mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
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:
commit
a56c927110
@ -18,6 +18,9 @@ This will automatically build to your mods directory in OWML (so long as it's in
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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.
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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.
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Then (so long as you build targeting `Debug`), line numbers will be shown in any error that comes from New Horizons
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Then (so long as you build targeting `Debug`), line numbers will be shown in any error that comes from New Horizons
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## Provide examples
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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.
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## Updating The Schema
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## Updating The Schema
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When you add fields to config classes, please document them using XML documentation so that our action can generate a proper schema.
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When you add fields to config classes, please document them using XML documentation so that our action can generate a proper schema.
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@ -42,6 +42,11 @@ namespace NewHorizons.Builder.Body
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case StellarRemnantType.NeutronStar:
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case StellarRemnantType.NeutronStar:
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MakeNeutronStar(go, sector, mod, star.Config.Star);
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MakeNeutronStar(go, sector, mod, star.Config.Star);
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break;
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case StellarRemnantType.Pulsar:
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MakeNeutronStar(go, sector, mod, star.Config.Star);
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// TODO: add jets, up rotation speed (use a RotateTransform on the star instead of changing sidereal period)
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break;
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break;
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case StellarRemnantType.BlackHole:
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case StellarRemnantType.BlackHole:
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MakeBlackhole(go, sector, star.Config.Star);
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MakeBlackhole(go, sector, star.Config.Star);
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@ -141,6 +146,8 @@ namespace NewHorizons.Builder.Body
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return MakeWhiteDwarf(planet, null, mod, progenitor, proxy);
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return MakeWhiteDwarf(planet, null, mod, progenitor, proxy);
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case StellarRemnantType.NeutronStar:
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case StellarRemnantType.NeutronStar:
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return MakeNeutronStar(planet, null, mod, progenitor, proxy);
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return MakeNeutronStar(planet, null, mod, progenitor, proxy);
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case StellarRemnantType.Pulsar:
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return MakeNeutronStar(planet, null, mod, progenitor, proxy);
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case StellarRemnantType.BlackHole:
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case StellarRemnantType.BlackHole:
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return MakeBlackhole(planet, null, progenitor, proxy);
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return MakeBlackhole(planet, null, progenitor, proxy);
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default:
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default:
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@ -11,11 +11,11 @@ namespace NewHorizons.Builder.Props
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{
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{
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public static GameObject MakeFromExisting(GameObject go,
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public static GameObject MakeFromExisting(GameObject go,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
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{
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{
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if (info == null) return go;
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if (info == null) return go;
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go.transform.parent = parentOverride ?? sector?.transform ?? planetGO?.transform;
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go.transform.parent = defaultParent ?? sector?.transform ?? planetGO?.transform;
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if (info is GeneralSolarSystemPropInfo solarSystemInfo && !string.IsNullOrEmpty(solarSystemInfo.parentBody))
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if (info is GeneralSolarSystemPropInfo solarSystemInfo && !string.IsNullOrEmpty(solarSystemInfo.parentBody))
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{
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{
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@ -87,20 +87,20 @@ namespace NewHorizons.Builder.Props
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public static GameObject MakeNew(string defaultName,
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public static GameObject MakeNew(string defaultName,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
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{
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{
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var go = new GameObject(defaultName);
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var go = new GameObject(defaultName);
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go.SetActive(false);
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go.SetActive(false);
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return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, parentOverride);
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return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, defaultParent);
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}
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}
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public static GameObject MakeFromPrefab(GameObject prefab, string defaultName,
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public static GameObject MakeFromPrefab(GameObject prefab, string defaultName,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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GameObject planetGO, Sector sector, GeneralPointPropInfo info,
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform parentOverride = null)
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MVector3 defaultPosition = null, string defaultParentPath = null, Transform defaultParent = null)
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{
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{
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var go = prefab.InstantiateInactive();
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var go = prefab.InstantiateInactive();
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go.name = defaultName;
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go.name = defaultName;
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return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, parentOverride);
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return MakeFromExisting(go, planetGO, sector, info, defaultPosition, defaultParentPath, defaultParent);
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}
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}
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}
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}
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}
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}
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@ -214,7 +214,7 @@ namespace NewHorizons.Builder.Props
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// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
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// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
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var slides = info.slides;
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var slides = info.slides;
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var slidesCount = slides.Length;
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var slidesCount = slides.Length;
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var slideCollection = new SlideCollection(slidesCount);
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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
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var imageLoader = AddAsyncLoader(g, mod, info.slides, ref slideCollection);
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var imageLoader = AddAsyncLoader(g, mod, info.slides, ref slideCollection);
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imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index]._image = tex; });
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imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index]._image = tex; });
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@ -8,17 +8,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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// BUGS THAT REQUIRE REWRITING MOBIUS CODE
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// 1) FIXED! - MultiStateQuantumObjects don't check to see if the new state would be visible before choosing it
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// 2) FIXED? no longer supporting shuffle - QuantumShuffleObjects don't respect rotation, they set rotation to 0 on collapse
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// 3) - MultiStateQuantumObjects don't get locked by pictures
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// New features to support
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// 1) multiState._prerequisiteObjects
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// 2) Socket groups that have an equal number of props and sockets
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// 3) Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
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namespace NewHorizons.Builder.Props
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namespace NewHorizons.Builder.Props
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{
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{
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public static class QuantumBuilder
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public static class QuantumBuilder
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@ -34,6 +23,8 @@ namespace NewHorizons.Builder.Props
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}
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}
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}
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}
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// TODO: Socket groups that have an equal number of props and sockets
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// Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
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public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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{
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{
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var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
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var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
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@ -46,10 +37,10 @@ namespace NewHorizons.Builder.Props
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{
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{
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var socketInfo = quantumGroup.sockets[i];
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var socketInfo = quantumGroup.sockets[i];
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var socket = GeneralPropBuilder.MakeNew("Socket " + i, go, sector, socketInfo, parentOverride: groupRoot.transform);
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var socket = GeneralPropBuilder.MakeNew("Socket " + i, go, sector, socketInfo, defaultParent: groupRoot.transform);
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sockets[i] = socket.AddComponent<QuantumSocket>();
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sockets[i] = socket.AddComponent<QuantumSocket>();
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sockets[i]._lightSources = new Light[0];
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sockets[i]._lightSources = new Light[0]; // TODO: make this customizable?
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socket.SetActive(true);
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socket.SetActive(true);
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}
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}
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@ -70,6 +61,12 @@ namespace NewHorizons.Builder.Props
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public static void MakeStateGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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public static void MakeStateGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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{
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{
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// NOTE: States groups need special consideration that socket groups don't
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// this is because the base class QuantumObject (and this is important) IGNORES PICTURES TAKEN FROM OVER 100 METERS AWAY
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// why does this affect states and not sockets? Well because sockets put the QuantumObject component (QuantumSocketedObject) on the actual props themselves
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// while states put the QuantumObject component (NHMultiStateQuantumObject) on the parent, which is located at the center of the planet
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// 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
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var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
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var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
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groupRoot.transform.parent = sector?.transform ?? go.transform;
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groupRoot.transform.parent = sector?.transform ?? go.transform;
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groupRoot.transform.localPosition = Vector3.zero;
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groupRoot.transform.localPosition = Vector3.zero;
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@ -110,8 +107,10 @@ namespace NewHorizons.Builder.Props
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multiState._loop = quantumGroup.loop;
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multiState._loop = quantumGroup.loop;
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multiState._sequential = quantumGroup.sequential;
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multiState._sequential = quantumGroup.sequential;
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multiState._states = states.ToArray();
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multiState._states = states.ToArray();
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multiState._prerequisiteObjects = new MultiStateQuantumObject[0]; // TODO: support this
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multiState._prerequisiteObjects = new MultiStateQuantumObject[0]; // TODO: _prerequisiteObjects
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multiState._initialState = 0;
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multiState._initialState = 0;
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// snapshot events arent listened to outside of the sector, so fortunately this isnt really infinite
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multiState._maxSnapshotLockRange = Mathf.Infinity; // TODO: maybe expose this at some point if it breaks a puzzle or something
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groupRoot.SetActive(true);
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groupRoot.SetActive(true);
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}
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}
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@ -126,7 +125,7 @@ namespace NewHorizons.Builder.Props
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var shuffle = shuffleParent.AddComponent<QuantumShuffleObject>();
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var shuffle = shuffleParent.AddComponent<QuantumShuffleObject>();
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shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
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shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
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shuffle.Awake(); // this doesn't get called on its own for some reason
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shuffle.Awake(); // this doesn't get called on its own for some reason. what? how?
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AddBoundsVisibility(shuffleParent);
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AddBoundsVisibility(shuffleParent);
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shuffleParent.SetActive(true);
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shuffleParent.SetActive(true);
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@ -165,6 +164,7 @@ namespace NewHorizons.Builder.Props
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}
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}
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}
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}
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// BUG: ignores skinned guys. this coincidentally makes it work without BoxShapeFixer
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public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject g)
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public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject g)
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{
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{
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var meshFilters = g.GetComponentsInChildren<MeshFilter>();
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var meshFilters = g.GetComponentsInChildren<MeshFilter>();
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@ -200,6 +200,13 @@ namespace NewHorizons.Builder.Props
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}
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}
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}
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}
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/// <summary>
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/// for some reason mesh bounds are wrong unless we wait a bit
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/// so this script contiously checks everything until it is correct
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///
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/// this actually only seems to be a problem with skinned renderers. normal ones work fine
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/// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
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/// </summary>
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public class BoxShapeFixer : MonoBehaviour
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public class BoxShapeFixer : MonoBehaviour
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{
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{
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public BoxShape shape;
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public BoxShape shape;
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@ -4,9 +4,12 @@ using UnityEngine;
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namespace NewHorizons.Components.Quantum
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namespace NewHorizons.Components.Quantum
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{
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{
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/// <summary>
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/// exists because MultiStateQuantumObject only checks visibility on the current state,
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/// whereas this one also checks on each new state, in case they are bigger
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/// </summary>
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public class NHMultiStateQuantumObject : MultiStateQuantumObject
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public class NHMultiStateQuantumObject : MultiStateQuantumObject
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{
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{
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public override bool ChangeQuantumState(bool skipInstantVisibilityCheck)
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public override bool ChangeQuantumState(bool skipInstantVisibilityCheck)
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{
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{
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for (int i = 0; i < _prerequisiteObjects.Length; i++)
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for (int i = 0; i < _prerequisiteObjects.Length; i++)
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@ -43,15 +46,9 @@ namespace NewHorizons.Components.Quantum
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else
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else
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{
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{
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// 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
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// Iterate over list of possible states to find a valid state to collapse to
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// this gets us a randomly ordered list that respects states' probability
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// current state is excluded, and states are randomly ordered using a weighted random roll to prioritize states with higher probability
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// 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:
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// NOTE: they aren't actually pre-sorted into this random order, this random ordering is done on the fly using RollState
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//
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// if (!((!IsPlayerEntangled()) ? (CheckIllumination() ? CheckVisibilityInstantly() : CheckPointInside(Locator.GetPlayerCamera().transform.position)) : CheckIllumination()))
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// {
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// return true; // this is a valid state
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// }
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//
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List<int> indices = new List<int>();
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List<int> indices = new List<int>();
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for (var i = 0; i < _states.Length; i++) if (i != stateIndex) indices.Add(i);
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for (var i = 0; i < _states.Length; i++) if (i != stateIndex) indices.Add(i);
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@ -94,17 +91,15 @@ namespace NewHorizons.Components.Quantum
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{
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{
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var isPlayerEntangled = IsPlayerEntangled();
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var isPlayerEntangled = IsPlayerEntangled();
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var illumination = CheckIllumination();
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var illumination = CheckIllumination();
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// faster than full CheckVisibility
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var visibility = CheckVisibilityInstantly();
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var visibility = CheckVisibilityInstantly();
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var playerInside = CheckPointInside(Locator.GetPlayerCamera().transform.position);
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var playerInside = CheckPointInside(Locator.GetPlayerCamera().transform.position);
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// does not check probe, but thats okay
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var isVisible =
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var notEntangledCheck = illumination ? visibility : playerInside;
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isPlayerEntangled
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var isVisible = isPlayerEntangled ? illumination : notEntangledCheck;
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? illumination
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// I think this is what the above two lines simplify to but I don't want to test this:
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:
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// illumination ? visibility || isPlayerEntangled : playerInside
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illumination
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? visibility
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: playerInside
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;
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return !isVisible;
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return !isVisible;
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}
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}
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@ -154,6 +154,7 @@ namespace NewHorizons.External.Modules.VariableSize
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[EnumMember(Value = @"default")] Default,
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[EnumMember(Value = @"default")] Default,
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[EnumMember(Value = @"whiteDwarf")] WhiteDwarf,
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[EnumMember(Value = @"whiteDwarf")] WhiteDwarf,
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[EnumMember(Value = @"neutronStar")] NeutronStar,
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[EnumMember(Value = @"neutronStar")] NeutronStar,
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[EnumMember(Value = @"pulsar")] Pulsar,
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[EnumMember(Value = @"blackHole")] BlackHole,
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[EnumMember(Value = @"blackHole")] BlackHole,
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[EnumMember(Value = @"custom")] Custom
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[EnumMember(Value = @"custom")] Custom
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}
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}
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@ -169,7 +169,7 @@ namespace NewHorizons.Handlers
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var attachWarpExitToVessel = system.Config.Vessel?.warpExit?.attachToVessel ?? false;
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var attachWarpExitToVessel = system.Config.Vessel?.warpExit?.attachToVessel ?? false;
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var warpExitParent = vesselWarpController._targetWarpPlatform.transform.parent;
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var warpExitParent = vesselWarpController._targetWarpPlatform.transform.parent;
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var warpExit = GeneralPropBuilder.MakeFromExisting(vesselWarpController._targetWarpPlatform.gameObject, planetGO, null, system.Config.Vessel?.warpExit, parentOverride: attachWarpExitToVessel ? warpExitParent : null);
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var warpExit = GeneralPropBuilder.MakeFromExisting(vesselWarpController._targetWarpPlatform.gameObject, planetGO, null, system.Config.Vessel?.warpExit, defaultParent: attachWarpExitToVessel ? warpExitParent : null);
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if (attachWarpExitToVessel)
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if (attachWarpExitToVessel)
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{
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{
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warpExit.transform.parent = warpExitParent;
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warpExit.transform.parent = warpExitParent;
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@ -3507,6 +3507,7 @@
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"Default",
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"Default",
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"WhiteDwarf",
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"WhiteDwarf",
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"NeutronStar",
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"NeutronStar",
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"Pulsar",
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"BlackHole",
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"BlackHole",
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"Custom"
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"Custom"
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],
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],
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@ -3514,6 +3515,7 @@
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"default",
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"default",
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"whiteDwarf",
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"whiteDwarf",
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"neutronStar",
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"neutronStar",
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"pulsar",
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"blackHole",
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"blackHole",
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"custom"
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"custom"
|
||||||
]
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]
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user