using NewHorizons.External.Modules;
using NewHorizons.External.Modules.Props;
using NewHorizons.External.Modules.Props.Audio;
using NewHorizons.External.Modules.Props.Dialogue;
using NewHorizons.External.Modules.Props.Quantum;
using NewHorizons.External.Modules.VariableSize;
using NewHorizons.External.Modules.Volumes;
using NewHorizons.External.Modules.Volumes.VolumeInfos;
using NewHorizons.Utility.OWML;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Linq;
namespace NewHorizons.External.Configs
{
///
/// Describes a celestial body to generate
///
[JsonObject(Title = "Celestial Body")]
public class PlanetConfig
{
#region Fields
///
/// Unique name of your planet
///
[Required]
public string name;
///
/// Unique star system containing your planet. If you set this to be a custom solar system remember to add a Spawn module to one of the bodies, or else you can't get to the system.
///
[DefaultValue("SolarSystem")] public string starSystem = "SolarSystem";
///
/// Does this config describe a quantum state of a custom planet defined in another file?
///
public bool isQuantumState;
///
/// Does this config describe a stellar remnant of a custom star defined in another file?
///
public bool isStellarRemnant;
///
/// Should this planet ever be shown on the title screen?
///
[DefaultValue(true)] public bool canShowOnTitle = true;
///
/// `true` if you want to delete this planet
///
public bool destroy;
///
/// A list of paths to child GameObjects to destroy on this planet
///
public string[] removeChildren;
#endregion
#region Modules
///
/// Add ambient lights to this body
///
public AmbientLightModule[] AmbientLights;
///
/// Generate asteroids around this body
///
public AsteroidBeltModule AsteroidBelt;
///
/// Describes this Body's atmosphere
///
public AtmosphereModule Atmosphere;
///
/// Base Properties of this Body
///
public BaseModule Base;
///
/// Add bramble nodes to this planet and/or make this planet a bramble dimension
///
public BrambleModule Bramble;
///
/// Add a cloaking field to this planet
///
public CloakModule Cloak;
///
/// Make this body into a focal point (barycenter)
///
public FocalPointModule FocalPoint;
///
/// Add funnel from this planet to another
///
public FunnelModule Funnel;
///
/// Generate the surface of this planet using a heightmap
///
public HeightMapModule HeightMap;
///
/// Add lava to this planet
///
public LavaModule Lava;
///
/// Describes this Body's orbit (or lack there of)
///
public OrbitModule Orbit;
///
/// Procedural Generation
///
public ProcGenModule ProcGen;
///
/// Spawn various objects on this body
///
public PropModule Props;
///
/// Reference frame properties of this body
///
public ReferenceFrameModule ReferenceFrame;
///
/// Create rings around the planet
///
public RingModule[] Rings;
///
/// Add sand to this planet
///
public SandModule Sand;
///
/// Add ship log entries to this planet and describe how it looks in map mode
///
public ShipLogModule ShipLog;
///
/// Settings for shock effect on planet when the nearest star goes supernova
///
public ShockEffectModule ShockEffect;
///
/// Spawn the player at this planet
///
public SpawnModule Spawn;
///
/// Make this body a star
///
public StarModule Star;
///
/// Add water to this planet
///
public WaterModule Water;
///
/// Add various volumes on this body
///
public VolumesModule Volumes;
///
/// Add a comet tail to this body, like the Interloper
///
public CometTailModule CometTail;
///
/// Extra data that may be used by extension mods
///
public object extras;
#endregion
#region Obsolete
[Obsolete("ChildrenToDestroy is deprecated, please use RemoveChildren instead")]
public string[] childrenToDestroy;
[Obsolete("Singularity is deprecated, please use Props->singularities")]
public SingularityModule Singularity;
[Obsolete("Signal is deprecated, please use Props->signals")]
public SignalModule Signal;
[Obsolete("Ring is deprecated, please use Rings")]
public RingModule Ring;
#endregion Obsolete
#region ctor validation and migration
public PlanetConfig()
{
// Always have to have a base module
if (Base == null) Base = new BaseModule();
if (Orbit == null) Orbit = new OrbitModule();
if (ShipLog == null) ShipLog = new ShipLogModule();
if (ReferenceFrame == null) ReferenceFrame = new ReferenceFrameModule();
}
public void Validate()
{
// If we can correct a part of the config, do it
// If it cannot be solved, throw an exception
if (Base.centerOfSolarSystem) Orbit.isStatic = true;
if (Atmosphere?.clouds?.lightningGradient != null) Atmosphere.clouds.hasLightning = true;
if (Bramble?.dimension != null && Orbit?.staticPosition == null) throw new Exception($"Dimension {name} must have Orbit.staticPosition defined.");
if (Bramble?.dimension != null) canShowOnTitle = false;
if (Orbit?.staticPosition != null) Orbit.isStatic = true;
// For each quantum group, verify the following:
// this group's id should be unique
// if type == sockets, group.sockets should not be null or empty
// if type == sockets, count every prop that references this group. the number should be < group.sockets.Count
// if type == sockets, for each socket, if rotation == null, rotation = Vector3.zero
// if type == sockets, for each socket, position must not be null
// For each detail prop,
// if detail.quantumGroupID != null, there exists a quantum group with that id
if (Props?.quantumGroups != null && Props?.details != null)
{
Dictionary existingGroups = new Dictionary();
foreach (var quantumGroup in Props.quantumGroups)
{
if (existingGroups.ContainsKey(quantumGroup.id)) { NHLogger.LogWarning($"Duplicate quantumGroup id found: {quantumGroup.id}"); quantumGroup.type = QuantumGroupType.FailedValidation; }
existingGroups[quantumGroup.id] = quantumGroup;
if (quantumGroup.type == QuantumGroupType.Sockets)
{
if (quantumGroup.sockets?.Length == 0) { NHLogger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" but has no defined sockets."); quantumGroup.type = QuantumGroupType.FailedValidation; }
else
{
foreach (var socket in quantumGroup.sockets)
{
if (socket.rotation == null) socket.rotation = UnityEngine.Vector3.zero;
if (socket.position == null) { NHLogger.LogError($"quantumGroup {quantumGroup.id} has a socket without a position."); quantumGroup.type = QuantumGroupType.FailedValidation; }
}
}
}
}
var existingGroupsPropCounts = new Dictionary();
foreach (var prop in Props?.details)
{
if (prop.quantumGroupID == null) continue;
if (!existingGroups.ContainsKey(prop.quantumGroupID)) NHLogger.LogWarning($"A prop wants to be a part of quantum group {prop.quantumGroupID}, but this group does not exist.");
else existingGroupsPropCounts[prop.quantumGroupID] = existingGroupsPropCounts.GetValueOrDefault(prop.quantumGroupID) + 1;
}
foreach (var quantumGroup in Props.quantumGroups)
{
if (quantumGroup.type == QuantumGroupType.Sockets && existingGroupsPropCounts.GetValueOrDefault(quantumGroup.id) >= quantumGroup.sockets?.Length)
{
NHLogger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" and has more props than sockets.");
quantumGroup.type = QuantumGroupType.FailedValidation;
}
}
}
// Stars and focal points shouldnt be destroyed by stars
if (Star != null || FocalPoint != null) Base.invulnerableToSun = true;
}
public void Migrate()
{
// Backwards compatability
// Should be the only place that obsolete things are referenced
#pragma warning disable 612, 618
if (Base.waterSize != 0)
Water = new WaterModule
{
size = Base.waterSize,
tint = Base.waterTint
};
if (Base.lavaSize != 0)
Lava = new LavaModule
{
size = Base.lavaSize
};
if (Base.blackHoleSize != 0)
Singularity = new SingularityModule
{
type = SingularityModule.SingularityType.BlackHole,
size = Base.blackHoleSize
};
if (Base.isSatellite) Base.showMinimap = false;
if (!Base.hasReferenceFrame) ReferenceFrame.enabled = false;
if (childrenToDestroy != null) removeChildren = childrenToDestroy;
if (Base.cloakRadius != 0)
Cloak = new CloakModule
{
radius = Base.cloakRadius
};
if (Base.hasAmbientLight || Base.ambientLight != 0)
{
if (AmbientLights == null) AmbientLights = new AmbientLightModule[0];
AmbientLights = AmbientLights.Append(new AmbientLightModule { intensity = Base.ambientLight != 0 ? Base.ambientLight : 0.5f }).ToArray();
}
if (Atmosphere != null)
{
if (!string.IsNullOrEmpty(Atmosphere.cloud))
Atmosphere.clouds = new AtmosphereModule.CloudInfo
{
outerCloudRadius = Atmosphere.size,
innerCloudRadius = Atmosphere.size * 0.9f,
tint = Atmosphere.cloudTint,
texturePath = Atmosphere.cloud,
capPath = Atmosphere.cloudCap,
rampPath = Atmosphere.cloudRamp,
fluidType = Atmosphere.fluidType,
useBasicCloudShader = Atmosphere.useBasicCloudShader,
unlit = !Atmosphere.shadowsOnClouds
};
// Validate
if (Atmosphere.clouds?.lightningGradient != null) Atmosphere.clouds.hasLightning = true;
// Former is obsolete, latter is to validate
if (Atmosphere.hasAtmosphere || Atmosphere.atmosphereTint != null)
Atmosphere.useAtmosphereShader = true;
// useBasicCloudShader is obsolete
if (Atmosphere.clouds != null && Atmosphere.clouds.useBasicCloudShader)
Atmosphere.clouds.cloudsPrefab = CloudPrefabType.Basic;
}
if (Props?.tornados != null)
foreach (var tornado in Props.tornados)
if (tornado.downwards)
tornado.type = TornadoInfo.TornadoType.Downwards;
if (Props?.audioVolumes != null)
{
if (Volumes == null) Volumes = new VolumesModule();
if (Volumes.audioVolumes == null) Volumes.audioVolumes = new AudioVolumeInfo[0];
Volumes.audioVolumes = Volumes.audioVolumes.Concat(Props.audioVolumes).ToArray();
}
if (Props?.reveal != null)
{
if (Volumes == null) Volumes = new VolumesModule();
if (Volumes.revealVolumes == null) Volumes.revealVolumes = new RevealVolumeInfo[0];
Volumes.revealVolumes = Volumes.revealVolumes.Concat(Props.reveal).ToArray();
}
if (Base.sphereOfInfluence != 0f) Base.soiOverride = Base.sphereOfInfluence;
// Moved a bunch of stuff off of shiplog module to star system module because it didnt exist when we made this
if (ShipLog != null)
{
Main.SystemDict.TryGetValue(starSystem, out var system);
if (ShipLog.entryPositions != null)
{
if (system.Config.entryPositions == null) system.Config.entryPositions = ShipLog.entryPositions;
else system.Config.entryPositions = system.Config.entryPositions.Concat(ShipLog.entryPositions).ToArray();
}
if (ShipLog.curiosities != null)
{
if (system.Config.curiosities == null) system.Config.curiosities = ShipLog.curiosities;
else system.Config.curiosities = system.Config.curiosities.Concat(ShipLog.curiosities).ToArray();
}
if (ShipLog.initialReveal != null)
{
if (system.Config.initialReveal == null) system.Config.initialReveal = ShipLog.initialReveal;
else system.Config.initialReveal = system.Config.initialReveal.Concat(ShipLog.initialReveal).ToArray();
}
}
// Singularity is now a list in props so you can have many per planet
if (Singularity != null)
{
if (Props == null) Props = new PropModule();
if (Props.singularities == null) Props.singularities = new SingularityModule[0];
Props.singularities = Props.singularities.Append(Singularity).ToArray();
}
// Old singularity size
if (Props?.singularities != null)
{
foreach (var singularity in Props.singularities)
{
if (singularity.size != 0f)
{
singularity.horizonRadius = singularity.size * 0.4f;
switch (singularity.type)
{
case SingularityModule.SingularityType.BlackHole:
singularity.distortRadius = singularity.size * 0.95f;
break;
case SingularityModule.SingularityType.WhiteHole:
singularity.distortRadius = singularity.size * 2.8f;
break;
}
}
}
}
// Signals are now in props
if (Signal?.signals != null)
{
if (Props == null) Props = new PropModule();
if (Props.signals == null) Props.signals = new SignalInfo[0];
Props.signals = Props.signals.Concat(Signal.signals).ToArray();
}
// Star
if (Star != null)
{
if (!Star.goSupernova) Star.stellarDeathType = StellarDeathType.None;
}
// Signals no longer use two different variables for audio
if (Props?.signals != null)
{
foreach (var signal in Props.signals)
{
if (!string.IsNullOrEmpty(signal.audioClip)) signal.audio = signal.audioClip;
if (!string.IsNullOrEmpty(signal.audioFilePath)) signal.audio = signal.audioFilePath;
}
}
// Cloak
if (Cloak != null)
{
if (!string.IsNullOrEmpty(Cloak.audioClip)) Cloak.audio = Cloak.audioClip;
if (!string.IsNullOrEmpty(Cloak.audioFilePath)) Cloak.audio = Cloak.audioFilePath;
}
// Ring is now a list so you can have many per planet
if (Ring != null)
{
if (Rings == null) Rings = new RingModule[0];
Rings = Rings.Append(Ring).ToArray();
}
// Rings are no longer variable size module
if (Rings != null)
{
foreach (var ring in Rings)
{
if (ring.curve != null) ring.scaleCurve = ring.curve;
}
}
if (Base.zeroGravityRadius != 0f)
{
Volumes ??= new VolumesModule();
Volumes.zeroGravityVolumes ??= new PriorityVolumeInfo[0];
Volumes.zeroGravityVolumes = Volumes.zeroGravityVolumes.Append(new PriorityVolumeInfo()
{
priority = 1,
rename = "ZeroGVolume",
radius = Base.zeroGravityRadius,
parentPath = "Volumes"
}).ToArray();
}
// So that old mods still have shock effects
if (ShockEffect == null && Star == null && name != "Sun" && name != "EyeOfTheUniverse" && FocalPoint == null)
{
ShockEffect = new ShockEffectModule() { hasSupernovaShockEffect = true };
}
// Spawn points reorganized to use GeneralPointPropInfo
if (Spawn != null && Spawn.playerSpawn == null && Spawn.playerSpawnPoint != null)
{
Spawn.playerSpawn = new SpawnModule.PlayerSpawnPoint()
{
position = Spawn.playerSpawnPoint,
rotation = Spawn.playerSpawnRotation,
startWithSuit = Spawn.startWithSuit,
};
}
if (Spawn != null && Spawn.shipSpawn == null && Spawn.shipSpawnPoint != null)
{
Spawn.shipSpawn = new SpawnModule.ShipSpawnPoint()
{
position = Spawn.shipSpawnPoint,
rotation = Spawn.shipSpawnRotation,
};
}
// Remote dialogue trigger reorganized to use GeneralPointPropInfo
if (Props?.dialogue != null)
{
foreach (var dialogue in Props.dialogue)
{
if (dialogue.remoteTrigger == null && (dialogue.remoteTriggerPosition != null || dialogue.remoteTriggerRadius != 0))
{
dialogue.remoteTrigger = new RemoteTriggerInfo
{
position = dialogue.remoteTriggerPosition,
radius = dialogue.remoteTriggerRadius,
prereqCondition = dialogue.remoteTriggerPrereqCondition,
};
}
}
}
// alignRadial added to all props with rotation; default behavior varies
if (Spawn?.playerSpawn != null && Spawn.playerSpawn.rotation == null && !Spawn.playerSpawn.alignRadial.HasValue)
{
Spawn.playerSpawn.alignRadial = true;
}
if (Spawn?.shipSpawn != null && Spawn.shipSpawn.rotation == null && !Spawn.shipSpawn.alignRadial.HasValue)
{
Spawn.shipSpawn.alignRadial = true;
}
if (Props?.details != null)
{
foreach (var detail in Props.details)
{
if (!detail.alignRadial.HasValue)
{
detail.alignRadial = detail.alignToNormal;
}
}
}
if (Props?.proxyDetails != null)
{
foreach (var detail in Props.proxyDetails)
{
if (!detail.alignRadial.HasValue)
{
detail.alignRadial = detail.alignToNormal;
}
}
}
if (Props?.geysers != null)
{
foreach (var geyser in Props.geysers)
{
if (!geyser.alignRadial.HasValue && geyser.rotation == null)
{
geyser.alignRadial = true;
}
}
}
if (Props?.tornados != null)
{
foreach (var tornado in Props.tornados)
{
if (!tornado.alignRadial.HasValue && tornado.rotation == null)
{
tornado.alignRadial = true;
}
}
}
if (Props?.volcanoes != null)
{
foreach (var volcano in Props.volcanoes)
{
if (!volcano.alignRadial.HasValue && volcano.rotation == null)
{
volcano.alignRadial = true;
}
}
}
if (Props?.nomaiText != null)
{
foreach (var nomaiText in Props.nomaiText)
{
if (nomaiText.type == Modules.TranslatorText.NomaiTextType.Cairn)
{
nomaiText.type = Modules.TranslatorText.NomaiTextType.CairnBrittleHollow;
}
else if (nomaiText.type == Modules.TranslatorText.NomaiTextType.CairnVariant)
{
nomaiText.type = Modules.TranslatorText.NomaiTextType.CairnTimberHearth;
}
}
}
if (Props?.translatorText != null)
{
foreach (var translatorText in Props.translatorText)
{
if (translatorText.type == Modules.TranslatorText.NomaiTextType.Cairn)
{
translatorText.type = Modules.TranslatorText.NomaiTextType.CairnBrittleHollow;
}
else if (translatorText.type == Modules.TranslatorText.NomaiTextType.CairnVariant)
{
translatorText.type = Modules.TranslatorText.NomaiTextType.CairnTimberHearth;
}
}
}
if (Base.hasCometTail)
{
CometTail ??= new();
if (Base.cometTailRotation != null)
{
CometTail.rotationOverride = Base.cometTailRotation;
}
}
}
#endregion
}
}