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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
342 lines
16 KiB
C#
342 lines
16 KiB
C#
using NewHorizons.Builder.Body;
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using NewHorizons.Components;
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using NewHorizons.External.Configs;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using OWML.Common;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using static NewHorizons.External.Modules.BrambleModule;
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using static NewHorizons.External.Modules.SignalModule;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Builder.Props
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{
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// TODO
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//3) support for existing dimensions?
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//5) test whether nodes can lead to vanilla dimensions
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public static class BrambleNodeBuilder
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{
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// Keys are all dimension names that have been referenced by at least one node but do not (yet) exist
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// Values are all nodes' warp controllers that link to a given dimension
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// UnpairedNodes[name of dimension that doesn't exist yet] => List{warp controller for node that links to that dimension, ...}
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private static readonly Dictionary<string, List<InnerFogWarpVolume>> _unpairedNodes = new();
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private static readonly Dictionary<string, List<SignalInfo>> _propagatedSignals = new();
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public static readonly Dictionary<string, InnerFogWarpVolume> namedNodes = new();
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public static readonly Dictionary<BrambleNodeInfo, GameObject> builtBrambleNodes = new();
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private static string _brambleSeedPrefabPath = "DB_PioneerDimension_Body/Sector_PioneerDimension/Interactables_PioneerDimension/SeedWarp_ToPioneer (1)";
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private static string _brambleNodePrefabPath = "DB_HubDimension_Body/Sector_HubDimension/Interactables_HubDimension/InnerWarp_ToCluster";
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public static void Init(PlanetConfig[] dimensionConfigs)
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{
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_unpairedNodes.Clear();
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_propagatedSignals.Clear();
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namedNodes.Clear();
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builtBrambleNodes.Clear();
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PropagateSignals(dimensionConfigs);
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}
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public static void FinishPairingNodesForDimension(string dimensionName, AstroObject dimensionAO = null)
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{
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Logger.LogVerbose($"Pairing missed for {dimensionName}");
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if (!_unpairedNodes.ContainsKey(dimensionName)) return;
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foreach (var nodeWarpController in _unpairedNodes[dimensionName])
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{
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Logger.LogVerbose($"Pairing node {nodeWarpController.gameObject.name} links to {dimensionName}");
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PairEntrance(nodeWarpController, dimensionName, dimensionAO);
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}
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_unpairedNodes.Remove(dimensionName);
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}
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private static void RecordUnpairedNode(InnerFogWarpVolume warpVolume, string linksTo)
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{
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if (!_unpairedNodes.ContainsKey(linksTo)) _unpairedNodes[linksTo] = new();
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Logger.LogVerbose($"Recording node {warpVolume.gameObject.name} links to {linksTo}");
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_unpairedNodes[linksTo].Add(warpVolume);
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}
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private static OuterFogWarpVolume GetOuterFogWarpVolumeFromAstroObject(GameObject go)
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{
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var outerWarpGO = go.FindChild("Sector/OuterWarp");
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if (outerWarpGO == null) return null;
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var outerFogWarpVolume = outerWarpGO.GetComponent<OuterFogWarpVolume>();
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return outerFogWarpVolume;
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}
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// Makes signals inside dimensions appear on the nodes as well
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// Runs Floyd-Warshall algorithm on dimensions and nodes.
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private static void PropagateSignals(PlanetConfig[] dimensionConfigs)
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{
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// Access will be our final answer - if access[i, j], then nodes linking to dimension i should display all of dimension j's signals
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var access = new bool[dimensionConfigs.Count(), dimensionConfigs.Count()];
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var dimensionNameToIndex = new Dictionary<string, int>();
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for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
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{
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dimensionNameToIndex[dimensionConfigs[dimensionIndex].name] = dimensionIndex;
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}
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// Set up the direct links (ie, if dimension 0 contains a node that links to dimension 3, set access[0, 3] = true)
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for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
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{
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var dimension = dimensionConfigs[dimensionIndex];
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if (dimension.Bramble.nodes == null) continue;
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foreach (var node in dimension.Bramble.nodes)
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{
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var destinationDimensionIndex = dimensionNameToIndex[node.linksTo];
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access[dimensionIndex, destinationDimensionIndex] = true;
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}
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}
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// A node that links to dimension A should display all of dimension A's signals, so for the purposes of our function,
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// we need to say that dimension A links to dimension A
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for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
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{
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access[dimensionIndex, dimensionIndex] = true;
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}
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// The actual Floyd-Warshall - determine whether each pair of dimensions link indirectly (eg if A->B->C,
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// then after this step, access[A, C] = true)
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for (int k = 0; k < dimensionConfigs.Count(); k++)
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for (int i = 0; i < dimensionConfigs.Count(); i++)
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for (int j = 0; j < dimensionConfigs.Count(); j++)
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if (access[i, k] && access[k, j])
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access[i, j] = true;
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// This dictionary lists all the signals a given node should have, depending on the dimension it links to
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// ie, if a node links to "dimension1", then that node should spawn all of the signals in the list propagatedSignals["dimension1"]
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foreach (var dimension in dimensionConfigs)
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{
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_propagatedSignals[dimension.name] = new();
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var dimensionIndex = dimensionNameToIndex[dimension.name];
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foreach (var destinationDimension in dimensionConfigs)
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{
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if (destinationDimension.Props?.signals == null) continue;
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var destinationIndex = dimensionNameToIndex[destinationDimension.name];
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if (access[dimensionIndex, destinationIndex])
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{
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_propagatedSignals[dimension.name].AddRange(destinationDimension.Props.signals);
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}
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}
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}
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}
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// Returns ture or false depending on if it succeeds
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private static bool PairEntrance(InnerFogWarpVolume nodeWarp, string destinationName, AstroObject dimensionAO = null)
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{
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Logger.LogVerbose($"Pairing node {nodeWarp.gameObject.name} to {destinationName}");
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var destinationAO = dimensionAO ?? AstroObjectLocator.GetAstroObject(destinationName);
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if (destinationAO == null) return false;
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Logger.LogVerbose($"Found {destinationName} as gameobject {destinationAO.gameObject.name} (was passed in: {dimensionAO != null})");
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// link the node's warp volume to the destination's
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var destination = GetOuterFogWarpVolumeFromAstroObject(destinationAO.gameObject);
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if (destination == null) return false;
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Logger.LogVerbose($"Proceeding with pairing node {nodeWarp.gameObject.name} to {destinationName}. Path to outer fog warp volume: {destination.transform.GetPath()}");
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nodeWarp._linkedOuterWarpVolume = destination;
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destination.RegisterSenderWarp(nodeWarp);
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return true;
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}
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public static void Make(GameObject go, Sector sector, BrambleNodeInfo[] configs, IModBehaviour mod)
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{
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foreach (var config in configs)
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{
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Make(go, sector, config, mod);
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}
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}
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public static GameObject Make(GameObject go, Sector sector, BrambleNodeInfo config, IModBehaviour mod)
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{
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var prefab = SearchUtilities.Find(config.isSeed ? _brambleSeedPrefabPath : _brambleNodePrefabPath);
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// Spawn the bramble node
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var brambleNode = prefab.InstantiateInactive();
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foreach (var collider in brambleNode.GetComponentsInChildren<Collider>(true))
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{
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collider.enabled = true;
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}
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var innerFogWarpVolume = brambleNode.GetComponent<InnerFogWarpVolume>();
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var fogLight = brambleNode.GetComponent<FogLight>();
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brambleNode.transform.parent = sector.transform;
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brambleNode.transform.position = go.transform.TransformPoint(config.position ?? Vector3.zero);
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brambleNode.transform.rotation = go.transform.TransformRotation(Quaternion.Euler(config.rotation ?? Vector3.zero));
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brambleNode.name = "Bramble Node to " + config.linksTo;
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// This node comes with Feldspar's signal, we don't want that though
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GameObject.Destroy(brambleNode.FindChild("Signal_Harmonica"));
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// Fix some components
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fogLight._parentBody = go.GetComponent<OWRigidbody>();
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fogLight._sector = sector;
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fogLight._linkedSector = null;
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fogLight._innerWarp = innerFogWarpVolume;
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fogLight._linkedFogLights = new List<FogLight>();
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fogLight._linkedLightData = new List<FogLight.LightData>();
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sector.RegisterFogLight(fogLight);
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// If the config says only certain exits are allowed, enforce that
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if (config.possibleExits != null)
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{
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var exits = innerFogWarpVolume._exits;
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var newExits = new List<SphericalFogWarpExit>();
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foreach (var index in config.possibleExits)
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{
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if(index is < 0 or > 5) continue;
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newExits.Add(exits[index]);
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}
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innerFogWarpVolume._exits = newExits.ToArray();
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}
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// Set up screen fog effect
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var fogEffectRuleset = sector.gameObject.GetAddComponent<EffectRuleset>();
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fogEffectRuleset._attachedBody = sector.GetAttachedOWRigidbody();
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fogEffectRuleset._triggerVolume = sector.GetTriggerVolume();
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fogEffectRuleset._type = EffectRuleset.BubbleType.FogWarp;
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fogEffectRuleset._underwaterDistortScale = 0.001f;
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fogEffectRuleset._underwaterMaxDistort = 0.1f;
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fogEffectRuleset._underwaterMinDistort = 0.005f;
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fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material;
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// TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to
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// account for scale (this will fix the issue with screen fog caused by scaled down nodes)
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// Set the scale
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brambleNode.transform.localScale = Vector3.one * config.scale;
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innerFogWarpVolume._warpRadius *= config.scale;
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innerFogWarpVolume._exitRadius *= config.scale;
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// Seed fog works differently, so it doesn't need to be fixed
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// (it's also located on a different child path, so the below FindChild calls wouldn't work)
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if (!config.isSeed)
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{
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var fog = brambleNode.FindChild("Effects/InnerWarpFogSphere");
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var fogMaterial = fog.GetComponent<MeshRenderer>().material;
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fogMaterial.SetFloat("_Radius", fogMaterial.GetFloat("_Radius") * config.scale);
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fogMaterial.SetFloat("_Density", fogMaterial.GetFloat("_Density") / config.scale);
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}
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// Change the colors
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if (config.isSeed) SetSeedColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor());
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else SetNodeColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor());
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innerFogWarpVolume._useFarFogColor = false;
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if (config.farFogTint != null)
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{
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innerFogWarpVolume._useFarFogColor = true;
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innerFogWarpVolume._farFogColor = config.farFogTint.ToColor();
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}
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// Set up warps
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innerFogWarpVolume._sector = sector;
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innerFogWarpVolume._attachedBody = go.GetComponent<OWRigidbody>();
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// the OuterFogWarpVolume of the dimension this node is inside of
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// (null if this node is not inside of a bramble dimension, eg it's sitting on a planet or something)
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innerFogWarpVolume._containerWarpVolume = GetOuterFogWarpVolumeFromAstroObject(go);
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var success = PairEntrance(innerFogWarpVolume, config.linksTo);
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if (!success) RecordUnpairedNode(innerFogWarpVolume, config.linksTo);
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// Cleanup for dimension exits
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if (config.name != null)
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{
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namedNodes[config.name] = innerFogWarpVolume;
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BrambleDimensionBuilder.FinishPairingDimensionsForExitNode(config.name);
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}
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// Make signals
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if (_propagatedSignals.TryGetValue(config.linksTo, out var connectedSignals))
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{
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foreach (var signalConfig in connectedSignals)
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{
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var signalGO = SignalBuilder.Make(go, sector, signalConfig, mod);
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signalGO.GetComponent<AudioSignal>()._identificationDistance = 0;
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signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
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signalGO.transform.position = brambleNode.transform.position;
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signalGO.transform.parent = brambleNode.transform;
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}
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}
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// Done!
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brambleNode.SetActive(true);
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return brambleNode;
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}
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public static void SetNodeColors(GameObject brambleNode, Color? fogTint, Color? lightTint)
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{
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if (fogTint != null)
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{
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var fogRenderer = brambleNode.GetComponent<InnerFogWarpVolume>();
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fogRenderer._fogColor = fogTint.Value;
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var fogBackdrop = brambleNode.FindChild("Terrain_DB_BrambleSphere_Inner_v2/fogbackdrop_v2");
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if (fogBackdrop != null)
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fogBackdrop.GetComponent<MeshRenderer>().material.color = fogTint.Value;
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}
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if (lightTint != null)
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{
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var lightShafts = brambleNode.FindChild("Effects/DB_BrambleLightShafts");
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var lightShaft1 = lightShafts.FindChild("BrambleLightShaft1");
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var mat = lightShaft1.GetComponent<MeshRenderer>().material;
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mat.color = lightTint.Value;
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for (int i = 1; i <= 6; i++)
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{
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var lightShaft = lightShafts.FindChild($"BrambleLightShaft{i}");
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lightShaft.GetComponent<MeshRenderer>().sharedMaterial = mat;
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}
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}
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}
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public static void SetSeedColors(GameObject brambleSeed, Color? fogTint, Color? lightTint)
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{
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if (fogTint != null)
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{
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var fogRenderer = brambleSeed.FindChild("VolumetricFogSphere (2)");
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var fogMeshRenderer = fogRenderer.GetComponent<MeshRenderer>();
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fogMeshRenderer.material.color = fogTint.Value;
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}
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if (lightTint != null)
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{
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var lightShafts = brambleSeed.FindChild("Terrain_DB_BrambleSphere_Seed_V2 (2)/DB_SeedLightShafts");
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var lightShaft1 = lightShafts.FindChild("DB_SeedLightShafts1");
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var mat = lightShaft1.GetComponent<MeshRenderer>().material;
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mat.color = lightTint.Value;
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for (int i = 1; i <= 6; i++)
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{
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var lightShaft = lightShafts.FindChild($"DB_SeedLightShafts{i}");
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lightShaft.GetComponent<MeshRenderer>().sharedMaterial = mat;
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}
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}
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}
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}
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}
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