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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Track signals that are actually present in the scene
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@ -8,6 +8,7 @@ using OWML.Utils;
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using System.Collections.Generic;
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using UnityEngine;
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using NewHorizons.External.Modules.Props.Audio;
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using UnityEngine.SceneManagement;
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namespace NewHorizons.Builder.Props.Audio
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{
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@ -39,8 +40,36 @@ namespace NewHorizons.Builder.Props.Audio
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_cloakedSignals = new List<SignalName>();
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Initialized = true;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private static HashSet<SignalFrequency> _frequenciesInUse = new();
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private static void OnSceneUnloaded(Scene _)
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{
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_frequenciesInUse.Clear();
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}
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private static void OnSceneLoaded(Scene scene, LoadSceneMode _)
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{
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// If its the base game solar system or eye we get all the main frequencies
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if (scene.name == LoadManager.SceneToName(OWScene.EyeOfTheUniverse) ||
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(scene.name == LoadManager.SceneToName(OWScene.SolarSystem) && Main.Instance.CurrentStarSystem == "SolarSystem"))
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{
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_frequenciesInUse.Add(SignalFrequency.Quantum);
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_frequenciesInUse.Add(SignalFrequency.EscapePod);
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_frequenciesInUse.Add(SignalFrequency.Radio);
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_frequenciesInUse.Add(SignalFrequency.HideAndSeek);
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}
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// By default lets always have travelers
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_frequenciesInUse.Add(SignalFrequency.Traveler);
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}
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public static bool IsFrequencyInUse(SignalFrequency freq) => _frequenciesInUse.Contains(freq);
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public static bool IsCloaked(this SignalName signalName)
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{
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return _cloakedSignals.Contains(signalName);
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@ -152,6 +181,8 @@ namespace NewHorizons.Builder.Props.Audio
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if (planetGO.GetComponent<AstroObject>()?.GetAstroObjectName() == AstroObject.Name.QuantumMoon) _qmSignals.Add(name);
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if (info.insideCloak) _cloakedSignals.Add(name);
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_frequenciesInUse.Add(frequency);
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return signalGO;
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}
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@ -23,7 +23,9 @@ namespace NewHorizons.Patches.SignalPatches
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__instance._frequencyFilterIndex = __instance._frequencyFilterIndex < 0 ? count - 1 : __instance._frequencyFilterIndex;
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SignalFrequency signalFrequency = AudioSignal.IndexToFrequency(__instance._frequencyFilterIndex);
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if (!PlayerData.KnowsFrequency(signalFrequency) && (!__instance._isUnknownFreqNearby || __instance._unknownFrequency != signalFrequency))
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// Cases where this frequency isnt used
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if (!PlayerData.KnowsFrequency(signalFrequency) && SignalBuilder.IsFrequencyInUse(signalFrequency) &&
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(!__instance._isUnknownFreqNearby || __instance._unknownFrequency != signalFrequency))
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{
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__instance.SwitchFrequencyFilter(increment);
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}
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