Custom spawn points (#617)

<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
- Can now change the spawn point within the base game Hearthian system
(resolves #567)

<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
- Fixed spawning on tidally locked planets (resolves #505)
This commit is contained in:
Nick 2023-07-03 10:17:39 -04:00 committed by GitHub
commit b9e324d5a2
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10 changed files with 184 additions and 54 deletions

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@ -48,8 +48,9 @@ namespace NewHorizons.Builder.General
alignment._localAlignmentAxis = alignmentAxis;
// Static bodies won't update rotation with physics for some reason
// Have to set it next tick else it flings the player into deep space on spawn (#171)
if (!config.Orbit.isStatic) Delay.FireOnNextUpdate(() => alignment._usePhysicsToRotate = true);
// Have to set it in 2 ticks else it flings the player into deep space on spawn (#171)
// Pushed to 3 frames after system is ready, bc spawning takes 2 frames, this is hurting my brain too much to try to improve the numbers idc
if (!config.Orbit.isStatic) Delay.RunWhen(() => Main.IsSystemReady, () => Delay.FireInNUpdates(() => alignment._usePhysicsToRotate = true, 3));
}
if (config.Base.centerOfSolarSystem)

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@ -6,6 +6,7 @@ using NewHorizons.Utility.OuterWilds;
using System;
using System.Reflection;
using UnityEngine;
using Steamworks;
namespace NewHorizons.Builder.General
{
@ -16,25 +17,39 @@ namespace NewHorizons.Builder.General
{
SpawnPoint playerSpawn = null;
if (!Main.Instance.IsWarpingFromVessel && !Main.Instance.IsWarpingFromShip && module.playerSpawn != null)
// Make the spawn point even if it won't be used this loop
if (module.playerSpawn != null)
{
GameObject spawnGO = GeneralPropBuilder.MakeNew("PlayerSpawnPoint", planetGO, null, module.playerSpawn);
spawnGO.SetActive(false);
spawnGO.layer = Layer.PlayerSafetyCollider;
playerSpawn = spawnGO.AddComponent<SpawnPoint>();
playerSpawn._attachedBody = owRigidBody;
playerSpawn._spawnLocation = SpawnLocation.None;
// #601 we need to actually set the right trigger volumes here
playerSpawn._triggerVolumes = new OWTriggerVolume[0];
spawnGO.transform.position += spawnGO.transform.up * 4f;
// This was a stupid hack to stop players getting stuck in the ground and now we have to keep it forever
spawnGO.transform.position += 4f * spawnGO.transform.up;
spawnGO.SetActive(true);
}
if (module.shipSpawn != null)
{
GameObject spawnGO = GeneralPropBuilder.MakeNew("ShipSpawnPoint", planetGO, null, module.shipSpawn);
spawnGO.SetActive(false);
spawnGO.layer = Layer.PlayerSafetyCollider;
var spawnPoint = spawnGO.AddComponent<SpawnPoint>();
spawnPoint._isShipSpawn = true;
spawnPoint._triggerVolumes = new OWTriggerVolume[0];
var shipSpawn = spawnGO.AddComponent<SpawnPoint>();
shipSpawn._isShipSpawn = true;
shipSpawn._attachedBody = owRigidBody;
shipSpawn._spawnLocation = SpawnLocation.None;
// #601 we need to actually set the right trigger volumes here
shipSpawn._triggerVolumes = new OWTriggerVolume[0];
// TODO: this should happen elsewhere
var ship = SearchUtilities.Find("Ship_Body");
if (ship != null)
{
@ -48,27 +63,14 @@ namespace NewHorizons.Builder.General
}
ship.GetRequiredComponent<MatchInitialMotion>().SetBodyToMatch(owRigidBody);
if (Main.Instance.IsWarpingFromShip)
{
NHLogger.LogVerbose("Overriding player spawn to be inside ship");
GameObject playerSpawnGO = new GameObject("PlayerSpawnPoint");
playerSpawnGO.transform.parent = ship.transform;
playerSpawnGO.layer = Layer.PlayerSafetyCollider;
playerSpawnGO.transform.localPosition = new Vector3(0, 0, 0);
playerSpawn = playerSpawnGO.AddComponent<SpawnPoint>();
playerSpawn._triggerVolumes = new OWTriggerVolume[0];
playerSpawnGO.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
}
spawnGO.SetActive(true);
}
if ((Main.Instance.IsWarpingFromVessel || (!Main.Instance.IsWarpingFromShip && (module.playerSpawn?.startWithSuit ?? false))) && !suitUpQueued)
{
suitUpQueued = true;
Delay.RunWhen(() => Main.IsSystemReady, () => SuitUp());
Delay.RunWhen(() => Main.IsSystemReady, SuitUp);
}
NHLogger.Log($"Made spawnpoint on [{planetGO.name}]");

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@ -134,7 +134,7 @@ namespace NewHorizons.Components.Ship
{
if (_isWarpingIn && LateInitializerManager.isDoneInitializing)
{
Delay.FireInNUpdates(() => StartWarpInEffect(), 1);
Delay.FireOnNextUpdate(StartWarpInEffect);
_isWarpingIn = false;
}
@ -167,7 +167,7 @@ namespace NewHorizons.Components.Ship
NHLogger.LogVerbose("Starting warp-in effect");
_oneShotSource.PlayOneShot(AudioType.VesselSingularityCollapse, 1f);
Locator.GetDeathManager()._invincible = true;
if (Main.Instance.CurrentStarSystem.Equals("SolarSystem")) TeleportToShip();
TeleportToShip();
_whitehole.Create();
_waitingToBeSeated = true;
if (_wearingSuit && !Locator.GetPlayerController()._isWearingSuit)
@ -179,6 +179,7 @@ namespace NewHorizons.Components.Ship
private void TeleportToShip()
{
var playerSpawner = FindObjectOfType<PlayerSpawner>();
NHLogger.LogVerbose("Debug warping into ship");
playerSpawner.DebugWarp(playerSpawner.GetSpawnPoint(SpawnLocation.Ship));
}

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@ -6,7 +6,7 @@ namespace NewHorizons.External.Modules.VariableSize
public class VariableSizeModule
{
/// <summary>
/// Scale this object over time
/// Scale this object over time. Time value is in minutes.
/// </summary>
public TimeValuePair[] curve;
}

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@ -456,9 +456,12 @@ namespace NewHorizons.Handlers
// Spawning on other planets is a bit hacky so we do it last
if (body.Config.Spawn != null)
{
NHLogger.LogVerbose("Making spawn point");
NHLogger.LogVerbose($"Making spawn point on {body.Config.name}");
var spawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
if (Main.SystemDict[body.Config.starSystem].SpawnPoint == null || (body.Config.Spawn.playerSpawn?.isDefault ?? false))
var isVanillaSystem = body.Config.starSystem == "SolarSystem" || body.Config.starSystem == "EyeOfTheUniverse";
var needsSpawnPoint = Main.SystemDict[body.Config.starSystem].SpawnPoint == null || isVanillaSystem;
var isDefaultSpawn = body.Config.Spawn.playerSpawn?.isDefault ?? true; // Backwards compat
if (needsSpawnPoint || isDefaultSpawn)
{
Main.SystemDict[body.Config.starSystem].SpawnPoint = spawnPoint;
}

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@ -0,0 +1,128 @@
using NewHorizons.Utility;
using NewHorizons.Utility.OWML;
using System;
using UnityEngine;
namespace NewHorizons.Handlers
{
public static class PlayerSpawnHandler
{
private static bool _wasInvincible;
private static bool _wasDeathManagerInvincible;
private static float _impactDeathSpeed;
public static void SetUpPlayerSpawn()
{
var spawnPoint = Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint;
if (spawnPoint != null)
{
SearchUtilities.Find("Player_Body").GetComponent<MatchInitialMotion>().SetBodyToMatch(spawnPoint.GetAttachedOWRigidbody());
GetPlayerSpawner().SetInitialSpawnPoint(spawnPoint);
}
else
{
NHLogger.Log($"No NH spawn point for {Main.Instance.CurrentStarSystem}");
}
}
public static void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFromVessel)
{
if (shouldWarpInFromShip)
{
Main.Instance.ShipWarpController.WarpIn(Main.Instance.WearingSuit);
}
else if (shouldWarpInFromVessel)
{
VesselWarpHandler.TeleportToVessel();
}
else if (UsingCustomSpawn())
{
var player = SearchUtilities.Find("Player_Body");
var playerBody = player.GetAttachedOWRigidbody();
var spawn = GetDefaultSpawn();
// Player dies during the teleport sometimes so we prevent that
var resources = player.GetComponent<PlayerResources>();
var deathManager = Locator.GetDeathManager();
_wasInvincible = resources._invincible;
_wasDeathManagerInvincible = deathManager._invincible;
_impactDeathSpeed = deathManager._impactDeathSpeed;
resources._invincible = true;
deathManager._invincible = true;
deathManager._impactDeathSpeed = float.MaxValue;
Delay.FireOnNextUpdate(() =>
{
var matchInitialMotion = playerBody.GetComponent<MatchInitialMotion>();
playerBody.WarpToPositionRotation(spawn.transform.position, spawn.transform.rotation);
if (matchInitialMotion != null)
{
// Idk why but these just don't work?
UnityEngine.Object.Destroy(matchInitialMotion);
Delay.FireOnNextUpdate(FixVelocity);
}
else
{
FixVelocity();
}
});
}
}
private static void FixVelocity()
{
var player = SearchUtilities.Find("Player_Body");
var playerBody = player.GetAttachedOWRigidbody();
var spawn = GetDefaultSpawn();
playerBody.WarpToPositionRotation(spawn.transform.position, spawn.transform.rotation);
// Player dies during the teleport sometimes so we prevent that
var resources = player.GetComponent<PlayerResources>();
var deathManager = Locator.GetDeathManager();
var spawnVelocity = spawn._attachedBody.GetVelocity();
var spawnAngularVelocity = spawn._attachedBody.GetPointTangentialVelocity(playerBody.transform.position);
var velocity = spawnVelocity + spawnAngularVelocity;
playerBody.SetVelocity(velocity);
NHLogger.LogVerbose($"Player spawn velocity {velocity} Player velocity {playerBody.GetVelocity()} spawn body {spawnVelocity} spawn angular vel {spawnAngularVelocity}");
resources._currentHealth = 100f;
resources._invincible = _wasInvincible;
deathManager._invincible = _wasDeathManagerInvincible;
deathManager._impactDeathSpeed = _impactDeathSpeed;
}
private static Vector3 CalculateMatchVelocity(OWRigidbody owRigidbody, OWRigidbody bodyToMatch, bool ignoreAngularVelocity)
{
var vector = Vector3.zero;
owRigidbody.UpdateCenterOfMass();
vector += bodyToMatch.GetVelocity();
if (!ignoreAngularVelocity)
{
var worldCenterOfMass = owRigidbody.GetWorldCenterOfMass();
var worldCenterOfMass2 = bodyToMatch.GetWorldCenterOfMass();
var initAngularVelocity = bodyToMatch.GetAngularVelocity();
vector += OWPhysics.PointTangentialVelocity(worldCenterOfMass, worldCenterOfMass2, initAngularVelocity);
}
var aoPrimary = bodyToMatch.GetComponent<AstroObject>()?._primaryBody?.GetAttachedOWRigidbody();
// Stock sun has its primary as itself for some reason
if (aoPrimary != null && aoPrimary != bodyToMatch)
{
vector += CalculateMatchVelocity(bodyToMatch, aoPrimary, true);
}
return vector;
}
public static bool UsingCustomSpawn() => Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint != null;
public static PlayerSpawner GetPlayerSpawner() => GameObject.FindObjectOfType<PlayerSpawner>();
public static SpawnPoint GetDefaultSpawn() => Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint ?? GetPlayerSpawner().GetSpawnPoint(SpawnLocation.TimberHearth);
}
}

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@ -62,6 +62,7 @@ namespace NewHorizons.Handlers
public static void TeleportToVessel()
{
var playerSpawner = Object.FindObjectOfType<PlayerSpawner>();
NHLogger.LogVerbose("Debug warping into vessel");
playerSpawner.DebugWarp(_vesselSpawnPoint);
Builder.General.SpawnPointBuilder.SuitUp();

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@ -75,7 +75,7 @@ namespace NewHorizons
private string _defaultStarSystem = "SolarSystem";
internal string _currentStarSystem = "SolarSystem";
private bool _firstLoad = true;
private ShipWarpController _shipWarpController;
public ShipWarpController ShipWarpController { get; private set; }
// API events
public class StarSystemEvent : UnityEvent<string> { }
@ -418,18 +418,21 @@ namespace NewHorizons
StarChartHandler.Init(SystemDict.Values.ToArray());
// Fix spawn point
PlayerSpawnHandler.SetUpPlayerSpawn();
if (isSolarSystem)
{
// Warp drive
HasWarpDrive = StarChartHandler.CanWarp();
if (_shipWarpController == null)
if (ShipWarpController == null)
{
_shipWarpController = SearchUtilities.Find("Ship_Body").AddComponent<ShipWarpController>();
_shipWarpController.Init();
ShipWarpController = SearchUtilities.Find("Ship_Body").AddComponent<ShipWarpController>();
ShipWarpController.Init();
}
if (HasWarpDrive == true) EnableWarpDrive();
var shouldWarpInFromShip = IsWarpingFromShip && _shipWarpController != null;
var shouldWarpInFromShip = IsWarpingFromShip && ShipWarpController != null;
var shouldWarpInFromVessel = IsWarpingFromVessel && VesselWarpHandler.VesselSpawnPoint != null;
Delay.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel));
@ -443,7 +446,6 @@ namespace NewHorizons
// Fix the map satellite
SearchUtilities.Find("HearthianMapSatellite_Body", false).AddComponent<MapSatelliteOrbitFix>();
// Sector changes (so that projection pools actually turn off proxies and cull groups on these moons)
//Fix attlerock vanilla sector components (they were set to timber hearth's sector)
@ -564,11 +566,8 @@ namespace NewHorizons
Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>();
Locator.GetPlayerBody().gameObject.AddComponent<DebugPropPlacer>();
Locator.GetPlayerBody().gameObject.AddComponent<DebugMenu>();
// DebugArrow.CreateArrow(Locator.GetPlayerBody().gameObject); // This is for NH devs mostly. It shouldn't be active in debug mode for now. Someone should make a dev tools submenu for it though.
if (shouldWarpInFromShip) _shipWarpController.WarpIn(WearingSuit);
else if (shouldWarpInFromVessel) VesselWarpHandler.TeleportToVessel();
else FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint);
PlayerSpawnHandler.OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel);
VesselCoordinatePromptHandler.RegisterPrompts(SystemDict.Where(system => system.Value.Config.Vessel?.coords != null).Select(x => x.Value).ToList());
}
@ -820,7 +819,7 @@ namespace NewHorizons
OnChangeStarSystem?.Invoke(newStarSystem);
NHLogger.Log($"Warping to {newStarSystem}");
if (warp && _shipWarpController) _shipWarpController.WarpOut();
if (warp && ShipWarpController) ShipWarpController.WarpOut();
IsChangingStarSystem = true;
WearingSuit = PlayerState.IsWearingSuit();
@ -868,5 +867,7 @@ namespace NewHorizons
}
}
#endregion Change star system
}
}

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@ -11,19 +11,12 @@ namespace NewHorizons.Patches.PlayerPatches
[HarmonyPatch(nameof(PlayerSpawner.SpawnPlayer))]
public static bool PlayerSpawner_SpawnPlayer(PlayerSpawner __instance)
{
if (Main.Instance.IsWarpingFromVessel || Main.Instance.DidWarpFromVessel)
if (Main.Instance.IsWarpingFromVessel || Main.Instance.DidWarpFromVessel || Main.Instance.IsWarpingFromShip)
{
NHLogger.LogWarning("Abort player spawn. Vessel will handle it.");
NHLogger.LogWarning("Abort player spawn. Vessel/Ship will handle it.");
return false;
}
else if (Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint != null)
{
NHLogger.LogVerbose($"Player spawning at {Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint.transform.GetPath()}");
__instance.SetInitialSpawnPoint(Main.SystemDict[Main.Instance.CurrentStarSystem].SpawnPoint);
} else if (Main.Instance.CurrentStarSystem != "SolarSystem" && Main.Instance.CurrentStarSystem != "EyeOfTheUniverse")
{
NHLogger.LogWarning("No player spawn point set.");
}
return true;
}
}

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@ -774,7 +774,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}
@ -963,7 +963,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}
@ -2854,7 +2854,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}
@ -3088,7 +3088,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}
@ -3222,7 +3222,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}
@ -4430,7 +4430,7 @@
"properties": {
"curve": {
"type": "array",
"description": "Scale this object over time",
"description": "Scale this object over time. Time value is in minutes.",
"items": {
"$ref": "#/definitions/TimeValuePair"
}