using NewHorizons.Builder.Atmosphere; using NewHorizons.Builder.Body; using NewHorizons.Builder.General; using NewHorizons.Builder.Orbital; using NewHorizons.Builder.Props; using NewHorizons.Components; using NewHorizons.Components.Orbital; using NewHorizons.External.VariableSize; using NewHorizons.Utility; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Logger = NewHorizons.Utility.Logger; namespace NewHorizons.Handlers { public static class PlanetCreationHandler { public static List NextPassBodies = new List(); private static List ToLoad; private static Dictionary ExistingAOConfigs; public static void Init(List bodies) { Main.FurthestOrbit = 30000; ExistingAOConfigs = new Dictionary(); // Set up stars // Need to manage this when there are multiple stars var sun = GameObject.Find("Sun_Body"); var starController = sun.AddComponent(); starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent(); starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent(); starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent(); starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent(); starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent(); starController.Intensity = 0.9859f; starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f); var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren().gameObject); foreach (var comp in starLightGO.GetComponents()) { if (!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform)) { GameObject.Destroy(comp); } } GameObject.Destroy(starLightGO.GetComponent()); starLightGO.name = "StarLightController"; starLightGO.AddComponent(); StarLightController.AddStar(starController); starLightGO.SetActive(true); // Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system ToLoad = bodies .OrderBy(b => (b.Config.BuildPriority != -1 ? b.Config.BuildPriority : (b.Config.FocalPoint != null ? 0 : (b.Config.Star != null) ? 0 : (b.Config.Orbit.IsMoon ? 2 : 1) ))).ToList(); var passCount = 0; while (ToLoad.Count != 0) { Logger.Log($"Starting body loading pass #{++passCount}"); var flagNoneLoadedThisPass = true; foreach (var body in ToLoad) { if (LoadBody(body)) flagNoneLoadedThisPass = false; } if (flagNoneLoadedThisPass) { Logger.LogWarning("No objects were loaded this pass"); // Try again but default to sun foreach (var body in ToLoad) { if (LoadBody(body, true)) flagNoneLoadedThisPass = false; } } if (flagNoneLoadedThisPass) { // Give up Logger.Log($"Couldn't finish adding bodies."); return; } ToLoad = NextPassBodies; NextPassBodies = new List(); // Infinite loop failsafe if (passCount > 10) { Logger.Log("Something went wrong"); break; } } Logger.Log("Done loading bodies"); // I don't know what these do but they look really weird from a distance Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(PlanetDestroyer.RemoveAllProxies); if (Main.SystemDict[Main.Instance.CurrentStarSystem].Config.destroyStockPlanets) PlanetDestroyer.RemoveSolarSystem(); } public static bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false) { // I don't remember doing this why is it exceptions what am I doing GameObject existingPlanet = null; try { existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject; } catch (Exception) { if (body?.Config?.Name == null) Logger.LogError($"How is there no name for {body}"); else existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body"); } if (existingPlanet != null) { try { if (body.Config.Destroy) { var ao = existingPlanet.GetComponent(); if (ao != null) Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 2); else Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 2); } else UpdateBody(body, existingPlanet); } catch (Exception e) { Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}"); return false; } } else { try { GameObject planetObject = GenerateBody(body, defaultPrimaryToSun); if (planetObject == null) return false; planetObject.SetActive(true); } catch (Exception e) { Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}"); return false; } } return true; } public static GameObject UpdateBody(NewHorizonsBody body, GameObject go) { Logger.Log($"Updating existing Object {go.name}"); var sector = go.GetComponentInChildren(); var rb = go.GetAttachedOWRigidbody(); // Did we already generate the rest of the body var justUpdateOrbit = go.GetComponent() != null && ExistingAOConfigs.ContainsKey(go.GetComponent()); // Since orbits are always there just check if they set a semi major axis if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f) { // If we aren't able to update the orbit wait until later if (!UpdateBodyOrbit(body, go)) { NextPassBodies.Add(body); return null; } } if (justUpdateOrbit) return go; if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0) { foreach (var child in body.Config.ChildrenToDestroy) { Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2); } } // Do stuff that's shared between generating new planets and updating old ones go = SharedGenerateBody(body, go, sector, rb); return go; } public static GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false) { AstroObject primaryBody; if (body.Config.Orbit.PrimaryBody != null) { primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody); if (primaryBody == null) { if (defaultPrimaryToSun) { Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun"); primaryBody = AstroObjectLocator.GetAstroObject("Sun"); } else { NextPassBodies.Add(body); return null; } } } else { primaryBody = null; } Logger.Log($"Begin generation sequence of [{body.Config.Name}]"); var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body"); go.SetActive(false); if (body.Config.Base.GroundSize != 0) { GeometryBuilder.Make(go, body.Config.Base.GroundSize); } var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f; float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f); var overrideSOI = body.Config.Base.SphereOfInfluence; if (overrideSOI != 0) { sphereOfInfluence = overrideSOI; } var owRigidBody = RigidBodyBuilder.Make(go, body.Config); var ao = AstroObjectBuilder.Make(go, primaryBody, body.Config); if (body.Config.Base.SurfaceGravity != 0) { GravityBuilder.Make(go, ao, body.Config); } if (body.Config.Base.HasReferenceFrame) { RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence); } if (body.Config.Base.HasMapMarker) { MarkerBuilder.Make(go, body.Config.Name, body.Config); } if (body.Config.Base.HasAmbientLight) { AmbientLightBuilder.Make(go, sphereOfInfluence); } var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f); ao._rootSector = sector; VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config); if (body.Config.HeightMap != null) { HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod); } if (body.Config.ProcGen != null) { ProcGenBuilder.Make(go, body.Config.ProcGen); } if (body.Config.Star != null) { StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star)); } if (body.Config.FocalPoint != null) { FocalPointBuilder.Make(go, ao, body.Config, body.Mod); } // Do stuff that's shared between generating new planets and updating old ones go = SharedGenerateBody(body, go, sector, owRigidBody); body.Object = go; // Now that we're done move the planet into place UpdatePosition(go, body, primaryBody, ao); // Have to do this after setting position var initialMotion = InitialMotionBuilder.Make(go, primaryBody, ao, owRigidBody, body.Config.Orbit); // Spawning on other planets is a bit hacky so we do it last if (body.Config.Spawn != null) { Logger.Log("Doing spawn point thing"); Main.SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody); } if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) { Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => OrbitlineBuilder.Make(body.Object, ao as NHAstroObject, body.Config.Orbit.IsMoon, body.Config)); } if (!body.Config.Orbit.IsStatic) { DetectorBuilder.Make(go, owRigidBody, primaryBody, ao, body.Config); } if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) { AstroObjectLocator.RegisterCustomAstroObject(ao); } return go; } private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb) { if (body.Config.Ring != null) RingBuilder.Make(go, body.Config.Ring, body.Mod); if (body.Config.AsteroidBelt != null) AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod); if (body.Config.Base.HasCometTail) CometTailBuilder.Make(go, body.Config, go.GetComponent().GetPrimaryBody()); // Backwards compatability if (body.Config.Base.LavaSize != 0) { var lava = new LavaModule(); lava.Size = body.Config.Base.LavaSize; LavaBuilder.Make(go, sector, rb, lava); } if (body.Config.Lava != null) LavaBuilder.Make(go, sector, rb, body.Config.Lava); // Backwards compatability if (body.Config.Base.WaterSize != 0) { var water = new WaterModule(); water.Size = body.Config.Base.WaterSize; water.Tint = body.Config.Base.WaterTint; WaterBuilder.Make(go, sector, rb, water); } if (body.Config.Water != null) WaterBuilder.Make(go, sector, rb, body.Config.Water); if (body.Config.Sand != null) SandBuilder.Make(go, sector, rb, body.Config.Sand); if (body.Config.Atmosphere != null) { AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen); if (body.Config.Atmosphere.Cloud != null) { CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod); SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere); } if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow) EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow); if (body.Config.Atmosphere.FogSize != 0) FogBuilder.Make(go, sector, body.Config.Atmosphere); AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize); } if (body.Config.Props != null) PropBuildManager.Make(go, sector, rb, body.Config, body.Mod, body.Mod.ModHelper.Manifest.UniqueName); if (body.Config.Signal != null) SignalBuilder.Make(go, sector, body.Config.Signal, body.Mod); if (body.Config.Base.BlackHoleSize != 0 || body.Config.Singularity != null) SingularityBuilder.Make(go, sector, rb, body.Config); if (body.Config.Funnel != null) FunnelBuilder.Make(go, go.GetComponentInChildren(), rb, body.Config.Funnel); // Has to go last probably if (body.Config.Base.CloakRadius != 0f) CloakBuilder.Make(go, sector, body.Config.Base.CloakRadius); return go; } public static bool UpdateBodyOrbit(NewHorizonsBody body, GameObject go) { Logger.Log($"Updating orbit of [{body.Config.Name}]"); try { var ao = go.GetComponent(); var aoName = ao.GetAstroObjectName(); var aoType = ao.GetAstroObjectType(); var owrb = go.GetComponent(); var im = go.GetComponent(); // By default keep it with the same primary body else update to the new one var primary = ao._primaryBody; if (!string.IsNullOrEmpty(body.Config.Orbit.PrimaryBody)) { // If we can't find the new one we want to try again later (return false) primary = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody); if (primary == null) return false; } // Just destroy the existing AO after copying everything over var newAO = AstroObjectBuilder.Make(go, primary, body.Config); newAO._gravityVolume = ao._gravityVolume; newAO._moon = ao._moon; newAO._name = ao._name; newAO._owRigidbody = ao._owRigidbody; newAO._rootSector = ao._rootSector; newAO._sandLevelController = ao._sandLevelController; newAO._satellite = ao._satellite; newAO._type = ao._type; // We need these for later var children = AstroObjectLocator.GetChildren(ao).Concat(AstroObjectLocator.GetMoons(ao)).ToArray(); AstroObjectLocator.DeregisterCustomAstroObject(ao); GameObject.Destroy(ao); Locator.RegisterAstroObject(newAO); AstroObjectLocator.RegisterCustomAstroObject(newAO); newAO._primaryBody = primary; GameObject.Destroy(go.GetComponentInChildren().gameObject); var isMoon = newAO.GetAstroObjectType() == AstroObject.Type.Moon || newAO.GetAstroObjectType() == AstroObject.Type.Satellite; if(body.Config.Orbit.ShowOrbitLine) OrbitlineBuilder.Make(go, newAO, isMoon, body.Config); DetectorBuilder.SetDetector(primary, newAO, go.GetComponentInChildren()); // Get ready to move all the satellites var relativeMoonPositions = children.Select(x => x.transform.position - go.transform.position).ToArray(); // If its tidally locked change the alignment var alignment = go.GetComponent(); if (alignment != null) { alignment.SetTargetBody(primary.GetComponent()); } // Move the primary UpdatePosition(go, body, primary, newAO); for (int i = 0; i < children.Count(); i++) { var child = children[i]; // If the child is an AO we do stuff too var childAO = child.GetComponent() ?? child.GetComponent(); if (childAO != null) { if (childAO is NHAstroObject && ExistingAOConfigs.ContainsKey(childAO)) { // If it's already and NH object we repeat the whole process else it doesn't work idk NextPassBodies.Add(ExistingAOConfigs[childAO]); } else { foreach (var childChild in AstroObjectLocator.GetChildren(childAO)) { var dPos = childChild.transform.position - child.transform.position; childChild.transform.position = go.transform.position + relativeMoonPositions[i] + dPos; } // Make sure the moons get updated to the new AO childAO._primaryBody = newAO; } } child.transform.position = go.transform.position + relativeMoonPositions[i]; } // Have to do this after setting position InitialMotionBuilder.SetInitialMotion(im, primary, newAO); // Have to register this new AO to the locator Locator.RegisterAstroObject(newAO); ExistingAOConfigs.Add(newAO, body); } catch (Exception ex) { Logger.LogError($"Couldn't update orbit of [{body.Config.Name}]: {ex.Message}, {ex.StackTrace}"); // If it doesn't here there's no point trying again so we'll still return true } return true; } private static void UpdatePosition(GameObject go, NewHorizonsBody body, AstroObject primaryBody, AstroObject secondaryBody) { Logger.Log($"Placing [{secondaryBody?.name}] around [{primaryBody?.name}]"); go.transform.parent = Locator.GetRootTransform(); if (primaryBody != null) { var primaryGravity = new Gravity(primaryBody.GetGravityVolume()); var secondaryGravity = new Gravity(secondaryBody.GetGravityVolume()); var relativePosition = body.Config.Orbit.GetOrbitalParameters(primaryGravity, secondaryGravity).InitialPosition; go.transform.position = relativePosition + primaryBody.transform.position; } else { go.transform.position = Vector3.zero; } if (go.transform.position.magnitude > Main.FurthestOrbit) { Main.FurthestOrbit = go.transform.position.magnitude + 30000f; } } } }