new-horizons/NewHorizons/Handlers/PlanetCreationHandler.cs
2022-03-20 21:10:35 -04:00

373 lines
15 KiB
C#

using NewHorizons.Builder.Atmosphere;
using NewHorizons.Builder.Body;
using NewHorizons.Builder.General;
using NewHorizons.Builder.Orbital;
using NewHorizons.Builder.Props;
using NewHorizons.Builder.Updater;
using NewHorizons.Components;
using NewHorizons.External.VariableSize;
using NewHorizons.Utility;
using NewHorizons.Utility.CommonResources;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Handlers
{
public static class PlanetCreationHandler
{
public static List<NewHorizonsBody> NextPassBodies = new List<NewHorizonsBody>();
public static void Init(List<NewHorizonsBody> bodies)
{
Main.FurthestOrbit = 30000;
// Set up stars
// Need to manage this when there are multiple stars
var sun = GameObject.Find("Sun_Body");
var starController = sun.AddComponent<StarController>();
starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>();
starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent<Light>();
starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>();
starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>();
starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>();
starController.Intensity = 0.9859f;
starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f);
var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren<SunLightController>().gameObject);
foreach (var comp in starLightGO.GetComponents<Component>())
{
if (!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform))
{
GameObject.Destroy(comp);
}
}
GameObject.Destroy(starLightGO.GetComponent<Light>());
starLightGO.name = "StarLightController";
starLightGO.AddComponent<StarLightController>();
StarLightController.AddStar(starController);
starLightGO.SetActive(true);
// Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system
var toLoad = bodies
.OrderBy(b =>
(b.Config.BuildPriority != -1 ? b.Config.BuildPriority :
(b.Config.FocalPoint != null ? 0 :
(b.Config.Star != null) ? 0 :
(b.Config.Orbit.IsMoon ? 2 : 1)
))).ToList();
var passCount = 0;
while (toLoad.Count != 0)
{
Logger.Log($"Starting body loading pass #{++passCount}");
var flagNoneLoadedThisPass = true;
foreach (var body in toLoad)
{
if (LoadBody(body)) flagNoneLoadedThisPass = false;
}
if (flagNoneLoadedThisPass)
{
Logger.LogWarning("No objects were loaded this pass");
// Try again but default to sun
foreach (var body in toLoad)
{
if (LoadBody(body, true)) flagNoneLoadedThisPass = false;
}
}
if (flagNoneLoadedThisPass)
{
// Give up
Logger.Log($"Couldn't finish adding bodies.");
return;
}
toLoad = NextPassBodies;
NextPassBodies = new List<NewHorizonsBody>();
// Infinite loop failsafe
if (passCount > 10)
{
Logger.Log("Something went wrong");
break;
}
}
Logger.Log("Done loading bodies");
// I don't know what these do but they look really weird from a distance
Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(PlanetDestroyer.RemoveAllProxies);
if (Main.Instance.CurrentStarSystem != "SolarSystem") PlanetDestroyer.RemoveSolarSystem();
}
public static bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
// I don't remember doing this why is it exceptions what am I doing
GameObject existingPlanet = null;
try
{
existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject;
}
catch (Exception)
{
if (body?.Config?.Name == null) Logger.LogError($"How is there no name for {body}");
else existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body");
}
if (existingPlanet != null)
{
try
{
if (body.Config.Destroy)
{
var ao = existingPlanet.GetComponent<AstroObject>();
if (ao != null) Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 1);
else Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 1);
}
else UpdateBody(body, existingPlanet);
}
catch (Exception e)
{
Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
else
{
try
{
GameObject planetObject = GenerateBody(body, defaultPrimaryToSun);
if (planetObject == null) return false;
planetObject.SetActive(true);
}
catch (Exception e)
{
Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
return false;
}
}
return true;
}
public static GameObject UpdateBody(NewHorizonsBody body, GameObject go)
{
Logger.Log($"Updating existing Object {go.name}");
var sector = go.GetComponentInChildren<Sector>();
var rb = go.GetAttachedOWRigidbody();
if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
{
foreach (var child in body.Config.ChildrenToDestroy)
{
Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
}
}
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, rb);
// Update a position using CommonResources
// Since orbits are always there just check if they set a semi major axis
if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
{
OrbitUpdater.Update(body, go);
}
return go;
}
public static GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
{
AstroObject primaryBody;
if (body.Config.Orbit.PrimaryBody != null)
{
primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
if (primaryBody == null)
{
if (defaultPrimaryToSun)
{
Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun");
primaryBody = AstroObjectLocator.GetAstroObject("Sun");
}
else
{
NextPassBodies.Add(body);
return null;
}
}
}
else
{
primaryBody = null;
}
Logger.Log($"Begin generation sequence of [{body.Config.Name}]");
var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body");
go.SetActive(false);
if (body.Config.Base.GroundSize != 0) GeometryBuilder.Make(go, body.Config.Base.GroundSize);
var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f;
float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f);
var overrideSOI = body.Config.Base.SphereOfInfluence;
if (overrideSOI != 0) sphereOfInfluence = overrideSOI;
var outputTuple = BaseBuilder.Make(go, primaryBody, body.Config);
var ao = (AstroObject)outputTuple.Item1;
var owRigidBody = (OWRigidbody)outputTuple.Item2;
GravityVolume gv = null;
if (body.Config.Base.SurfaceGravity != 0)
gv = GravityBuilder.Make(go, ao, body.Config);
if (body.Config.Base.HasReferenceFrame)
RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence);
if (body.Config.Base.HasMapMarker)
MarkerBuilder.Make(go, body.Config.Name, body.Config);
if (body.Config.Base.HasAmbientLight)
AmbientLightBuilder.Make(go, sphereOfInfluence);
var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f);
ao._rootSector = sector;
VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config);
if (body.Config.HeightMap != null)
HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod);
if (body.Config.ProcGen != null)
ProcGenBuilder.Make(go, body.Config.ProcGen);
if (body.Config.Star != null) StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star));
if (body.Config.FocalPoint != null)
FocalPointBuilder.Make(go, ao, body.Config, body.Mod);
// Do stuff that's shared between generating new planets and updating old ones
go = SharedGenerateBody(body, go, sector, owRigidBody);
body.Object = go;
// Now that we're done move the planet into place
UpdatePosition(go, body, primaryBody);
// Have to do this after setting position
var initialMotion = InitialMotionBuilder.Make(go, primaryBody, owRigidBody, body.Config.Orbit);
// Spawning on other planets is a bit hacky so we do it last
if (body.Config.Spawn != null)
{
Logger.Log("Doing spawn point thing");
Main.SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
}
if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) OrbitlineBuilder.Make(body.Object, ao, body.Config.Orbit.IsMoon, body.Config);
if (!body.Config.Orbit.IsStatic) DetectorBuilder.Make(go, owRigidBody, primaryBody, ao);
if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) AstroObjectLocator.RegisterCustomAstroObject(ao);
HeavenlyBodyBuilder.Make(go, body.Config, sphereOfInfluence, gv, initialMotion);
return go;
}
private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
{
if (body.Config.Ring != null)
RingBuilder.Make(go, body.Config.Ring, body.Mod);
if (body.Config.AsteroidBelt != null)
AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod);
if (body.Config.Base.HasCometTail)
CometTailBuilder.Make(go, body.Config, go.GetComponent<AstroObject>().GetPrimaryBody());
// Backwards compatability
if (body.Config.Base.LavaSize != 0)
{
var lava = new LavaModule();
lava.Size = body.Config.Base.LavaSize;
LavaBuilder.Make(go, sector, rb, lava);
}
if (body.Config.Lava != null)
LavaBuilder.Make(go, sector, rb, body.Config.Lava);
// Backwards compatability
if (body.Config.Base.WaterSize != 0)
{
var water = new WaterModule();
water.Size = body.Config.Base.WaterSize;
water.Tint = body.Config.Base.WaterTint;
WaterBuilder.Make(go, sector, rb, water);
}
if (body.Config.Water != null)
WaterBuilder.Make(go, sector, rb, body.Config.Water);
if (body.Config.Sand != null)
SandBuilder.Make(go, sector, rb, body.Config.Sand);
if (body.Config.Atmosphere != null)
{
AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen);
if (body.Config.Atmosphere.Cloud != null)
{
CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod);
SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere);
}
if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow)
EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow);
if (body.Config.Atmosphere.FogSize != 0)
FogBuilder.Make(go, sector, body.Config.Atmosphere);
AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize);
}
if (body.Config.Props != null)
PropBuildManager.Make(go, sector, body.Config, body.Mod, body.Mod.ModHelper.Manifest.UniqueName);
if (body.Config.Signal != null)
SignalBuilder.Make(go, sector, body.Config.Signal, body.Mod);
if (body.Config.Base.BlackHoleSize != 0 || body.Config.Singularity != null)
SingularityBuilder.Make(go, sector, rb, body.Config);
if (body.Config.Funnel != null)
FunnelBuilder.Make(go, go.GetComponentInChildren<ConstantForceDetector>(), rb, body.Config.Funnel);
// Has to go last probably
if (body.Config.Base.CloakRadius != 0f)
CloakBuilder.Make(go, sector, body.Config.Base.CloakRadius);
return go;
}
private static void UpdatePosition(GameObject go, NewHorizonsBody body, AstroObject primaryBody)
{
go.transform.parent = Locator.GetRootTransform();
go.transform.position = CommonResourcesUtilities.GetPosition(body.Config.Orbit) + (primaryBody == null ? Vector3.zero : primaryBody.transform.position);
if (go.transform.position.magnitude > Main.FurthestOrbit)
{
Main.FurthestOrbit = go.transform.position.magnitude + 30000f;
}
}
}
}