328 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Linq;
using NewHorizons.External.Modules;
using NewHorizons.External.Modules.VariableSize;
using Newtonsoft.Json;
namespace NewHorizons.External.Configs
{
/// <summary>
/// Describes a body to generate
/// </summary>
[JsonObject(Title = "Celestial Body")]
public class PlanetConfig
{
/// <summary>
/// Generate asteroids around this body
/// </summary>
public AsteroidBeltModule AsteroidBelt;
/// <summary>
/// Describes this Body's atmosphere
/// </summary>
public AtmosphereModule Atmosphere;
/// <summary>
/// Base Properties of this Body
/// </summary>
public BaseModule Base;
/// <summary>
/// Set to a higher number if you wish for this body to be built sooner
/// </summary>
[DefaultValue(-1)] public int buildPriority = -1;
/// <summary>
/// Should this planet ever be shown on the title screen?
/// </summary>
public bool canShowOnTitle = true;
#region Obsolete
[Obsolete("ChildrenToDestroy is deprecated, please use RemoveChildren instead")]
public string[] childrenToDestroy;
#endregion Obsolete
/// <summary>
/// Add a cloaking field to this planet
/// </summary>
public CloakModule Cloak;
/// <summary>
/// `true` if you want to delete this planet
/// </summary>
public bool destroy;
/// <summary>
/// Make this body into a focal point (barycenter)
/// </summary>
public FocalPointModule FocalPoint;
/// <summary>
/// Add funnel from this planet to another
/// </summary>
public FunnelModule Funnel;
/// <summary>
/// Generate the surface of this planet using a heightmap
/// </summary>
public HeightMapModule HeightMap;
/// <summary>
/// Does this config describe a quantum state of a custom planet defined in another file?
/// </summary>
public bool isQuantumState;
/// <summary>
/// Add lava to this planet
/// </summary>
public LavaModule Lava;
/// <summary>
/// Unique name of your planet
/// </summary>
[Required]
public string name;
/// <summary>
/// Describes this Body's orbit (or lack there of)
/// </summary>
public OrbitModule Orbit;
/// <summary>
/// Procedural Generation
/// </summary>
public ProcGenModule ProcGen;
/// <summary>
/// Spawn various objects on this body
/// </summary>
public PropModule Props;
/// <summary>
/// Reference frame properties of this body
/// </summary>
public ReferenceFrameModule ReferenceFrame;
/// <summary>
/// A list of paths to child GameObjects to destroy on this planet
/// </summary>
public string[] removeChildren;
/// <summary>
/// Creates a ring around the planet
/// </summary>
public RingModule Ring;
/// <summary>
/// Add sand to this planet
/// </summary>
public SandModule Sand;
/// <summary>
/// Add ship log entries to this planet and describe how it looks in map mode
/// </summary>
public ShipLogModule ShipLog;
/// <summary>
/// Add signals that can be heard via the signal-scope to this planet
/// </summary>
public SignalModule Signal;
/// <summary>
/// Add a black or white hole to this planet
/// </summary>
public SingularityModule Singularity;
/// <summary>
/// Spawn the player at this planet
/// </summary>
public SpawnModule Spawn;
/// <summary>
/// Make this body a star
/// </summary>
public StarModule Star;
/// <summary>
/// Unique star system containing your planet
/// </summary>
[DefaultValue("SolarSystem")] public string starSystem = "SolarSystem";
/// <summary>
/// Version of New Horizons this config is using (Doesn't do anything)
/// </summary>
public string version;
/// <summary>
/// Add water to this planet
/// </summary>
public WaterModule Water;
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 MigrateAndValidate()
{
// Validate
if (Base.centerOfSolarSystem) Orbit.isStatic = true;
if (Atmosphere?.clouds?.lightningGradient != null) Atmosphere.clouds.hasLightning = true;
// 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.hideInMap = true;
if (childrenToDestroy != null) removeChildren = childrenToDestroy;
if (Base.cloakRadius != 0)
Cloak = new CloakModule
{
radius = Base.cloakRadius
};
if (Base.hasAmbientLight) Base.ambientLight = 0.5f;
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 = PropModule.TornadoInfo.TornadoType.Downwards;
if (Base.sphereOfInfluence != 0f) Base.soiOverride = Base.sphereOfInfluence;
// 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<string, PropModule.QuantumGroupInfo> existingGroups = new Dictionary<string, PropModule.QuantumGroupInfo>();
foreach (var quantumGroup in Props.quantumGroups)
{
if (existingGroups.ContainsKey(quantumGroup.id)) { NewHorizons.Utility.Logger.LogWarning($"Duplicate quantumGroup id found: {quantumGroup.id}"); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
existingGroups[quantumGroup.id] = quantumGroup;
if (quantumGroup.type == PropModule.QuantumGroupType.Sockets)
{
if (quantumGroup.sockets?.Length == 0) { NewHorizons.Utility.Logger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" but has no defined sockets."); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
else
{
foreach (var socket in quantumGroup.sockets)
{
if (socket.rotation == null) socket.rotation = UnityEngine.Vector3.zero;
if (socket.position == null) { NewHorizons.Utility.Logger.LogError($"quantumGroup {quantumGroup.id} has a socket without a position."); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
}
}
}
}
Dictionary<string, int> existingGroupsPropCounts = new Dictionary<string, int>();
foreach (var prop in Props?.details)
{
if (prop.quantumGroupID == null) continue;
if (!existingGroups.ContainsKey(prop.quantumGroupID)) NewHorizons.Utility.Logger.LogWarning($"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 == PropModule.QuantumGroupType.Sockets && existingGroupsPropCounts.GetValueOrDefault(quantumGroup.id) >= quantumGroup.sockets?.Length)
{
NewHorizons.Utility.Logger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" and has more props than sockets.");
quantumGroup.type = PropModule.QuantumGroupType.FailedValidation;
}
}
}
// 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();
}
}
}
}
}