Add default star system override option

This commit is contained in:
Nick 2022-05-13 16:30:37 -04:00
parent 87c859728e
commit d5ee5ff33a

View File

@ -35,9 +35,10 @@ namespace NewHorizons
public static Main Instance { get; private set; }
// Settings
public static bool Debug;
public static bool Debug { get; private set; }
private static bool _useCustomTitleScreen;
private static bool _wasConfigured = false;
private static string _defaultSystemOverride;
public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
@ -84,6 +85,8 @@ namespace NewHorizons
DebugReload.UpdateReloadButton();
Logger.UpdateLogLevel(Debug ? Logger.LogType.Log : Logger.LogType.Error);
_defaultSystemOverride = config.GetSettingsValue<string>("Default System Override");
var wasUsingCustomTitleScreen = _useCustomTitleScreen;
_useCustomTitleScreen = config.GetSettingsValue<bool>("Custom title screen");
// Reload the title screen if this was updated on it
@ -111,11 +114,14 @@ namespace NewHorizons
destroyStockPlanets = false
}
};
foreach (AssetBundle bundle in AssetBundles.Values)
foreach (var pair in AssetBundles)
{
bundle.Unload(true);
if (pair.Value == null) Logger.LogError($"The asset bundle for {pair.Key} was null when trying to unload");
else pair.Value.Unload(true);
}
AssetBundles.Clear();
if (!resetTranslation) return;
TranslationHandler.ClearTables();
TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage());
@ -136,9 +142,9 @@ namespace NewHorizons
GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
GlobalMessenger.AddListener("WakeUp", new Callback(OnWakeUp));
ShaderBundle = Main.Instance.ModHelper.Assets.LoadBundle("AssetBundle/shader");
ResetConfigs(resetTranslation: false);
Logger.Log("Begin load of config files...", Logger.LogType.Log);
try
@ -153,7 +159,7 @@ namespace NewHorizons
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single));
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => _firstLoad = false);
Instance.ModHelper.Menus.PauseMenu.OnInit += DebugReload.InitializePauseMenu;
}
}
public void OnDestroy()
{
@ -182,22 +188,22 @@ namespace NewHorizons
Logger.Log($"Scene Loaded: {scene.name} {mode}");
// Set time loop stuff if its enabled and if we're warping to a new place
if(_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
if (_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
{
TimeLoop.SetSecondsRemaining(SecondsLeftInLoop);
// Prevent the OPC from firing
var launchController = GameObject.FindObjectOfType<OrbitalProbeLaunchController>();
if(launchController != null)
if (launchController != null)
{
GlobalMessenger<int>.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop);
foreach(var fakeDebris in launchController._fakeDebrisBodies)
foreach (var fakeDebris in launchController._fakeDebrisBodies)
{
fakeDebris.gameObject.SetActive(false);
}
launchController.enabled = false;
}
var nomaiProbe = GameObject.Find("NomaiProbe_Body");
if(nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
if (nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
}
// Reset this
@ -210,21 +216,21 @@ namespace NewHorizons
TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
}
if(scene.name == "EyeOfTheUniverse" && IsWarping)
if (scene.name == "EyeOfTheUniverse" && IsWarping)
{
if(_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
if (_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
_ship.transform.position = new Vector3(50, 0, 0);
_ship.SetActive(true);
}
if(scene.name == "SolarSystem")
if (scene.name == "SolarSystem")
{
foreach(var body in GameObject.FindObjectsOfType<AstroObject>())
foreach (var body in GameObject.FindObjectsOfType<AstroObject>())
{
Logger.Log($"{body.name}, {body.transform.rotation}");
}
if(_ship != null)
if (_ship != null)
{
_ship = GameObject.Find("Ship_Body").InstantiateInactive();
DontDestroyOnLoad(_ship);
@ -252,14 +258,14 @@ namespace NewHorizons
if (IsWarping && _shipWarpController)
{
Instance.ModHelper.Events.Unity.RunWhen(
() => IsSystemReady,
() => IsSystemReady,
() => _shipWarpController.WarpIn(WearingSuit)
);
}
else
{
Instance.ModHelper.Events.Unity.RunWhen(
() => IsSystemReady,
() => IsSystemReady,
() => FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint)
);
}
@ -274,7 +280,16 @@ namespace NewHorizons
else
{
// Reset back to original solar system after going to main menu.
_currentStarSystem = _defaultStarSystem;
// If the override is a valid system then we go there
if (SystemDict.Keys.Contains(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarping = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
}
}
@ -309,6 +324,12 @@ namespace NewHorizons
var relativePath = file.Replace(folder, "");
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>(relativePath);
if (starSystemConfig.startHere)
{
// We always want to allow mods to overwrite setting the main SolarSystem as default but not the other way around
if (name != "SolarSystem") SetDefaultSystem(name);
}
var system = new NewHorizonsSystem(name, starSystemConfig, mod);
SystemDict[name] = system;
}
@ -336,7 +357,7 @@ namespace NewHorizons
LoadTranslations(folder, mod);
}
}
catch(Exception ex)
catch (Exception ex)
{
Logger.LogError($"{ex.Message}, {ex.StackTrace}");
}
@ -380,15 +401,13 @@ namespace NewHorizons
if (config.Base.CenterOfSolarSystem) config.Orbit.IsStatic = true;
if (!SystemDict.ContainsKey(config.StarSystem))
{
// See if theres a star system config
// Since we didn't load it earlier there shouldn't be a star system config
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"systems/{config.StarSystem}.json");
if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(null);
else Logger.Log($"Loaded system config for {config.StarSystem}");
else Logger.LogWarning($"Loaded system config for {config.StarSystem}. Why wasn't this loaded earlier?");
var system = new NewHorizonsSystem(config.StarSystem, starSystemConfig, mod);
if (system.Config.startHere) SetDefaultSystem(system.Name);
SystemDict.Add(config.StarSystem, system);
BodyDict.Add(config.StarSystem, new List<NewHorizonsBody>());
@ -420,7 +439,7 @@ namespace NewHorizons
OnChangeStarSystem?.Invoke(newStarSystem);
Logger.Log($"Warping to {newStarSystem}");
if(warp && _shipWarpController) _shipWarpController.WarpOut();
if (warp && _shipWarpController) _shipWarpController.WarpOut();
_currentStarSystem = newStarSystem;
_isChangingStarSystem = true;
IsWarping = warp;
@ -429,7 +448,7 @@ namespace NewHorizons
// We kill them so they don't move as much
Locator.GetDeathManager().KillPlayer(DeathType.Meditation);
if(newStarSystem == "EyeOfTheUniverse")
if (newStarSystem == "EyeOfTheUniverse")
{
PlayerData.SaveWarpedToTheEye(TimeLoop.GetSecondsRemaining());
LoadManager.LoadSceneAsync(OWScene.EyeOfTheUniverse, true, LoadManager.FadeType.ToBlack, 0.1f, true);
@ -446,7 +465,17 @@ namespace NewHorizons
// We reset the solar system on death (unless we just killed the player)
if (!_isChangingStarSystem)
{
_currentStarSystem = _defaultStarSystem;
// If the override is a valid system then we go there
if (SystemDict.Keys.Contains(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarping = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
IsWarping = false;
}
}