using HarmonyLib; using NewHorizons.Builder.Props; using NewHorizons.Components; using NewHorizons.External.Configs; using NewHorizons.External; using NewHorizons.Handlers; using NewHorizons.Utility; using OWML.Common; using OWML.ModHelper; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; using UnityEngine.Events; using UnityEngine.SceneManagement; using Logger = NewHorizons.Utility.Logger; using NewHorizons.Utility.DebugUtilities; using Newtonsoft.Json; using NewHorizons.Utility.DebugMenu; namespace NewHorizons { public class Main : ModBehaviour { public static AssetBundle NHAssetBundle { get; private set; } public static Main Instance { get; private set; } // Settings public static bool Debug { get; private set; } private static bool _useCustomTitleScreen; private static bool _wasConfigured = false; private static string _defaultSystemOverride; public static Dictionary SystemDict = new Dictionary(); public static Dictionary> BodyDict = new Dictionary>(); public static List MountedAddons = new List(); public static float SecondsLeftInLoop = -1; public static bool IsSystemReady { get; private set; } public static float FurthestOrbit { get; set; } = 50000f; public string CurrentStarSystem { get { return Instance._currentStarSystem; } } public bool IsWarping { get; private set; } = false; public bool WearingSuit { get; private set; } = false; public static bool HasWarpDrive { get; private set; } = false; private string _defaultStarSystem = "SolarSystem"; private string _currentStarSystem = "SolarSystem"; private bool _isChangingStarSystem = false; private bool _firstLoad = true; private ShipWarpController _shipWarpController; // API events public class StarSystemEvent : UnityEvent { } public StarSystemEvent OnChangeStarSystem; public StarSystemEvent OnStarSystemLoaded; // For warping to the eye system private GameObject _ship; public static bool HasDLC { get => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned; } public override object GetApi() { return new NewHorizonsApi(); } public override void Configure(IModConfig config) { Logger.Log("Settings changed"); Debug = config.GetSettingsValue("Debug"); DebugReload.UpdateReloadButton(); DebugMenu.UpdatePauseMenuButton(); Logger.UpdateLogLevel(Debug ? Logger.LogType.Log : Logger.LogType.Error); _defaultSystemOverride = config.GetSettingsValue("Default System Override"); var wasUsingCustomTitleScreen = _useCustomTitleScreen; _useCustomTitleScreen = config.GetSettingsValue("Custom title screen"); // Reload the title screen if this was updated on it // Don't reload if we haven't configured yet (called on game start) if (wasUsingCustomTitleScreen != _useCustomTitleScreen && SceneManager.GetActiveScene().name == "TitleScreen" && _wasConfigured) { Logger.Log("Reloading"); SceneManager.LoadScene("TitleScreen", LoadSceneMode.Single); } _wasConfigured = true; } public static void ResetConfigs(bool resetTranslation = true) { BodyDict.Clear(); SystemDict.Clear(); BodyDict["SolarSystem"] = new List(); BodyDict["EyeOfTheUniverse"] = new List(); // Keep this empty tho fr SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(), Instance) { Config = { destroyStockPlanets = false } }; if (!resetTranslation) return; TranslationHandler.ClearTables(); TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage()); } public void Start() { // Patches Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly()); OnChangeStarSystem = new StarSystemEvent(); OnStarSystemLoaded = new StarSystemEvent(); SceneManager.sceneLoaded += OnSceneLoaded; SceneManager.sceneUnloaded += OnSceneUnloaded; Instance = this; GlobalMessenger.AddListener("PlayerDeath", OnDeath); GlobalMessenger.AddListener("WakeUp", OnWakeUp); NHAssetBundle = ModHelper.Assets.LoadBundle("AssetBundle/xen.newhorizons"); ResetConfigs(resetTranslation: false); Logger.Log("Begin load of config files...", Logger.LogType.Log); try { LoadConfigs(this); } catch (Exception) { Logger.LogWarning("Couldn't find planets folder"); } 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() { Logger.Log($"Destroying NewHorizons"); SceneManager.sceneLoaded -= OnSceneLoaded; GlobalMessenger.RemoveListener("PlayerDeath", OnDeath); GlobalMessenger.RemoveListener("WakeUp", new Callback(OnWakeUp)); } private static void OnWakeUp() { IsSystemReady = true; Instance.OnStarSystemLoaded?.Invoke(Instance.CurrentStarSystem); } private void OnSceneUnloaded(Scene scene) { SearchUtilities.ClearCache(); ImageUtilities.ClearCache(); AudioUtilities.ClearCache(); AssetBundleUtilities.ClearCache(); IsSystemReady = false; } private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { Logger.Log($"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) { TimeLoop.SetSecondsRemaining(SecondsLeftInLoop); // Prevent the OPC from firing var launchController = GameObject.FindObjectOfType(); if (launchController != null) { GlobalMessenger.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop); 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); } // Reset this SecondsLeftInLoop = -1; _isChangingStarSystem = false; if (scene.name == "TitleScreen" && _useCustomTitleScreen) { TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList()); TitleSceneHandler.InitSubtitles(); } if (scene.name == "EyeOfTheUniverse" && IsWarping) { if (_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene()); _ship.transform.position = new Vector3(50, 0, 0); _ship.SetActive(true); } if (scene.name == "SolarSystem") { foreach (var body in GameObject.FindObjectsOfType()) { Logger.Log($"{body.name}, {body.transform.rotation}"); } if (_ship != null) { _ship = GameObject.Find("Ship_Body").InstantiateInactive(); DontDestroyOnLoad(_ship); } IsSystemReady = false; NewHorizonsData.Load(); SignalBuilder.Init(); AstroObjectLocator.Init(); OWAssetHandler.Init(); PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]); SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]); LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this); // Warp drive StarChartHandler.Init(SystemDict.Values.ToArray()); HasWarpDrive = StarChartHandler.CanWarp(); _shipWarpController = GameObject.Find("Ship_Body").AddComponent(); _shipWarpController.Init(); if (HasWarpDrive == true) EnableWarpDrive(); var shouldWarpIn = IsWarping && _shipWarpController != null; Instance.ModHelper.Events.Unity.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpIn)); IsWarping = false; var map = GameObject.FindObjectOfType(); if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f; // Fix the map satellite GameObject.Find("HearthianMapSatellite_Body").AddComponent(); } else { // Reset back to original solar system after going to main menu. // 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; } } } // Had a bunch of separate unity things firing stuff when the system is ready so I moved it all to here private void OnSystemReady(bool shouldWarpIn) { Locator.GetPlayerBody().gameObject.AddComponent(); Locator.GetPlayerBody().gameObject.AddComponent(); Locator.GetPlayerBody().gameObject.AddComponent(); if (shouldWarpIn) _shipWarpController.WarpIn(WearingSuit); else FindObjectOfType().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint); } public void EnableWarpDrive() { Logger.Log("Setting up warp drive"); PlanetCreationHandler.LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json")); HasWarpDrive = true; } #region Load public void LoadConfigs(IModBehaviour mod) { try { if (_firstLoad) { MountedAddons.Add(mod); } var folder = mod.ModHelper.Manifest.ModFolderPath; // Load systems first so that when we load bodies later we can check for missing ones if (Directory.Exists(folder + @"systems\")) { foreach (var file in Directory.GetFiles(folder + @"systems\", "*.json?", SearchOption.AllDirectories)) { var name = Path.GetFileNameWithoutExtension(file); Logger.Log($"Loading system {name}"); var relativePath = file.Replace(folder, ""); var starSystemConfig = mod.ModHelper.Storage.Load(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; } } if (Directory.Exists(folder + "planets")) { foreach (var file in Directory.GetFiles(folder + @"planets\", "*.json?", SearchOption.AllDirectories)) { var relativeDirectory = file.Replace(folder, ""); var body = LoadConfig(mod, relativeDirectory); if (body != null) { // Wanna track the spawn point of each system if (body.Config.Spawn != null) SystemDict[body.Config.starSystem].Spawn = body.Config.Spawn; // Add the new planet to the planet dictionary if (!BodyDict.ContainsKey(body.Config.starSystem)) BodyDict[body.Config.starSystem] = new List(); BodyDict[body.Config.starSystem].Add(body); } } } if (Directory.Exists(folder + @"translations\")) { LoadTranslations(folder, mod); } } catch (Exception ex) { Logger.LogError($"{ex.Message}, {ex.StackTrace}"); } } private void LoadTranslations(string folder, IModBehaviour mod) { var foundFile = false; foreach (TextTranslation.Language language in Enum.GetValues(typeof(TextTranslation.Language))) { if (language == TextTranslation.Language.UNKNOWN || language == TextTranslation.Language.TOTAL) continue; var relativeFile = $"translations/{language.ToString().ToLower()}.json"; if (File.Exists($"{folder}{relativeFile}")) { Logger.Log($"Registering {language} translation from {mod.ModHelper.Manifest.Name} from {relativeFile}"); var config = new TranslationConfig($"{folder}{relativeFile}"); foundFile = true; TranslationHandler.RegisterTranslation(language, config); } } if (!foundFile) Logger.LogWarning($"{mod.ModHelper.Manifest.Name} has a folder for translations but none were loaded"); } public NewHorizonsBody LoadConfig(IModBehaviour mod, string relativeDirectory) { NewHorizonsBody body = null; try { var config = mod.ModHelper.Storage.Load(relativeDirectory); // var config = JsonConvert.DeserializeObject(File.ReadAllText($"{mod.ModHelper.Manifest.ModFolderPath}/{relativeDirectory}")); config.MigrateAndValidate(); Logger.Log($"Loaded {config.name}"); if (!SystemDict.ContainsKey(config.starSystem)) { // Since we didn't load it earlier there shouldn't be a star system config var starSystemConfig = mod.ModHelper.Storage.Load($"systems/{config.starSystem}.json"); if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(); else Logger.LogWarning($"Loaded system config for {config.starSystem}. Why wasn't this loaded earlier?"); var system = new NewHorizonsSystem(config.starSystem, starSystemConfig, mod); SystemDict.Add(config.starSystem, system); BodyDict.Add(config.starSystem, new List()); } body = new NewHorizonsBody(config, mod, relativeDirectory); } catch (Exception e) { Logger.LogError($"Couldn't load {relativeDirectory}: {e.Message} {e.StackTrace}, is your Json formatted correctly?"); } return body; } public void SetDefaultSystem(string defaultSystem) { _defaultStarSystem = defaultSystem; _currentStarSystem = defaultSystem; } #endregion Load #region Change star system public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false) { if (_isChangingStarSystem) return; OnChangeStarSystem?.Invoke(newStarSystem); Logger.Log($"Warping to {newStarSystem}"); if (warp && _shipWarpController) _shipWarpController.WarpOut(); _isChangingStarSystem = true; IsWarping = warp; WearingSuit = PlayerState.IsWearingSuit(); // We kill them so they don't move as much Locator.GetDeathManager().KillPlayer(DeathType.Meditation); OWScene sceneToLoad; if (newStarSystem == "EyeOfTheUniverse") { PlayerData.SaveWarpedToTheEye(TimeLoop.GetSecondsRemaining()); sceneToLoad = OWScene.EyeOfTheUniverse; } else { if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsLeftInLoop = TimeLoop.GetSecondsRemaining(); else SecondsLeftInLoop = -1; sceneToLoad = OWScene.SolarSystem; } _currentStarSystem = newStarSystem; LoadManager.LoadSceneAsync(sceneToLoad, true, LoadManager.FadeType.ToBlack, 0.1f, true); } void OnDeath(DeathType _) { // We reset the solar system on death (unless we just killed the player) if (!_isChangingStarSystem) { // 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; } } #endregion Change star system } }