using NewHorizons.Utility;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Runtime.Serialization;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NewHorizons.External.Modules
{
[JsonConverter(typeof(StringEnumConverter))]
public enum VinePrefabType
{
[EnumMember(Value = @"none")] None = 0,
[EnumMember(Value = @"hub")] Hub = 1,
[EnumMember(Value = @"cluster")] Cluster = 2,
[EnumMember(Value = @"smallNest")] SmallNest = 3,
[EnumMember(Value = @"exitOnly")] ExitOnly = 4
}
[JsonObject]
public class BrambleModule
{
///
/// Defining this value will make this body a bramble dimension. Leave it null to not do that.
///
public BrambleDimensionInfo dimension;
///
/// Place nodes/seeds that take you to other bramble dimensions
///
public BrambleNodeInfo[] nodes;
[JsonObject]
public class BrambleDimensionInfo
{
///
/// The color of the fog inside this dimension.
/// Leave blank for the default grayish color: (84, 83, 73)
///
public MColor fogTint;
///
/// The density of the fog inside this dimension. The default is 6.
///
[DefaultValue(6f)] public float fogDensity = 6f;
///
/// The name of the *node* that the player is taken to when exiting this dimension.
///
public string linksTo;
///
/// The internal radius (in meters) of the dimension.
/// The default is 750 for the Hub, Escape Pod, and Angler Nest dimensions, and 500 for the others.
///
[DefaultValue(750f)] public float radius = 750f;
///
/// The dimension the vines will be copied from.
/// Only a handful are available due to batched colliders.
///
[DefaultValue("hub")] public VinePrefabType vinePrefab = VinePrefabType.Hub;
///
/// An array of integers from 0-5. By default, all entrances are allowed. To force this dimension to warp players in from only one point (like the anglerfish nest dimension in the base game) set this value to [3], [5], or similar. Values of 0-5 only.
///
public int[] allowedEntrances;
}
[JsonObject]
public class BrambleNodeInfo
{
///
/// The physical position of the node
///
public MVector3 position;
///
/// The physical rotation of the node
///
public MVector3 rotation;
///
/// The physical scale of the node, as a multiplier of the original size.
/// Nodes are 150m across, seeds are 10m across.
///
[DefaultValue(1f)] public float scale = 1f;
///
/// The name of the planet that hosts the dimension this node links to
///
public string linksTo;
///
/// The name of this node. Only required if this node should serve as an exit.
///
public string name;
///
/// Set this to true to make this node a seed instead of a node the player can enter
///
[DefaultValue(false)] public bool isSeed = false;
///
/// The color of the fog inside the node.
/// Leave blank for the default yellowish white color: (255, 245, 217, 255)
///
public MColor fogTint;
///
/// The color of the light from the node. Alpha controls brightness.
/// Leave blank for the default white color.
///
public MColor lightTint;
///
/// Should this node have a point of light from afar?
/// By default, nodes will have a foglight, while seeds won't, and neither will if not in a dimension.
///
public bool? hasFogLight;
///
/// An array of integers from 0-5. By default, all exits are allowed. To force this node to warp players out from only one hole set this value to [3], [5], or similar. Values of 0-5 only.
///
public int[] possibleExits;
///
/// If your game hard crashes upon entering bramble, it's most likely because you have indirectly recursive dimensions, i.e. one leads to another that leads back to the first one.
/// Set this to true for one of the nodes in the recursion to fix this, at the cost of it no longer showing markers for the scout, ship, etc.
///
[DefaultValue(false)] public bool preventRecursionCrash = false;
#region Obsolete
[Obsolete("farFogTint is deprecated, please use fogTint instead")]
public MColor farFogTint;
#endregion Obsolete
}
}
}