Quantum update bc someone finally asked for it (#725)

<!-- A new module or something else important -->
## Major features
-

<!-- A new parameter added to a module, or API feature -->
## Minor features
-

<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
-

<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
- QuantumGroups of type "states" no longer ignore probe snapshots taken of them (resolves #598)
This commit is contained in:
Will Corby 2023-09-07 20:16:26 -07:00 committed by GitHub
commit a56c927110
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 56 additions and 41 deletions

View File

@ -18,6 +18,9 @@ This will automatically build to your mods directory in OWML (so long as it's in
To save yourself the pain of decoding where in a function an error occured, you can [download this dll file](https://cdn.discordapp.com/attachments/929787137895854100/936860223983976448/mono-2.0-bdwgc.dll) and place it in `MonoBleedingEdge/EmbedRuntime` of the game's folder.
Then (so long as you build targeting `Debug`), line numbers will be shown in any error that comes from New Horizons
## Provide examples
When adding a new feature, include a complete set of planet config files that will sufficiently demonstrate the functionality of the feature/bug fix/improvement. This way reviewers can just copy paste these files into the New Horizons planets folder.
## Updating The Schema
When you add fields to config classes, please document them using XML documentation so that our action can generate a proper schema.

View File

@ -42,6 +42,11 @@ namespace NewHorizons.Builder.Body
case StellarRemnantType.NeutronStar:
MakeNeutronStar(go, sector, mod, star.Config.Star);
break;
case StellarRemnantType.Pulsar:
MakeNeutronStar(go, sector, mod, star.Config.Star);
// TODO: add jets, up rotation speed (use a RotateTransform on the star instead of changing sidereal period)
break;
case StellarRemnantType.BlackHole:
MakeBlackhole(go, sector, star.Config.Star);
@ -141,6 +146,8 @@ namespace NewHorizons.Builder.Body
return MakeWhiteDwarf(planet, null, mod, progenitor, proxy);
case StellarRemnantType.NeutronStar:
return MakeNeutronStar(planet, null, mod, progenitor, proxy);
case StellarRemnantType.Pulsar:
return MakeNeutronStar(planet, null, mod, progenitor, proxy);
case StellarRemnantType.BlackHole:
return MakeBlackhole(planet, null, progenitor, proxy);
default:

View File

@ -11,11 +11,11 @@ namespace NewHorizons.Builder.Props
{
public static GameObject MakeFromExisting(GameObject go,
GameObject planetGO, Sector sector, GeneralPointPropInfo info,
MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
{
if (info == null) return go;
go.transform.parent = parentOverride ?? sector?.transform ?? planetGO?.transform;
go.transform.parent = defaultParent ?? sector?.transform ?? planetGO?.transform;
if (info is GeneralSolarSystemPropInfo solarSystemInfo && !string.IsNullOrEmpty(solarSystemInfo.parentBody))
{
@ -87,20 +87,20 @@ namespace NewHorizons.Builder.Props
public static GameObject MakeNew(string defaultName,
GameObject planetGO, Sector sector, GeneralPointPropInfo info,
MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
{
var go = new GameObject(defaultName);
go.SetActive(false);
return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, parentOverride);
return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, defaultParent);
}
public static GameObject MakeFromPrefab(GameObject prefab, string defaultName,
GameObject planetGO, Sector sector, GeneralPointPropInfo info,
MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
{
var go = prefab.InstantiateInactive();
go.name = defaultName;
return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, parentOverride);
return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, defaultParent);
}
}
}

View File

@ -214,7 +214,7 @@ namespace NewHorizons.Builder.Props
// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
var slides = info.slides;
var slidesCount = slides.Length;
var slideCollection = new SlideCollection(slidesCount);
var slideCollection = new SlideCollection(slidesCount); // TODO: uh I think that info.slides[i].playTimeDuration is not being read here... note to self for when I implement support for that: 0.7 is what to default to if playTimeDuration turns out to be 0
var imageLoader = AddAsyncLoader(g, mod, info.slides, ref slideCollection);
imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index]._image = tex; });

View File

@ -8,17 +8,6 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
// BUGS THAT REQUIRE REWRITING MOBIUS CODE
// 1) FIXED! - MultiStateQuantumObjects don't check to see if the new state would be visible before choosing it
// 2) FIXED? no longer supporting shuffle - QuantumShuffleObjects don't respect rotation, they set rotation to 0 on collapse
// 3) - MultiStateQuantumObjects don't get locked by pictures
// New features to support
// 1) multiState._prerequisiteObjects
// 2) Socket groups that have an equal number of props and sockets
// 3) Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
namespace NewHorizons.Builder.Props
{
public static class QuantumBuilder
@ -34,6 +23,8 @@ namespace NewHorizons.Builder.Props
}
}
// TODO: Socket groups that have an equal number of props and sockets
// Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
@ -46,10 +37,10 @@ namespace NewHorizons.Builder.Props
{
var socketInfo = quantumGroup.sockets[i];
var socket = GeneralPropBuilder.MakeNew("Socket " + i, go, sector, socketInfo, parentOverride: groupRoot.transform);
var socket = GeneralPropBuilder.MakeNew("Socket " + i, go, sector, socketInfo, defaultParent: groupRoot.transform);
sockets[i] = socket.AddComponent<QuantumSocket>();
sockets[i]._lightSources = new Light[0];
sockets[i]._lightSources = new Light[0]; // TODO: make this customizable?
socket.SetActive(true);
}
@ -70,6 +61,12 @@ namespace NewHorizons.Builder.Props
public static void MakeStateGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
// NOTE: States groups need special consideration that socket groups don't
// this is because the base class QuantumObject (and this is important) IGNORES PICTURES TAKEN FROM OVER 100 METERS AWAY
// why does this affect states and not sockets? Well because sockets put the QuantumObject component (QuantumSocketedObject) on the actual props themselves
// while states put the QuantumObject component (NHMultiStateQuantumObject) on the parent, which is located at the center of the planet
// this means that the distance measured by QuantumObject is not accurate, since it's not measuring from the active prop, but from the center of the planet
var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero;
@ -110,8 +107,10 @@ namespace NewHorizons.Builder.Props
multiState._loop = quantumGroup.loop;
multiState._sequential = quantumGroup.sequential;
multiState._states = states.ToArray();
multiState._prerequisiteObjects = new MultiStateQuantumObject[0]; // TODO: support this
multiState._prerequisiteObjects = new MultiStateQuantumObject[0]; // TODO: _prerequisiteObjects
multiState._initialState = 0;
// snapshot events arent listened to outside of the sector, so fortunately this isnt really infinite
multiState._maxSnapshotLockRange = Mathf.Infinity; // TODO: maybe expose this at some point if it breaks a puzzle or something
groupRoot.SetActive(true);
}
@ -126,7 +125,7 @@ namespace NewHorizons.Builder.Props
var shuffle = shuffleParent.AddComponent<QuantumShuffleObject>();
shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
shuffle.Awake(); // this doesn't get called on its own for some reason
shuffle.Awake(); // this doesn't get called on its own for some reason. what? how?
AddBoundsVisibility(shuffleParent);
shuffleParent.SetActive(true);
@ -165,6 +164,7 @@ namespace NewHorizons.Builder.Props
}
}
// BUG: ignores skinned guys. this coincidentally makes it work without BoxShapeFixer
public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject g)
{
var meshFilters = g.GetComponentsInChildren<MeshFilter>();
@ -200,6 +200,13 @@ namespace NewHorizons.Builder.Props
}
}
/// <summary>
/// for some reason mesh bounds are wrong unless we wait a bit
/// so this script contiously checks everything until it is correct
///
/// this actually only seems to be a problem with skinned renderers. normal ones work fine
/// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
/// </summary>
public class BoxShapeFixer : MonoBehaviour
{
public BoxShape shape;

View File

@ -4,9 +4,12 @@ using UnityEngine;
namespace NewHorizons.Components.Quantum
{
/// <summary>
/// exists because MultiStateQuantumObject only checks visibility on the current state,
/// whereas this one also checks on each new state, in case they are bigger
/// </summary>
public class NHMultiStateQuantumObject : MultiStateQuantumObject
{
public override bool ChangeQuantumState(bool skipInstantVisibilityCheck)
{
for (int i = 0; i < _prerequisiteObjects.Length; i++)
@ -43,15 +46,9 @@ namespace NewHorizons.Components.Quantum
else
{
// TODO: perform this roll for number of states, each time adding the selected state to the end of a list and removing it from the source list
// this gets us a randomly ordered list that respects states' probability
// then we can sequentially attempt collapsing to them, checking at each state whether the new state is invalid due to the player being able to see it, according to this:
//
// if (!((!IsPlayerEntangled()) ? (CheckIllumination() ? CheckVisibilityInstantly() : CheckPointInside(Locator.GetPlayerCamera().transform.position)) : CheckIllumination()))
// {
// return true; // this is a valid state
// }
//
// Iterate over list of possible states to find a valid state to collapse to
// current state is excluded, and states are randomly ordered using a weighted random roll to prioritize states with higher probability
// NOTE: they aren't actually pre-sorted into this random order, this random ordering is done on the fly using RollState
List<int> indices = new List<int>();
for (var i = 0; i < _states.Length; i++) if (i != stateIndex) indices.Add(i);
@ -94,17 +91,15 @@ namespace NewHorizons.Components.Quantum
{
var isPlayerEntangled = IsPlayerEntangled();
var illumination = CheckIllumination();
// faster than full CheckVisibility
var visibility = CheckVisibilityInstantly();
var playerInside = CheckPointInside(Locator.GetPlayerCamera().transform.position);
// does not check probe, but thats okay
var isVisible =
isPlayerEntangled
? illumination
:
illumination
? visibility
: playerInside
;
var notEntangledCheck = illumination ? visibility : playerInside;
var isVisible = isPlayerEntangled ? illumination : notEntangledCheck;
// I think this is what the above two lines simplify to but I don't want to test this:
// illumination ? visibility || isPlayerEntangled : playerInside
return !isVisible;
}

View File

@ -154,6 +154,7 @@ namespace NewHorizons.External.Modules.VariableSize
[EnumMember(Value = @"default")] Default,
[EnumMember(Value = @"whiteDwarf")] WhiteDwarf,
[EnumMember(Value = @"neutronStar")] NeutronStar,
[EnumMember(Value = @"pulsar")] Pulsar,
[EnumMember(Value = @"blackHole")] BlackHole,
[EnumMember(Value = @"custom")] Custom
}

View File

@ -169,7 +169,7 @@ namespace NewHorizons.Handlers
var attachWarpExitToVessel = system.Config.Vessel?.warpExit?.attachToVessel ?? false;
var warpExitParent = vesselWarpController._targetWarpPlatform.transform.parent;
var warpExit = GeneralPropBuilder.MakeFromExisting(vesselWarpController._targetWarpPlatform.gameObject, planetGO, null, system.Config.Vessel?.warpExit, parentOverride: attachWarpExitToVessel ? warpExitParent : null);
var warpExit = GeneralPropBuilder.MakeFromExisting(vesselWarpController._targetWarpPlatform.gameObject, planetGO, null, system.Config.Vessel?.warpExit, defaultParent: attachWarpExitToVessel ? warpExitParent : null);
if (attachWarpExitToVessel)
{
warpExit.transform.parent = warpExitParent;

View File

@ -3507,6 +3507,7 @@
"Default",
"WhiteDwarf",
"NeutronStar",
"Pulsar",
"BlackHole",
"Custom"
],
@ -3514,6 +3515,7 @@
"default",
"whiteDwarf",
"neutronStar",
"pulsar",
"blackHole",
"custom"
]