIDo)ROfGzf+0dM2qs(%1u%7Igq^j| z{|kCuhrdTu*$$0y>+`3kw2`iVBu6{u-x&>qTm2_aG~5%30R1_LSZY>1L^XExc~qF literal 0 HcmV?d00001 diff --git a/docs/src/content/docs/guides/eye-of-the-universe.md b/docs/src/content/docs/guides/eye-of-the-universe.md new file mode 100644 index 00000000..09a02504 --- /dev/null +++ b/docs/src/content/docs/guides/eye-of-the-universe.md @@ -0,0 +1,341 @@ +--- +title: Eye of the Universe +description: A guide to adding additional content to the Eye of the Universe with New Horizons +--- + +This guide covers some 'gotchas' and features unique to the Eye of the Universe. + +## Extending the Eye of the Universe + +### Star System + +To define a Star System config for the Eye of the Universe, name your star system config file `EyeOfTheUniverse.json` or specify the `"name"` as `"EyeOfTheUniverse"`. Note that many of the star system features have no effect at the Eye compared to a regular custom star system. + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/star_system_schema.json", + "name": "EyeOfTheUniverse", + // etc. +} +``` + +### Existing Planet + +The existing areas of the Eye of the Universe, such as the "sixth planet" and funnel, the museum/observatory, the forest of galaxies, and the campfire, are all contained within one static "planet" (despite visually being distinct locations). To add to these areas, you'll need to specify a planet config file with a `"name"` of `"EyeOfTheUniverse"` and *also* a `"starSystem"` of `"EyeOfTheUniverse"`, as the star system and "planet" share the same name. + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "EyeOfTheUniverse", + "starSystem": "EyeOfTheUniverse", + "Props": { + "details": [ + // etc. + ] + }, + // etc. +} +``` + +### The Vessel + +You can also add props to the Vessel at the Eye: + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "Vessel", + "starSystem": "EyeOfTheUniverse", + "Props": { + "details": [ + // etc. + ] + }, + // etc. +} +``` + +## Eye-Specific Features + +### Eye Travelers + +Eye Travelers are a special kind of detail prop (see [Detailing](/guides/details/)) that get added in as additional characters around the campfire at the end of the Eye sequence, similar to Solanum and the Prisoner in the vanilla game. + +At minimum, you will need a character object to act as the traveler, an audio file for the looping part of the new instrument track, an audio file to layer over the finale, a dialogue XML file with certain dialogue conditions set up, and a [quantum instrument](#quantum-instruments). + +The traveler will only appear once their quantum instrument is gathered. After that, they will appear in the circle around the campfire, and they can be interacted with through dialogue to start playing their instrument. The instrument audio is handled via a signal on the traveler that only becomes audible after talking to them. + +Custom travelers will automatically be included in the inflation animation that pushes everyone away from the campfire at the end of the sequence. + +[Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. + +Here's an example config: +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "EyeOfTheUniverse", + "starSystem": "EyeOfTheUniverse", + "EyeOfTheUniverse": { + "eyeTravelers": [ + { + "id": "Slate", + "signal": { + "name": "Slate", + "audio": "planets/MetronomeLoop.wav", + "detectionRadius": 0, + "identificationRadius": 10, + "onlyAudibleToScope": false, + "position": {"x": 0, "y": 0.75, "z": 0}, + "isRelativeToParent": true + }, + "finaleAudio": "planets/MetronomeFinale.wav", + "startPlayingCondition": "EyeSlatePlaying", + "participatingCondition": "EyeSlateParticipating", + "dialogue": { + "xmlFile": "planets/EyeSlate.xml", + "position": {"x": 0.0, "y": 1.5, "z": 0.0}, + "isRelativeToParent": true + }, + "path": "TimberHearth_Body/Sector_TH/Sector_Village/Sector_StartingCamp/Characters_StartingCamp/Villager_HEA_Slate" + } + ] + } +} +``` + +To see the full list of eye traveler properties and descriptions of what each property does, check [the EyeTravelerInfo schema](/schemas/body-schema/defs/eyetravelerinfo/). + +On compatibility: +> New Horizons changes the campfire sequence in minor ways to make it easier for mods which add additional travelers to be compatible with each other. The audio handling is changed so that instrument audio will be synchronized and layered with each other automatically. All travelers will be automatically repositioned in a circle around the campfire based on the total number of travelers, both vanilla and modded. As long as other details (such as quantum instruments and instrument zones) are not placed in the same locations as other existing mods, the campfire sequence changes will be compatible. + +#### Audio + +The looping audio clip is used for the signals emitted by the traveler and their quantum instrument, and is the audio that gets played when they play their instrument. It should be a WAV file with 16 measures of music at 92 BPM (exactly 2,003,478 samples at 48,000 Hz, or approximately 42 seconds long). It is highly recommended that you use Audacity or another audio editor to trim your audio clip to exactly the same length as one of the vanilla traveler audio clips, or else it will fall gradually out of sync with the other instrument loops. + +The finale audio clip is only played once, after all travelers have started playing. It should be 8 measures of the main loop at 92 BPM followed by 2 measures of fade-out (approximately 26 seconds long in total). Unlike the looping audio clip, it does not need to precisely match the length of the vanilla finale clip; it can end early or continue playing after the other ends. + +The game plays all of the looping audio clips (including your custom one) simultaneously once you tell the first traveler to start playing, and then fades them in one by one as you talk to the others. After all travelers are playing, the game selects a finale audio clip that contains all Hearthian and Nomai/Owlk instruments mixed into one file, and then your custom finale audio clip will be layered over whichever vanilla clip plays. Only include your own instrument in the clip, and ensure it sounds okay alongside Solanum, the Prisoner, and both/neither. + +#### Dialogue + +The dialogue XML for your traveler works like other dialogue (see the [Dialogue](/guides/dialogue/) guide) but there are specially named conditions you will need to use for the functionality to work as expected: +- Use `AnyTravelersGathered` to check if any traveler has been gathered yet. This includes Riebeck and Esker, so it should always be true, unless you forcibly enable your traveler to be enabled early. +- Use `AllTravelersGathered` to check if all of the travelers have been gathered and are ready to start playing. +- Use `JamSessionIsOver` to check if the travelers have stopped playing the song and the sphere of possibilities has appeared. +- Use a `` with the condition defined in your eye traveler config's `"startPlayingCondition"` on the node or dialogue option that should make your traveler start playing their instrument. This condition name must be unique and not conflict with other mods. +- If you want your traveler to be present but have an option to not participate in the campfire song (like the Prisoner), use a `` with the condition defined in your eye traveler config's `"participatingCondition"` on the node or dialogue option where your traveler agrees to join in. This condition name must be unique and not conflict with other mods. + +```xml + + Slate, Probably + + WAITING_FOR_OTHERS + DEFAULT + + It's me, definitely Slate and not a dreamstalker in disguise. + + + + ANY_GATHERED + AnyTravelersGathered + + You still have other travelers to gather. + + + + You're going to join in, right? + PARTICIPATING + + + Okay then... + + + + + PARTICIPATING + + Sure. + + EyeSlateParticipating + + + READY_TO_PLAY + AllTravelersGathered + + We're all here. Time to start the music. + + + + Ready to go. + START_PLAYING + + + Not yet. + NOT_YET + + + + + START_PLAYING + + Let's begin. + + EyeSlatePlaying + + + NOT_YET + + Whenever you're ready. + + + + FAREWELL + JamSessionIsOver + + It's rewind time. + + + +``` + +#### Custom Animation + +To add custom animations to your Eye Traveler, there is some setup work that has to be done in Unity. You will need to set up your character in Unity and load them via asset bundle, like you would any other detail: + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "EyeOfTheUniverse", + "starSystem": "EyeOfTheUniverse", + "EyeOfTheUniverse": { + "eyeTravelers": [ + { + "id": "MyCoolEyeGuy", + "assetBundle": "planets/bundles/eyeoftheuniverse", + "path": "Assets/EyeOfTheUniverse/Traveler/MyCoolEyeGuy.prefab" + } + ] + } +} +``` + +Next, create an Animator Controller asset in Unity with at least two states, named "Idle" and "PlayingInstrument". You can assign whatever animation clip you like to these states, but the names of the states must match exactly. The default Idle state will play when the traveler is first spawned in, and will transition to the PlayingInstrument state when the right conditions are met to start playing the instrument. Ensure that both animation clips are set to loop in their import settings. + +Add a boolean Parameter in the left panel named "Playing". This will be set to true when the traveler starts playing their instrument. + +Add a transition in both directions between the Idle and PlayingInstrument states. Uncheck "Has Exit Time" for both transitions and adjust the other timing settings as desired. + +Add a Condition on the `Idle -> PlayingInstrument` transition to check for `Playing` = `true`, and the inverse for `PlayingInstrument -> Idle`. + +![animController](@/assets/docs-images/eye_of_the_universe/animController.webp) + +In your character object, find the `Animator` component and set its `Controller` property to the Animator Controller asset you created. If you have a `TravelerEyeController` component in your object, set its `_animator` property to your Animator component. + +If everything was set up correctly, your character should play their animations in-game. + +### Quantum Instruments + +Quantum instruments are the interactible instruments, typically hidden by a short 'puzzle', that cause their corresponding traveler to appear around the campfire. They are just like any other detail prop (see [Detailing](/guides/details/)) but they have additional handling to only activate after gathering and speaking to Riebeck, like the other instrument 'puzzles' in the Eye sequence. + +If not specified, the quantum instrument will inherit some of the properties for its `"signal"` from the corresponding eye traveler config. + +If you want other objects besides the traveler to appear or disappear in response to gathering the instrument, specify a custom dialogue condition name for `"gatherCondition"` and use that same condition as the `"activationCondition"` or `"deactivationCondition"` for the details you want to toggle. + +Quantum instruments will automatically be included in the inflation animation that pushes everyone away from the campfire at the end of the sequence. + +[Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "EyeOfTheUniverse", + "starSystem": "EyeOfTheUniverse", + "EyeOfTheUniverse": { + "eyeTravelers": [ + { + "id": "Slate", + "signal": { + "name": "Slate", + "audio": "planets/MetronomeLoop.wav" + // etc. + }, + // etc. + } + ], + "quantumInstruments": [ + { + "id": "Slate", + "gatherWithScope": false, + "gatherCondition": "EyeSlateGather", + "path": "TimberHearth_Body/Sector_TH/Sector_Village/Sector_StartingCamp/Props_StartingCamp/OtherComponentsGroup/Props_HEA_CampsiteLogAssets/Props_HEA_MarshmallowCanOpened", + "position": {"x": -43.94369, "y": 0, "z": 7506.436}, + "signal": { + "detectionRadius": 0, + "identificationRadius": 10, + "position": {"x": 0, "y": 0.1, "z": 0}, + "isRelativeToParent": true + } + } + ] + } +} +``` + +To see the full list of quantum instrument properties and descriptions of what each property does, check [the QuantumInstrumentInfo schema](/schemas/body-schema/defs/quantuminstrumentinfo/). + +### Instrument Zones + +Instrument zones are just like any other detail prop (see [Detailing](/guides/details/)) but they have additional handling to only activate after gathering and speaking to Riebeck, like the other instrument 'puzzles' in the Eye sequence. + +Custom instrument zones will automatically be included in the inflation animation that pushes everyone away from the campfire at the end of the sequence. + +[Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. + +```json +{ + "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", + "name": "EyeOfTheUniverse", + "starSystem": "EyeOfTheUniverse", + "EyeOfTheUniverse": { + "eyeTravelers": [ + { + "id": "Slate", + // etc. + } + ], + "instrumentZones": [ + { + "id": "Slate", + "deactivationCondition": "EyeSlateGather", + "path": "TimberHearth_Body/Sector_TH/Sector_Village/Sector_StartingCamp/Props_StartingCamp/OtherComponentsGroup/Props_HEA_CampsiteLogAssets", + "removeChildren": [ + "Props_HEA_MarshmallowCanOpened" + ], + "position": {"x": -43.30302, "y": 0, "z": 7507.822} + } + ] + } +} +``` + +To see the full list of instrument zone properties and descriptions of what each property does, check [the InstrumentZoneInfo schema](/schemas/body-schema/defs/instrumentzoneinfo/). + +## Eye-Specific Considerations + +### Cross-System Details + +Specifying details with a `"path"` pointing to an object in the regular solar system normally wouldn't work, as the Eye of the Universe lives in a completely separate scene from the rest of the game and those objects don't exist at the Eye. New Horizons works around this by force-loading the regular solar system, grabbing any objects referenced in Eye of the Universe config files, and then attempting to preserve these objects when loading the Eye of the Universe scene. This can cause issues with many different kinds of props, especially interactive ones that depend on some other part of the solar system existing. + +Because the objects are not available outside of this workaround, objects from the regular solar system cannot be spawned in via the New Horizons API. + +### Custom Planets + +While you *can* define completely custom planets the same as you would in a regular custom solar system, they may exhibit weird orbital behaviors or pass through the existing static Eye of the Universe objects. Prefer adding onto the existing bodies or setting a `"staticPosition"` on your planet configs to lock them in place. + +### The Player Ship and Ship Logs + +The player's ship does not exist in the Eye of the Universe scene. In addition to the obvious issues this causes (no access to the ship's warp functionality, ship spawn points being non-functional, etc.), the ship log computer not existing causes some methods of checking and learning ship log facts to not function at all while at the Eye. If you need to track whether the player has met certain conditions elsewhere in the game (for example, if they've previously met a character that you now want to appear at the campfire), consider using a Persistent Dialogue Condition, which does not have these issues. + +### Mod Compatibility + +Other existing and future story mods will want to add additional content to the Eye of the Universe, and unlike entirely custom planets and star systems, there is a high probability that objects placed at the Eye may overlap with those placed by other mods. When testing, try installing as many of these other mods as possible and seeing if the objects they add overlap with yours. If so, consider moving your objects to a different position. When possible, use New Horizons features that preserve compatibility between mods. \ No newline at end of file From 40d57b139e5a5b50ccb1a6de5239279a0806da8c Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Fri, 7 Feb 2025 13:48:09 -0600 Subject: [PATCH 13/16] Fix persistent condition check --- NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs index 743c149f..b8c84b62 100644 --- a/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs +++ b/NewHorizons/Builder/Props/EyeOfTheUniverseBuilder.cs @@ -25,7 +25,7 @@ namespace NewHorizons.Builder.Props travelerData.requirementsMet = false; } - if (!string.IsNullOrEmpty(info.requiredPersistentCondition) && DialogueConditionManager.SharedInstance.GetConditionState(info.requiredPersistentCondition)) + if (!string.IsNullOrEmpty(info.requiredPersistentCondition) && !DialogueConditionManager.SharedInstance.GetConditionState(info.requiredPersistentCondition)) { travelerData.requirementsMet = false; } From fc0dd05cf3c63888eb12ae6cb77f313e68a18643 Mon Sep 17 00:00:00 2001 From: Joshua Thome Date: Fri, 7 Feb 2025 14:24:33 -0600 Subject: [PATCH 14/16] Improve eye docs formatting --- ...he-universe.md => eye-of-the-universe.mdx} | 45 ++++++++++--------- 1 file changed, 23 insertions(+), 22 deletions(-) rename docs/src/content/docs/guides/{eye-of-the-universe.md => eye-of-the-universe.mdx} (93%) diff --git a/docs/src/content/docs/guides/eye-of-the-universe.md b/docs/src/content/docs/guides/eye-of-the-universe.mdx similarity index 93% rename from docs/src/content/docs/guides/eye-of-the-universe.md rename to docs/src/content/docs/guides/eye-of-the-universe.mdx index 09a02504..0a02d614 100644 --- a/docs/src/content/docs/guides/eye-of-the-universe.md +++ b/docs/src/content/docs/guides/eye-of-the-universe.mdx @@ -3,6 +3,8 @@ title: Eye of the Universe description: A guide to adding additional content to the Eye of the Universe with New Horizons --- +import { Aside } from "@astrojs/starlight/components"; + This guide covers some 'gotchas' and features unique to the Eye of the Universe. ## Extending the Eye of the Universe @@ -11,7 +13,7 @@ This guide covers some 'gotchas' and features unique to the Eye of the Universe. To define a Star System config for the Eye of the Universe, name your star system config file `EyeOfTheUniverse.json` or specify the `"name"` as `"EyeOfTheUniverse"`. Note that many of the star system features have no effect at the Eye compared to a regular custom star system. -```json +```json title="systems/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/star_system_schema.json", "name": "EyeOfTheUniverse", @@ -23,7 +25,7 @@ To define a Star System config for the Eye of the Universe, name your star syste The existing areas of the Eye of the Universe, such as the "sixth planet" and funnel, the museum/observatory, the forest of galaxies, and the campfire, are all contained within one static "planet" (despite visually being distinct locations). To add to these areas, you'll need to specify a planet config file with a `"name"` of `"EyeOfTheUniverse"` and *also* a `"starSystem"` of `"EyeOfTheUniverse"`, as the star system and "planet" share the same name. -```json +```json title="planets/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "EyeOfTheUniverse", @@ -41,7 +43,7 @@ The existing areas of the Eye of the Universe, such as the "sixth planet" and fu You can also add props to the Vessel at the Eye: -```json +```json title="planets/Vessel.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "Vessel", @@ -55,9 +57,7 @@ You can also add props to the Vessel at the Eye: } ``` -## Eye-Specific Features - -### Eye Travelers +## Eye Travelers Eye Travelers are a special kind of detail prop (see [Detailing](/guides/details/)) that get added in as additional characters around the campfire at the end of the Eye sequence, similar to Solanum and the Prisoner in the vanilla game. @@ -70,7 +70,7 @@ Custom travelers will automatically be included in the inflation animation that [Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. Here's an example config: -```json +```json title="planets/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "EyeOfTheUniverse", @@ -105,10 +105,11 @@ Here's an example config: To see the full list of eye traveler properties and descriptions of what each property does, check [the EyeTravelerInfo schema](/schemas/body-schema/defs/eyetravelerinfo/). -On compatibility: -> New Horizons changes the campfire sequence in minor ways to make it easier for mods which add additional travelers to be compatible with each other. The audio handling is changed so that instrument audio will be synchronized and layered with each other automatically. All travelers will be automatically repositioned in a circle around the campfire based on the total number of travelers, both vanilla and modded. As long as other details (such as quantum instruments and instrument zones) are not placed in the same locations as other existing mods, the campfire sequence changes will be compatible. + -#### Audio +### Audio The looping audio clip is used for the signals emitted by the traveler and their quantum instrument, and is the audio that gets played when they play their instrument. It should be a WAV file with 16 measures of music at 92 BPM (exactly 2,003,478 samples at 48,000 Hz, or approximately 42 seconds long). It is highly recommended that you use Audacity or another audio editor to trim your audio clip to exactly the same length as one of the vanilla traveler audio clips, or else it will fall gradually out of sync with the other instrument loops. @@ -116,7 +117,7 @@ The finale audio clip is only played once, after all travelers have started play The game plays all of the looping audio clips (including your custom one) simultaneously once you tell the first traveler to start playing, and then fades them in one by one as you talk to the others. After all travelers are playing, the game selects a finale audio clip that contains all Hearthian and Nomai/Owlk instruments mixed into one file, and then your custom finale audio clip will be layered over whichever vanilla clip plays. Only include your own instrument in the clip, and ensure it sounds okay alongside Solanum, the Prisoner, and both/neither. -#### Dialogue +### Dialogue The dialogue XML for your traveler works like other dialogue (see the [Dialogue](/guides/dialogue/) guide) but there are specially named conditions you will need to use for the functionality to work as expected: - Use `AnyTravelersGathered` to check if any traveler has been gathered yet. This includes Riebeck and Esker, so it should always be true, unless you forcibly enable your traveler to be enabled early. @@ -125,7 +126,7 @@ The dialogue XML for your traveler works like other dialogue (see the [Dialogue] - Use a `` with the condition defined in your eye traveler config's `"startPlayingCondition"` on the node or dialogue option that should make your traveler start playing their instrument. This condition name must be unique and not conflict with other mods. - If you want your traveler to be present but have an option to not participate in the campfire song (like the Prisoner), use a `` with the condition defined in your eye traveler config's `"participatingCondition"` on the node or dialogue option where your traveler agrees to join in. This condition name must be unique and not conflict with other mods. -```xml +```xml title="planets/dialogue/SlateEyeTraveler.xml" Slate, Probably @@ -198,11 +199,11 @@ The dialogue XML for your traveler works like other dialogue (see the [Dialogue] ``` -#### Custom Animation +### Custom Animation To add custom animations to your Eye Traveler, there is some setup work that has to be done in Unity. You will need to set up your character in Unity and load them via asset bundle, like you would any other detail: -```json +```json title="planets/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "EyeOfTheUniverse", @@ -233,7 +234,7 @@ In your character object, find the `Animator` component and set its `Controller` If everything was set up correctly, your character should play their animations in-game. -### Quantum Instruments +## Quantum Instruments Quantum instruments are the interactible instruments, typically hidden by a short 'puzzle', that cause their corresponding traveler to appear around the campfire. They are just like any other detail prop (see [Detailing](/guides/details/)) but they have additional handling to only activate after gathering and speaking to Riebeck, like the other instrument 'puzzles' in the Eye sequence. @@ -245,7 +246,7 @@ Quantum instruments will automatically be included in the inflation animation th [Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. -```json +```json title="planets/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "EyeOfTheUniverse", @@ -283,7 +284,7 @@ Quantum instruments will automatically be included in the inflation animation th To see the full list of quantum instrument properties and descriptions of what each property does, check [the QuantumInstrumentInfo schema](/schemas/body-schema/defs/quantuminstrumentinfo/). -### Instrument Zones +## Instrument Zones Instrument zones are just like any other detail prop (see [Detailing](/guides/details/)) but they have additional handling to only activate after gathering and speaking to Riebeck, like the other instrument 'puzzles' in the Eye sequence. @@ -291,7 +292,7 @@ Custom instrument zones will automatically be included in the inflation animatio [Eye Travelers](#eye-travelers), [Quantum Instruments](#quantum-instruments), and [Instrument Zones](#instrument-zones) are all linked by their `"id"` properties. Ensure that your ID matches between those details and is unique enough to not conflict with other mods. -```json +```json title="planets/EyeOfTheUniverse.json" { "$schema": "https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/body_schema.json", "name": "EyeOfTheUniverse", @@ -322,20 +323,20 @@ To see the full list of instrument zone properties and descriptions of what each ## Eye-Specific Considerations -### Cross-System Details +#### Cross-System Details Specifying details with a `"path"` pointing to an object in the regular solar system normally wouldn't work, as the Eye of the Universe lives in a completely separate scene from the rest of the game and those objects don't exist at the Eye. New Horizons works around this by force-loading the regular solar system, grabbing any objects referenced in Eye of the Universe config files, and then attempting to preserve these objects when loading the Eye of the Universe scene. This can cause issues with many different kinds of props, especially interactive ones that depend on some other part of the solar system existing. Because the objects are not available outside of this workaround, objects from the regular solar system cannot be spawned in via the New Horizons API. -### Custom Planets +#### Custom Planets While you *can* define completely custom planets the same as you would in a regular custom solar system, they may exhibit weird orbital behaviors or pass through the existing static Eye of the Universe objects. Prefer adding onto the existing bodies or setting a `"staticPosition"` on your planet configs to lock them in place. -### The Player Ship and Ship Logs +#### The Player Ship and Ship Logs The player's ship does not exist in the Eye of the Universe scene. In addition to the obvious issues this causes (no access to the ship's warp functionality, ship spawn points being non-functional, etc.), the ship log computer not existing causes some methods of checking and learning ship log facts to not function at all while at the Eye. If you need to track whether the player has met certain conditions elsewhere in the game (for example, if they've previously met a character that you now want to appear at the campfire), consider using a Persistent Dialogue Condition, which does not have these issues. -### Mod Compatibility +#### Mod Compatibility Other existing and future story mods will want to add additional content to the Eye of the Universe, and unlike entirely custom planets and star systems, there is a high probability that objects placed at the Eye may overlap with those placed by other mods. When testing, try installing as many of these other mods as possible and seeing if the objects they add overlap with yours. If so, consider moving your objects to a different position. When possible, use New Horizons features that preserve compatibility between mods. \ No newline at end of file From 0f38b022f320c5e28633779f3af9c52a71a5b5de Mon Sep 17 00:00:00 2001 From: xen-42 Date: Sun, 9 Feb 2025 21:14:35 -0500 Subject: [PATCH 15/16] Changes I requested --- .../Components/EyeOfTheUniverse/InstrumentZone.cs | 3 +++ NewHorizons/Handlers/PlanetCreationHandler.cs | 9 ++++++++- 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs b/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs index 39b0d529..37d0948f 100644 --- a/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs +++ b/NewHorizons/Components/EyeOfTheUniverse/InstrumentZone.cs @@ -2,6 +2,9 @@ using UnityEngine; namespace NewHorizons.Components.EyeOfTheUniverse { + /// + /// Class does nothing but is used with GetComponent to find instrument zones in the hierarchy + /// public class InstrumentZone : MonoBehaviour { diff --git a/NewHorizons/Handlers/PlanetCreationHandler.cs b/NewHorizons/Handlers/PlanetCreationHandler.cs index 27b67234..fe6abb8d 100644 --- a/NewHorizons/Handlers/PlanetCreationHandler.cs +++ b/NewHorizons/Handlers/PlanetCreationHandler.cs @@ -693,7 +693,14 @@ namespace NewHorizons.Handlers if (body.Config.EyeOfTheUniverse != null) { - EyeOfTheUniverseBuilder.Make(go, sector, body.Config.EyeOfTheUniverse, body); + if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") + { + EyeOfTheUniverseBuilder.Make(go, sector, body.Config.EyeOfTheUniverse, body); + } + else + { + NHLogger.LogWarning($"A mod creator (you?) has defined Eye of the Universe specific settings on a body [{body.Config.name}] that is not in the eye of the universe"); + } } if (body.Config.ParticleFields != null) From 599b5ff8081d7dd7c831856ec69a23efb7a4de1d Mon Sep 17 00:00:00 2001 From: xen-42 Date: Sun, 9 Feb 2025 23:17:54 -0500 Subject: [PATCH 16/16] Fix anglerfish at eye --- NewHorizons/Builder/Props/DetailBuilder.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/NewHorizons/Builder/Props/DetailBuilder.cs b/NewHorizons/Builder/Props/DetailBuilder.cs index 2b7dbfde..72f97c6c 100644 --- a/NewHorizons/Builder/Props/DetailBuilder.cs +++ b/NewHorizons/Builder/Props/DetailBuilder.cs @@ -486,7 +486,10 @@ namespace NewHorizons.Builder.Props // Disable the angler anim controller because we don't want Update or LateUpdate to run, just need it to set the initial Animator state angler.enabled = false; angler.OnChangeAnglerState(AnglerfishController.AnglerState.Lurking); - + + angler._animator.SetFloat("MoveSpeed", angler._moveCurrent); + angler._animator.SetFloat("Jaw", angler._jawCurrent); + Destroy(this); } }