2022-05-22 18:57:05 -04:00

117 lines
3.8 KiB
C#

using System;
using System.ComponentModel;
using System.Runtime.Serialization;
using NewHorizons.Utility;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace NewHorizons.External.Modules
{
public enum GravityFallOff
{
[EnumMember(Value = @"linear")] Linear = 0,
[EnumMember(Value = @"inverseSquared")]
InverseSquared = 1
}
[JsonObject]
public class BaseModule
{
/// <summary>
/// The intensity of light the dark side of the body should have. Timber Hearth has `1.4` for reference
/// </summary>
public float ambientLight;
/// <summary>
/// Set this to true if you are replacing the sun with a different body. Only one object in a star system should ever
/// have this set to true.
/// </summary>
public bool centerOfSolarSystem;
/// <summary>
/// Radius of the cloaking field around the planet. It's a bit finicky so experiment with different values. If you
/// don't want a cloak, leave this as 0.
/// </summary>
public float cloakRadius;
/// <summary>
/// If it has a comet tail, it'll be oriented according to these Euler angles.
/// </summary>
public MVector3 cometTailRotation;
/// <summary>
/// How gravity falls off with distance. Most planets use linear but the sun and some moons use inverseSquared.
/// </summary>
[JsonConverter(typeof(StringEnumConverter))]
public GravityFallOff gravityFallOff = GravityFallOff.Linear;
/// <summary>
/// Radius of a simple sphere used as the ground for the planet. If you want to use more complex terrain, leave this as
/// 0.
/// </summary>
public float groundSize;
/// <summary>
/// If you want the body to have a tail like the Interloper.
/// </summary>
public bool hasCometTail;
/// <summary>
/// If the body should have a marker on the map screen.
/// </summary>
public bool hasMapMarker;
/// <summary>
/// Allows the object to be targeted on the map.
/// </summary>
[DefaultValue(true)] public bool hasReferenceFrame = true;
/// <summary>
/// Can this planet survive entering a star?
/// </summary>
public bool invulnerableToSun;
/// <summary>
/// Do we show the minimap when walking around this planet?
/// </summary>
[DefaultValue(true)] public bool showMinimap = true;
/// <summary>
/// An override for the radius of the planet's gravitational sphere of influence. Optional
/// </summary>
public float sphereOfInfluence;
/// <summary>
/// The acceleration due to gravity felt as the surfaceSize. Timber Hearth has 12 for reference
/// </summary>
public float surfaceGravity;
/// <summary>
/// A scale height used for a number of things. Should be the approximate radius of the body.
/// </summary>
public float surfaceSize;
#region Obsolete
[Obsolete("IsSatellite is deprecated, please use ShowMinimap instead")]
public bool isSatellite;
[Obsolete("BlackHoleSize is deprecated, please use SingularityModule instead")]
public float blackHoleSize;
[Obsolete("LavaSize is deprecated, please use LavaModule instead")]
public float lavaSize;
[Obsolete("WaterTint is deprecated, please use WaterModule instead")]
public float waterSize;
[Obsolete("WaterTint is deprecated, please use WaterModule instead")]
public MColor waterTint;
[Obsolete("HasAmbientLight is deprecated, please use AmbientLight instead")]
public bool hasAmbientLight;
#endregion Obsolete
}
}