new-horizons/NewHorizons/Builder/Body/BrambleDimensionBuilder.cs

314 lines
14 KiB
C#

using HarmonyLib;
using NewHorizons.Builder.Props;
using NewHorizons.Components.Orbital;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Body
{
[HarmonyPatch]
static class Patch
{
// SkinnedMeshRenderer.SetBlendShapeWeight
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerFogWarpDetector), nameof(PlayerFogWarpDetector.LateUpdate))]
public static bool LateUpdate(PlayerFogWarpDetector __instance)
{
// if (PlanetaryFogController.GetActiveFogSphere() == null)
//{
// return false;
//}
float num = __instance._targetFogFraction;
if (PlayerState.IsInsideShip())
{
num = Mathf.Max(__instance._shipFogDetector.GetTargetFogFraction(), num);
}
if (num < __instance._fogFraction)
{
float num2 = (__instance._closestFogWarp.UseFastFogFade() ? 1f : 0.2f);
__instance._fogFraction = Mathf.MoveTowards(__instance._fogFraction, num, Time.deltaTime * num2);
}
else
{
__instance._fogFraction = num;
}
if (__instance._targetFogColorWarpVolume != __instance._closestFogWarp)
{
__instance._targetFogColorWarpVolume = __instance._closestFogWarp;
__instance._startColorCrossfadeTime = Time.time;
__instance._startCrossfadeColor = __instance._fogColor;
}
if (__instance._targetFogColorWarpVolume != null)
{
Color fogColor = __instance._targetFogColorWarpVolume.GetFogColor();
if (__instance._fogFraction <= 0f)
{
__instance._fogColor = fogColor;
}
else
{
float t = Mathf.InverseLerp(__instance._startColorCrossfadeTime, __instance._startColorCrossfadeTime + 1f, Time.time);
__instance._fogColor = Color.Lerp(__instance._startCrossfadeColor, fogColor, t);
}
__instance._fogColor = new Color(__instance._fogColor.r, __instance._fogColor.g, __instance._fogColor.b);
}
if (__instance._playerEffectBubbleController != null)
{
__instance._playerEffectBubbleController.SetFogFade(__instance._fogFraction, __instance._fogColor);
}
if (__instance._shipLandingCamEffectBubbleController != null)
{
__instance._shipLandingCamEffectBubbleController.SetFogFade(__instance._fogFraction, __instance._fogColor);
}
return false;
}
// FogWarpBubbleController.SetFogFade
[HarmonyPrefix]
[HarmonyPatch(typeof(FogWarpEffectBubbleController), nameof(FogWarpEffectBubbleController.SetFogFade))]
public static bool FogWarpBubbleController_SetFogFade(FogWarpEffectBubbleController __instance, float fogAlpha, Color fogColor)
{
if (__instance._effectBubbleRenderer.sharedMaterial != null)
{
Color value = fogColor;
value.a = fogAlpha;
__instance._matPropBlock.SetColor(__instance._propID_Color, value);
__instance._effectBubbleRenderer.SetPropertyBlock(__instance._matPropBlock);
}
__instance._visible = __instance._effectBubbleRenderer.sharedMaterial != null && fogAlpha > 0f;
if (__instance._targetCamera == null)
{
__instance._effectBubbleRenderer.enabled = __instance._visible;
Logger.Log($"Setting camera effect renderer to {__instance._visible}");
}
// Logger.Log($"{__instance.gameObject.transform.GetPath()} _visible: {__instance._visible} set alpha to {fogAlpha} and set color ot {fogColor}");
return false;
}
// note: I would just make this a one line postfix function, but CheckWarpProximity() does extra stuff that we really don't want to run twice
// so we have to completely override this function to support scaling ;-;
[HarmonyPrefix]
[HarmonyPatch(typeof(FogWarpDetector), nameof(FogWarpDetector.FixedUpdate))]
public static void FixedUpdate(FogWarpDetector __instance)
{
__instance._targetFogFraction = 0f;
__instance._closestFogWarp = null;
float num = float.PositiveInfinity;
for (int i = 0; i < __instance._warpVolumes.Count; i++)
{
if (!__instance._warpVolumes[i].IsProbeOnly() || __instance._name == FogWarpDetector.Name.Probe)
{
FogWarpVolume fogWarpVolume = __instance._warpVolumes[i];
float num2 = Mathf.Abs(fogWarpVolume.CheckWarpProximity(__instance));
float b = Mathf.Clamp01(1f - Mathf.Abs(num2) / fogWarpVolume.GetFogThickness());
__instance._targetFogFraction = Mathf.Max(__instance._targetFogFraction, b);
if (num2 < num)
{
num = num2;
__instance._closestFogWarp = fogWarpVolume;
}
}
}
}
}
// TODO: in order to fix fog screen effect for scaling nodes, I need to replace all InnerFogWarpVolume and OuterFogWarpVolume instances with NHInner/OuterFogWarpVolume and on those two classes, implement GetFogThickness(){ return 50*scale; }}
// TODO: StreamingHandler.SetUpStreaming() for all FogWarpEffectBubbleController objects
// TODO: add the "don't see me" effect
// Patch PlayerFogWarpDetector.LateUpdate to figure out why the screen fog isn't working
// try FogWarpBubbleController.SetFogFade?
public static class BrambleDimensionBuilder
{
public static readonly float BASE_DIMENSION_RADIUS = 1705f;
// location of all vanilla bramble dimensions
//-9116.795 -19873.44 2480.327
//-8460.688 -19873.44 6706.444
//-5015.165 -19873.44 4142.816
//-8993.414 -17059.44 4521.747
//-7044.813 -17135.44 3272.149
//-6904.48 -17048.44 5574.479
//-11096.95 -22786.44 4657.534
//-8716.807 -22786.44 4496.394
// keys are all node names that have been referenced as an exit by at least one dimension but do not (yet) exist
// values are all dimensions' warp controllers that link to a given dimension
// unpairedNodes[name of node that doesn't exist yet] => List{warp controller for dimension that exits to that node, ...}
private static Dictionary<string, List<OuterFogWarpVolume>> _unpairedDimensions;
public static void Init()
{
// Just in case something went wrong and a dimension never got paired last time
_unpairedDimensions = new();
}
public static GameObject Make(NewHorizonsBody body, GameObject go, NHAstroObject ao, Sector sector, OWRigidbody owRigidBody)
{
var config = body.Config.Bramble.dimension;
ao.IsDimension = true;
sector._name = Sector.Name.BrambleDimension;
var atmo = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Atmosphere_HubDimension").InstantiateInactive();
var volumes = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Volumes_HubDimension").InstantiateInactive();
var effects = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/Effects_HubDimension").InstantiateInactive();
var geometry = DetailBuilder.MakeDetail(go, sector, "DB_HubDimension_Body/Sector_HubDimension/Geometry_HubDimension", Vector3.zero, Vector3.zero, 1, false);
var exitWarps = SearchUtilities.Find("DB_HubDimension_Body/Sector_HubDimension/OuterWarp_Hub").InstantiateInactive();
var repelVolume = SearchUtilities.Find("DB_HubDimension_Body/BrambleRepelVolume").InstantiateInactive();
atmo.name = "Atmosphere";
atmo.transform.parent = sector.transform;
atmo.transform.localPosition = Vector3.zero;
volumes.name = "Volumes";
volumes.transform.parent = sector.transform;
volumes.transform.localPosition = Vector3.zero;
effects.name = "Effects";
effects.transform.parent = sector.transform;
effects.transform.localPosition = Vector3.zero;
geometry.name = "Geometry";
geometry.transform.parent = sector.transform;
geometry.transform.localPosition = Vector3.zero;
exitWarps.name = "OuterWarp";
exitWarps.transform.parent = sector.transform;
exitWarps.transform.localPosition = Vector3.zero;
repelVolume.name = "BrambleRepelVolume";
repelVolume.transform.parent = sector.transform;
repelVolume.transform.localPosition = Vector3.zero;
// remove default vines
var geoBatchedGroup = geometry.FindChild("BatchedGroup");
var collider = geoBatchedGroup.FindChild("BatchedMeshColliders_1");
collider.transform.parent = geometry.transform;
GameObject.Destroy(geoBatchedGroup);
var geoOtherComponentsGroup = geometry.FindChild("OtherComponentsGroup");
var dimensionWalls = geoOtherComponentsGroup.FindChild("Terrain_DB_BrambleSphere_Outer_v2");
dimensionWalls.transform.parent = geometry.transform;
GameObject.Destroy(geoOtherComponentsGroup);
// fix some cull groups
volumes.GetComponent<SectorCollisionGroup>()._sector = sector;
volumes.FindChild("SunOverrideVolume").GetComponent<SunOverrideVolume>()._sector = sector;
effects.GetComponent<SectorCullGroup>()._sector = sector;
atmo.GetComponent<SectorCullGroup>()._sector = sector;
atmo.GetComponent<SectorLightsCullGroup>()._sector = sector;
// Set up rulesets
var thrustRuleset = sector.gameObject.AddComponent<ThrustRuleset>();
thrustRuleset._attachedBody = owRigidBody;
thrustRuleset._triggerVolume = sector.GetTriggerVolume();
thrustRuleset._nerfDuration = 0.5f;
thrustRuleset._nerfJetpackBooster = false;
thrustRuleset._thrustLimit = 20;
var effectRuleset = sector.gameObject.AddComponent<EffectRuleset>();
effectRuleset._attachedBody = owRigidBody;
effectRuleset._triggerVolume = sector.GetTriggerVolume();
effectRuleset._type = EffectRuleset.BubbleType.FogWarp;
effectRuleset._underwaterDistortScale = 0.001f;
effectRuleset._underwaterMaxDistort = 0.1f;
effectRuleset._underwaterMinDistort = 0.005f;
effectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material; // TODO: cache this
var antiTravelMusicRuleset = sector.gameObject.AddComponent<AntiTravelMusicRuleset>();
antiTravelMusicRuleset._attachedBody = owRigidBody;
antiTravelMusicRuleset._triggerVolume = sector.GetTriggerVolume();
// Set up warps
var outerFogWarpVolume = exitWarps.GetComponent<OuterFogWarpVolume>();
outerFogWarpVolume._senderWarps = new List<InnerFogWarpVolume>();
outerFogWarpVolume._linkedInnerWarpVolume = null;
outerFogWarpVolume._name = OuterFogWarpVolume.Name.None;
outerFogWarpVolume._sector = sector;
PairExit(config.linksTo, outerFogWarpVolume);
// Set the scale
var scale = config.radius / BASE_DIMENSION_RADIUS;
geometry.transform.localScale = Vector3.one * scale;
outerFogWarpVolume._warpRadius *= scale;
outerFogWarpVolume._exitRadius *= scale;
var fogGO = atmo.FindChild("FogSphere_Hub");
var fog = fogGO.GetComponent<PlanetaryFogController>();
fog._fogRadius *= scale;
fog._fogDensity *= scale;
var volumesShape = volumes.FindChild("ZeroG_Fluid_Audio_Volume");
var sphereShape = volumesShape.GetComponent<SphereShape>();
sphereShape.enabled = true; // this starts disabled for some fucking reason
sphereShape.radius *= scale;
// Change fog color
if (body.Config.Bramble.dimension.fogTint != null)
{
var color = body.Config.Bramble.dimension.fogTint.ToColor();
fog.fogTint = color;
outerFogWarpVolume._fogColor = color;
}
// Set up repel volume to only contain this dimension
// The base game one is on the HUB dimension and encompasses all bramble dimensions and their sectors
var cloak = repelVolume.gameObject.GetComponentInChildren<DarkBrambleCloakSphere>();
cloak.transform.localScale = Vector3.one * 4000f;
cloak._sectors = new Sector[] { sector };
cloak.GetComponent<Renderer>().enabled = true;
// finalize
atmo.SetActive(true);
volumes.SetActive(true);
effects.SetActive(true);
geometry.SetActive(true);
exitWarps.SetActive(true);
repelVolume.SetActive(true);
return go;
}
public static void PairExit(string exitName, OuterFogWarpVolume warpController)
{
if (!BrambleNodeBuilder.NamedNodes.ContainsKey(exitName))
{
if (!_unpairedDimensions.ContainsKey(exitName)) _unpairedDimensions[exitName] = new();
_unpairedDimensions[exitName].Add(warpController);
return;
}
warpController._linkedInnerWarpVolume = BrambleNodeBuilder.NamedNodes[exitName];
}
public static void FinishPairingDimensionsForExitNode(string nodeName)
{
if (!_unpairedDimensions.ContainsKey(nodeName)) return;
var warpControllers = _unpairedDimensions[nodeName].ToList();
foreach (var dimensionWarpController in warpControllers)
{
PairExit(nodeName, dimensionWarpController);
}
//unpairedDimensions.Remove(nodeName);
}
}
}