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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Fix funny NRE
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5ab573b907
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@ -188,14 +188,14 @@ namespace NewHorizons.Builder.Body
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public static void PairExit(string exitName, OuterFogWarpVolume warpController)
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{
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if (!BrambleNodeBuilder.NamedNodes.ContainsKey(exitName))
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if (!BrambleNodeBuilder.namedNodes.ContainsKey(exitName))
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{
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if (!_unpairedDimensions.ContainsKey(exitName)) _unpairedDimensions[exitName] = new();
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_unpairedDimensions[exitName].Add(warpController);
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return;
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}
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warpController._linkedInnerWarpVolume = BrambleNodeBuilder.NamedNodes[exitName];
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warpController._linkedInnerWarpVolume = BrambleNodeBuilder.namedNodes[exitName];
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}
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public static void FinishPairingDimensionsForExitNode(string nodeName)
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@ -21,21 +21,21 @@ namespace NewHorizons.Builder.Props
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// keys are all dimension names that have been referenced by at least one node but do not (yet) exist
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// values are all nodes' warp controllers that link to a given dimension
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// unpairedNodes[name of dimension that doesn't exist yet] => List{warp controller for node that links to that dimension, ...}
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private static Dictionary<string, List<InnerFogWarpVolume>> _unpairedNodes = new();
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private static Dictionary<string, List<SignalInfo>> _propagatedSignals = null;
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private static readonly Dictionary<string, List<InnerFogWarpVolume>> _unpairedNodes = new();
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private static readonly Dictionary<string, List<SignalInfo>> _propagatedSignals = new();
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public static Dictionary<string, InnerFogWarpVolume> NamedNodes { get; private set; }
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public static Dictionary<BrambleNodeInfo, GameObject> BuiltBrambleNodes { get; private set; }
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public static readonly Dictionary<string, InnerFogWarpVolume> namedNodes = new();
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public static readonly Dictionary<BrambleNodeInfo, GameObject> builtBrambleNodes = new();
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private static string _brambleSeedPrefabPath = "DB_PioneerDimension_Body/Sector_PioneerDimension/Interactables_PioneerDimension/SeedWarp_ToPioneer (1)";
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private static string _brambleNodePrefabPath = "DB_HubDimension_Body/Sector_HubDimension/Interactables_HubDimension/InnerWarp_ToCluster";
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public static void Init()
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{
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_unpairedNodes = new();
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_propagatedSignals = null;
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NamedNodes = new();
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BuiltBrambleNodes = new();
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_unpairedNodes.Clear();
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_propagatedSignals.Clear();
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namedNodes.Clear();
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builtBrambleNodes.Clear();
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PropagateSignals();
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}
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@ -117,7 +117,6 @@ namespace NewHorizons.Builder.Props
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// This dictionary lists all the signals a given node should have, depending on the dimension it links to
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// ie, if a node links to "dimension1", then that node should spawn all of the signals in the list propagatedSignals["dimension1"]
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_propagatedSignals = new Dictionary<string, List<SignalInfo>>();
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foreach (var dimension in allDimensions)
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{
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_propagatedSignals[dimension.name] = new();
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@ -274,18 +273,21 @@ namespace NewHorizons.Builder.Props
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// Cleanup for dimension exits
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if (config.name != null)
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{
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NamedNodes[config.name] = innerFogWarpVolume;
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namedNodes[config.name] = innerFogWarpVolume;
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BrambleDimensionBuilder.FinishPairingDimensionsForExitNode(config.name);
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}
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// Make signals
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foreach (var signalConfig in _propagatedSignals[config.linksTo])
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if (_propagatedSignals.TryGetValue(config.linksTo, out var connectedSignals))
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{
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var signalGO = SignalBuilder.Make(go, sector, signalConfig, mod);
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signalGO.GetComponent<AudioSignal>()._identificationDistance = 0;
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signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
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signalGO.transform.position = brambleNode.transform.position;
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signalGO.transform.parent = brambleNode.transform;
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foreach (var signalConfig in connectedSignals)
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{
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var signalGO = SignalBuilder.Make(go, sector, signalConfig, mod);
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signalGO.GetComponent<AudioSignal>()._identificationDistance = 0;
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signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
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signalGO.transform.position = brambleNode.transform.position;
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signalGO.transform.parent = brambleNode.transform;
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}
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}
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// Done!
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@ -270,13 +270,15 @@ namespace NewHorizons
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NewHorizonsData.Load();
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SignalBuilder.Init();
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BrambleDimensionBuilder.Init();
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BrambleNodeBuilder.Init();
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AstroObjectLocator.Init();
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StreamingHandler.Init();
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AudioTypeHandler.Init();
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PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
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// Relies on the list of bodies from PlanetCreationHandler so it must run after
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BrambleNodeBuilder.Init();
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VesselWarpHandler.LoadVessel();
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SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]);
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LoadTranslations(ModHelper.Manifest.ModFolderPath + "Assets/", this);
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