JohnCorby 656ff16305 Revert "Reformat"
This reverts commit 7c0ba5597720f963432d8379a236e74f3508d077.
2022-05-22 18:41:34 -07:00

172 lines
6.0 KiB
C#

using NewHorizons.Builder.General;
using NewHorizons.Builder.Orbital;
using NewHorizons.Components.Orbital;
using NewHorizons.External.Modules;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using System.Collections.Generic;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
using Random = UnityEngine.Random;
namespace NewHorizons.Components
{
public class QuantumPlanet : QuantumObject
{
public List<State> states = new List<State>();
public State groundState;
private int _currentIndex;
private NHAstroObject _astroObject;
private ConstantForceDetector _detector;
private AlignWithTargetBody _alignment;
private OWRigidbody _rb;
public override void Awake()
{
base.Awake();
_astroObject = GetComponent<NHAstroObject>();
_detector = GetComponentInChildren<ConstantForceDetector>();
_alignment = GetComponent<AlignWithTargetBody>();
_rb = GetComponent<OWRigidbody>();
GlobalMessenger.AddListener("PlayerBlink", new Callback(OnPlayerBlink));
_maxSnapshotLockRange = 300000f;
}
public override void Start()
{
base.Start();
foreach (var state in states)
{
state.sector?.gameObject?.SetActive(false);
}
ChangeQuantumState(true);
}
public override bool ChangeQuantumState(bool skipInstantVisibilityCheck)
{
Logger.Log($"Trying to change quantum state");
if (states.Count <= 1) return false;
// Don't move if we have a picture or if we're on it
if (IsLockedByProbeSnapshot() || IsPlayerEntangled()) return false;
var canChange = false;
var oldState = states[_currentIndex];
// This will all get set in the for loop
State newState = oldState;
int newIndex = _currentIndex;
AstroObject primaryBody = null;
OrbitalParameters orbitalParams = null;
// The QM tries to switch 10 times so we'll do that too
for (int i = 0; i < 10; i++)
{
newIndex = _currentIndex;
while (newIndex == _currentIndex)
{
newIndex = Random.Range(0, states.Count);
}
newState = states[newIndex];
// Figure out what the new orbit will be if we switch
var newOrbit = newState.orbit ?? groundState.orbit;
newOrbit.trueAnomaly = Random.Range(0f, 360f);
primaryBody = AstroObjectLocator.GetAstroObject(newOrbit.PrimaryBody);
var primaryGravity = new Gravity(primaryBody.GetGravityVolume());
var secondaryGravity = new Gravity(_astroObject.GetGravityVolume());
orbitalParams = newOrbit.GetOrbitalParameters(primaryGravity, secondaryGravity);
var pos = primaryBody.transform.position + orbitalParams.InitialPosition;
// See if we can switch, so we move the visibility tracker to the new position
_visibilityTrackers[0].transform.position = pos;
// Only if not seen
if (!CheckVisibilityInstantly())
{
canChange = true;
// Since we were able to change states we break
break;
}
}
if (canChange)
{
if (newState.sector != null && newState.sector != oldState.sector) SetNewSector(oldState, newState);
if (newState.orbit != null && newState.orbit != oldState.orbit) SetNewOrbit(primaryBody, orbitalParams);
_currentIndex = newIndex;
GlobalMessenger<OWRigidbody>.FireEvent("QuantumMoonChangeState", _rb);
}
// Be completely sure we move the visibility tracker back to our planet
_visibilityTrackers[0].transform.localPosition = Vector3.zero;
return true;
}
private void SetNewSector(State oldState, State newState)
{
oldState.sector.gameObject.SetActive(false);
newState.sector.gameObject.SetActive(true);
}
private void SetNewOrbit(AstroObject primaryBody, OrbitalParameters orbitalParameters)
{
_astroObject._primaryBody = primaryBody;
DetectorBuilder.SetDetector(primaryBody, _astroObject, _detector);
_detector._activeInheritedDetector = primaryBody.GetComponentInChildren<ForceDetector>();
_detector._activeVolumes = new List<EffectVolume>() { primaryBody.GetGravityVolume() };
if (_alignment != null) _alignment.SetTargetBody(primaryBody.GetComponent<OWRigidbody>());
_astroObject.SetOrbitalParametersFromTrueAnomaly(orbitalParameters.eccentricity, orbitalParameters.semiMajorAxis, orbitalParameters.inclination, orbitalParameters.argumentOfPeriapsis, orbitalParameters.longitudeOfAscendingNode, orbitalParameters.trueAnomaly);
PlanetCreationHandler.UpdatePosition(gameObject, orbitalParameters, primaryBody, _astroObject);
if (!Physics.autoSyncTransforms)
{
Physics.SyncTransforms();
}
_rb.SetVelocity(orbitalParameters.InitialVelocity + primaryBody.GetAttachedOWRigidbody().GetVelocity());
}
private void OnPlayerBlink()
{
if (base.IsVisible())
{
base.Collapse(true);
}
}
public override bool IsPlayerEntangled()
{
return states[_currentIndex].sector.ContainsAnyOccupants(DynamicOccupant.Player);
}
public class State
{
public Sector sector { get; set; }
public OrbitModule orbit { get; set; }
public State(Sector sector, OrbitModule orbit)
{
this.sector = sector;
this.orbit = orbit;
}
}
}
}