759 lines
32 KiB
C#

using HarmonyLib;
using NewHorizons.Builder.Atmosphere;
using NewHorizons.Builder.Body;
using NewHorizons.Builder.Props;
using NewHorizons.Components;
using NewHorizons.Components.Fixers;
using NewHorizons.Components.SizeControllers;
using NewHorizons.External;
using NewHorizons.External.Configs;
using NewHorizons.Handlers;
using NewHorizons.OtherMods.AchievementsPlus;
using NewHorizons.OtherMods.MenuFramework;
using NewHorizons.OtherMods.OWRichPresence;
using NewHorizons.OtherMods.VoiceActing;
using NewHorizons.Utility;
using NewHorizons.Utility.DebugMenu;
using NewHorizons.Utility.DebugUtilities;
using OWML.Common;
using OWML.ModHelper;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons
{
public class Main : ModBehaviour
{
public static AssetBundle NHAssetBundle { get; private set; }
public static Main Instance { get; private set; }
// Settings
public static bool Debug { get; private set; }
public static bool VerboseLogs { get; private set; }
private static bool _useCustomTitleScreen;
private static bool _wasConfigured = false;
private static string _defaultSystemOverride;
public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
public static List<IModBehaviour> MountedAddons = new List<IModBehaviour>();
public static float SecondsElapsedInLoop = -1;
public static bool IsSystemReady { get; private set; }
public static float FurthestOrbit { get; set; } = 50000f;
public string DefaultStarSystem => SystemDict.ContainsKey(_defaultSystemOverride) ? _defaultSystemOverride : _defaultStarSystem;
public string CurrentStarSystem => _currentStarSystem;
public bool IsWarpingFromShip { get; private set; } = false;
public bool IsWarpingFromVessel { get; private set; } = false;
public bool WearingSuit { get; private set; } = false;
public bool IsChangingStarSystem { get; private set; } = false;
public static bool HasWarpDrive { get; private set; } = false;
private string _defaultStarSystem = "SolarSystem";
private string _currentStarSystem = "SolarSystem";
private bool _firstLoad = true;
private ShipWarpController _shipWarpController;
// API events
public class StarSystemEvent : UnityEvent<string> { }
public StarSystemEvent OnChangeStarSystem;
public StarSystemEvent OnStarSystemLoaded;
public StarSystemEvent OnPlanetLoaded;
// For warping to the eye system
private GameObject _ship;
public static bool HasDLC { get => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned; }
public override object GetApi()
{
return new NewHorizonsApi();
}
public override void Configure(IModConfig config)
{
Logger.LogVerbose("Settings changed");
var currentScene = SceneManager.GetActiveScene().name;
Debug = config.GetSettingsValue<bool>("Debug");
VerboseLogs = config.GetSettingsValue<bool>("Verbose Logs");
if (currentScene == "SolarSystem")
{
DebugReload.UpdateReloadButton();
DebugMenu.UpdatePauseMenuButton();
}
if (VerboseLogs) Logger.UpdateLogLevel(Logger.LogType.Verbose);
else if (Debug) Logger.UpdateLogLevel(Logger.LogType.Log);
else Logger.UpdateLogLevel(Logger.LogType.Error);
_defaultSystemOverride = config.GetSettingsValue<string>("Default System Override");
// Else it doesn't get set idk
if (currentScene == "TitleScreen" && SystemDict.ContainsKey(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
}
var wasUsingCustomTitleScreen = _useCustomTitleScreen;
_useCustomTitleScreen = config.GetSettingsValue<bool>("Custom title screen");
// Reload the title screen if this was updated on it
// Don't reload if we haven't configured yet (called on game start)
if (wasUsingCustomTitleScreen != _useCustomTitleScreen && SceneManager.GetActiveScene().name == "TitleScreen" && _wasConfigured)
{
Logger.LogVerbose("Reloading");
SceneManager.LoadScene("TitleScreen", LoadSceneMode.Single);
}
_wasConfigured = true;
}
public void ResetConfigs(bool resetTranslation = true)
{
BodyDict.Clear();
SystemDict.Clear();
BodyDict["SolarSystem"] = new List<NewHorizonsBody>();
BodyDict["EyeOfTheUniverse"] = new List<NewHorizonsBody>(); // Keep this empty tho fr
SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(), "", Instance)
{
Config =
{
destroyStockPlanets = false,
Vessel = new StarSystemConfig.VesselModule()
{
coords = new StarSystemConfig.NomaiCoordinates
{
x = new int[5]{ 0,3,2,1,5 },
y = new int[5]{ 4,5,3,2,1 },
z = new int[5]{ 4,1,2,5,0 }
}
}
}
};
SystemDict["EyeOfTheUniverse"] = new NewHorizonsSystem("EyeOfTheUniverse", new StarSystemConfig(), "", Instance)
{
Config =
{
Vessel = new StarSystemConfig.VesselModule()
{
coords = new StarSystemConfig.NomaiCoordinates
{
x = new int[3]{ 1,5,4 },
y = new int[4]{ 3,0,1,4 },
z = new int[6]{ 1,2,3,0,5,4 }
}
}
}
};
if (resetTranslation)
{
TranslationHandler.ClearTables();
TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage());
}
LoadTranslations(Path.Combine(Instance.ModHelper.Manifest.ModFolderPath, "Assets/"), this);
}
public void Awake()
{
Instance = this;
}
public void Start()
{
// Patches
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly());
OnChangeStarSystem = new StarSystemEvent();
OnStarSystemLoaded = new StarSystemEvent();
OnPlanetLoaded = new StarSystemEvent();
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
GlobalMessenger.AddListener("WakeUp", OnWakeUp);
NHAssetBundle = ModHelper.Assets.LoadBundle("Assets/xen.newhorizons");
VesselWarpHandler.Initialize();
ResetConfigs(resetTranslation: false);
Logger.Log("Begin load of config files...");
try
{
LoadConfigs(this);
}
catch (Exception)
{
Logger.LogWarning("Couldn't find planets folder");
}
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single));
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => _firstLoad = false);
Instance.ModHelper.Menus.PauseMenu.OnInit += DebugReload.InitializePauseMenu;
MenuHandler.Init();
AchievementHandler.Init();
VoiceHandler.Init();
RichPresenceHandler.Init();
OnStarSystemLoaded.AddListener(RichPresenceHandler.OnStarSystemLoaded);
OnChangeStarSystem.AddListener(RichPresenceHandler.OnChangeStarSystem);
LoadAddonManifest("Assets/addon-manifest.json", this);
}
public void OnDestroy()
{
Logger.Log($"Destroying NewHorizons");
SceneManager.sceneLoaded -= OnSceneLoaded;
GlobalMessenger<DeathType>.RemoveListener("PlayerDeath", OnDeath);
GlobalMessenger.RemoveListener("WakeUp", new Callback(OnWakeUp));
AchievementHandler.OnDestroy();
}
private static void OnWakeUp()
{
IsSystemReady = true;
}
private void OnSceneUnloaded(Scene scene)
{
SearchUtilities.ClearCache();
ImageUtilities.ClearCache();
AudioUtilities.ClearCache();
AssetBundleUtilities.ClearCache();
IsSystemReady = false;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Logger.LogVerbose($"Scene Loaded: {scene.name} {mode}");
var isTitleScreen = scene.name == "TitleScreen";
var isSolarSystem = scene.name == "SolarSystem";
var isEyeOfTheUniverse = scene.name == "EyeOfTheUniverse";
if (!SystemDict.ContainsKey(_currentStarSystem) || !BodyDict.ContainsKey(_currentStarSystem))
{
Logger.LogError($"System \"{_currentStarSystem}\" does not exist!");
_currentStarSystem = DefaultStarSystem;
}
// Set time loop stuff if its enabled and if we're warping to a new place
if (IsChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsElapsedInLoop > 0f)
{
TimeLoopUtilities.SetSecondsElapsed(SecondsElapsedInLoop);
// Prevent the OPC from firing
var launchController = GameObject.FindObjectOfType<OrbitalProbeLaunchController>();
if (launchController != null)
{
GlobalMessenger<int>.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop);
foreach (var fakeDebris in launchController._fakeDebrisBodies)
{
fakeDebris.gameObject.SetActive(false);
}
launchController.enabled = false;
}
var nomaiProbe = SearchUtilities.Find("NomaiProbe_Body");
if (nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
}
// Reset this
SecondsElapsedInLoop = -1;
IsChangingStarSystem = false;
if (isTitleScreen && _useCustomTitleScreen)
{
TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
TitleSceneHandler.InitSubtitles();
}
if (isEyeOfTheUniverse && IsWarpingFromShip)
{
if (_ship != null)
{
SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
_ship.transform.position = new Vector3(50, 0, 0);
_ship.SetActive(true);
}
}
if (isSolarSystem || isEyeOfTheUniverse)
{
if (_ship != null)
{
_ship = SearchUtilities.Find("Ship_Body").InstantiateInactive();
DontDestroyOnLoad(_ship);
}
IsSystemReady = false;
NewHorizonsData.Load();
// Some builders have to be reset each loop
SignalBuilder.Init();
BrambleDimensionBuilder.Init();
AstroObjectLocator.Init();
StreamingHandler.Init();
AudioTypeHandler.Init();
InterferenceHandler.Init();
RemoteHandler.Init();
AtmosphereBuilder.Init();
BrambleNodeBuilder.Init(BodyDict[CurrentStarSystem].Select(x => x.Config).Where(x => x.Bramble?.dimension != null).ToArray());
StarEvolutionController.Init();
if (isSolarSystem)
{
foreach (var supernovaPlanetEffectController in GameObject.FindObjectsOfType<SupernovaPlanetEffectController>())
{
SupernovaEffectBuilder.ReplaceVanillaWithNH(supernovaPlanetEffectController);
}
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
VesselWarpHandler.LoadVessel();
SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]);
}
StarChartHandler.Init(SystemDict.Values.ToArray());
if (isSolarSystem)
{
// Warp drive
HasWarpDrive = StarChartHandler.CanWarp();
_shipWarpController = SearchUtilities.Find("Ship_Body").AddComponent<ShipWarpController>();
_shipWarpController.Init();
if (HasWarpDrive == true) EnableWarpDrive();
var shouldWarpInFromShip = IsWarpingFromShip && _shipWarpController != null;
var shouldWarpInFromVessel = IsWarpingFromVessel && VesselWarpHandler.VesselSpawnPoint != null;
Instance.ModHelper.Events.Unity.RunWhen(() => IsSystemReady, () => OnSystemReady(shouldWarpInFromShip, shouldWarpInFromVessel));
IsWarpingFromShip = false;
IsWarpingFromVessel = false;
var map = GameObject.FindObjectOfType<MapController>();
if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
// Fix the map satellite
SearchUtilities.Find("HearthianMapSatellite_Body", false).AddComponent<MapSatelliteOrbitFix>();
// Sector changes (so that projection pools actually turn off proxies and cull groups on these moons)
//Fix attlerock vanilla sector components (they were set to timber hearth's sector)
var thm = SearchUtilities.Find("Moon_Body/Sector_THM").GetComponent<Sector>();
foreach (var component in thm.GetComponentsInChildren<Component>(true))
{
if (component is ISectorGroup sectorGroup)
{
sectorGroup.SetSector(thm);
}
if (component is SectoredMonoBehaviour behaviour)
{
behaviour.SetSector(thm);
}
}
var thm_ss_obj = new GameObject("Sector_Streaming");
thm_ss_obj.transform.SetParent(thm.transform, false);
var thm_ss = thm_ss_obj.AddComponent<SectorStreaming>();
thm_ss._streamingGroup = SearchUtilities.Find("TimberHearth_Body/StreamingGroup_TH").GetComponent<StreamingGroup>();
thm_ss.SetSector(thm);
//Fix hollow's lantern vanilla sector components (they were set to brittle hollow's sector)
var vm = SearchUtilities.Find("VolcanicMoon_Body/Sector_VM").GetComponent<Sector>();
foreach (var component in vm.GetComponentsInChildren<Component>(true))
{
if (component is ISectorGroup sectorGroup)
{
sectorGroup.SetSector(vm);
}
if (component is SectoredMonoBehaviour behaviour)
{
behaviour.SetSector(vm);
}
}
var vm_ss_obj = new GameObject("Sector_Streaming");
vm_ss_obj.transform.SetParent(vm.transform, false);
var vm_ss = vm_ss_obj.AddComponent<SectorStreaming>();
vm_ss._streamingGroup = SearchUtilities.Find("BrittleHollow_Body/StreamingGroup_BH").GetComponent<StreamingGroup>();
vm_ss.SetSector(vm);
//Fix brittle hollow north pole projection platform
var northPoleSurface = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_NorthPoleSurface").GetComponent<Sector>();
var remoteViewer = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_NorthPoleSurface/Interactables_NorthPoleSurface/LowBuilding/Prefab_NOM_RemoteViewer").GetComponent<NomaiRemoteCameraPlatform>();
remoteViewer._visualSector = northPoleSurface;
}
//Stop starfield from disappearing when there is no lights
var playerBody = SearchUtilities.Find("Player_Body");
var playerLight = playerBody.AddComponent<Light>();
playerLight.innerSpotAngle = 0;
playerLight.spotAngle = 179;
playerLight.range = 1;
playerLight.intensity = 0.001f;
//Do the same for map
var solarSystemRoot = SearchUtilities.Find("SolarSystemRoot");
var ssrLight = solarSystemRoot.AddComponent<Light>();
ssrLight.innerSpotAngle = 0;
ssrLight.spotAngle = 179;
ssrLight.range = Main.FurthestOrbit * (4f / 3f);
ssrLight.intensity = 0.001f;
var fluid = playerBody.FindChild("PlayerDetector").GetComponent<DynamicFluidDetector>();
fluid._splashEffects = fluid._splashEffects.AddToArray(new SplashEffect
{
fluidType = FluidVolume.Type.PLASMA,
ignoreSphereAligment = false,
minImpactSpeed = 15,
splashPrefab = SearchUtilities.Find("Probe_Body/ProbeDetector").GetComponent<FluidDetector>()._splashEffects.FirstOrDefault(sfx => sfx.fluidType == FluidVolume.Type.PLASMA).splashPrefab,
triggerEvent = SplashEffect.TriggerEvent.OnEntry
});
try
{
Logger.Log($"Star system finished loading [{Instance.CurrentStarSystem}]");
Instance.OnStarSystemLoaded?.Invoke(Instance.CurrentStarSystem);
}
catch (Exception e)
{
Logger.LogError($"Exception thrown when invoking star system loaded event with parameter [{Instance.CurrentStarSystem}]:\n{e}");
}
}
else
{
// Reset back to original solar system after going to main menu.
// If the override is a valid system then we go there
if (SystemDict.ContainsKey(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarpingFromShip = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
}
}
// Had a bunch of separate unity things firing stuff when the system is ready so I moved it all to here
private void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFromVessel)
{
Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>();
Locator.GetPlayerBody().gameObject.AddComponent<DebugPropPlacer>();
Locator.GetPlayerBody().gameObject.AddComponent<DebugNomaiTextPlacer>();
Locator.GetPlayerBody().gameObject.AddComponent<DebugMenu>();
// DebugArrow.CreateArrow(Locator.GetPlayerBody().gameObject); // This is for NH devs mostly. It shouldn't be active in debug mode for now. Someone should make a dev tools submenu for it though.
if (shouldWarpInFromShip) _shipWarpController.WarpIn(WearingSuit);
else if (shouldWarpInFromVessel) VesselWarpHandler.TeleportToVessel();
else FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint);
VesselCoordinatePromptHandler.RegisterPrompts(SystemDict.Where(system => system.Value.Config.Vessel?.coords != null).Select(x => x.Value).ToList());
}
public void EnableWarpDrive()
{
Logger.LogVerbose("Setting up warp drive");
PlanetCreationHandler.LoadBody(LoadConfig(this, "Assets/WarpDriveConfig.json"));
HasWarpDrive = true;
}
#region Load
public void LoadConfigs(IModBehaviour mod)
{
try
{
if (_firstLoad)
{
MountedAddons.Add(mod);
}
var folder = mod.ModHelper.Manifest.ModFolderPath;
var systemsFolder = Path.Combine(folder, "systems");
var planetsFolder = Path.Combine(folder, "planets");
// Load systems first so that when we load bodies later we can check for missing ones
if (Directory.Exists(systemsFolder))
{
var systemFiles = Directory.GetFiles(systemsFolder, "*.json", SearchOption.AllDirectories)
.Concat(Directory.GetFiles(systemsFolder, "*.jsonc", SearchOption.AllDirectories))
.ToArray();
if(systemFiles.Length == 0)
{
Logger.LogVerbose($"Found no JSON files in systems folder: {systemsFolder}");
}
foreach (var file in systemFiles)
{
var name = Path.GetFileNameWithoutExtension(file);
Logger.LogVerbose($"Loading system {name}");
var relativePath = file.Replace(folder, "");
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>(relativePath);
starSystemConfig.Migrate();
starSystemConfig.FixCoordinates();
if (starSystemConfig.startHere)
{
// We always want to allow mods to overwrite setting the main SolarSystem as default but not the other way around
if (name != "SolarSystem")
{
SetDefaultSystem(name);
_currentStarSystem = name;
}
}
if (SystemDict.ContainsKey(name))
{
if (string.IsNullOrEmpty(SystemDict[name].Config.travelAudio) && SystemDict[name].Config.Skybox == null)
SystemDict[name].Mod = mod;
SystemDict[name].Config.Merge(starSystemConfig);
}
else
{
SystemDict[name] = new NewHorizonsSystem(name, starSystemConfig, relativePath, mod);
}
}
}
if (Directory.Exists(planetsFolder))
{
var planetFiles = Directory.GetFiles(planetsFolder, "*.json", SearchOption.AllDirectories)
.Concat(Directory.GetFiles(planetsFolder, "*.jsonc", SearchOption.AllDirectories))
.ToArray();
if(planetFiles.Length == 0)
{
Logger.LogVerbose($"Found no JSON files in planets folder: {planetsFolder}");
}
foreach (var file in planetFiles)
{
var relativeDirectory = file.Replace(folder, "");
var body = LoadConfig(mod, relativeDirectory);
if (body != null)
{
// Wanna track the spawn point of each system
if (body.Config.Spawn != null) SystemDict[body.Config.starSystem].Spawn = body.Config.Spawn;
// Add the new planet to the planet dictionary
if (!BodyDict.ContainsKey(body.Config.starSystem)) BodyDict[body.Config.starSystem] = new List<NewHorizonsBody>();
BodyDict[body.Config.starSystem].Add(body);
}
}
}
// Has to go before translations for achievements
if (File.Exists(Path.Combine(folder, "addon-manifest.json")))
{
LoadAddonManifest("addon-manifest.json", mod);
}
if (Directory.Exists(Path.Combine(folder, "translations")))
{
LoadTranslations(folder, mod);
}
}
catch (Exception ex)
{
Logger.LogError(ex.ToString());
}
}
private void LoadAddonManifest(string file, IModBehaviour mod)
{
Logger.LogVerbose($"Loading addon manifest for {mod.ModHelper.Manifest.Name}");
var addonConfig = mod.ModHelper.Storage.Load<AddonConfig>(file);
if (addonConfig.achievements != null)
{
AchievementHandler.RegisterAddon(addonConfig, mod as ModBehaviour);
}
if (addonConfig.credits != null)
{
var translatedCredits = addonConfig.credits.Select(x => TranslationHandler.GetTranslation(x, TranslationHandler.TextType.UI)).ToArray();
CreditsHandler.RegisterCredits(mod.ModHelper.Manifest.Name, translatedCredits);
}
if (!string.IsNullOrEmpty(addonConfig.popupMessage))
{
MenuHandler.RegisterOneTimePopup(mod, TranslationHandler.GetTranslation(addonConfig.popupMessage, TranslationHandler.TextType.UI));
}
}
private void LoadTranslations(string folder, IModBehaviour mod)
{
var foundFile = false;
foreach (TextTranslation.Language language in Enum.GetValues(typeof(TextTranslation.Language)))
{
if (language is TextTranslation.Language.UNKNOWN or TextTranslation.Language.TOTAL) continue;
var relativeFile = Path.Combine("translations", language.ToString().ToLower() + ".json");
if (File.Exists(Path.Combine(folder, relativeFile)))
{
Logger.LogVerbose($"Registering {language} translation from {mod.ModHelper.Manifest.Name} from {relativeFile}");
var config = new TranslationConfig(Path.Combine(folder, relativeFile));
foundFile = true;
TranslationHandler.RegisterTranslation(language, config);
if (AchievementHandler.Enabled)
{
AchievementHandler.RegisterTranslationsFromFiles(mod as ModBehaviour, "translations");
}
}
}
if (!foundFile) Logger.LogWarning($"{mod.ModHelper.Manifest.Name} has a folder for translations but none were loaded");
}
public NewHorizonsBody LoadConfig(IModBehaviour mod, string relativePath)
{
NewHorizonsBody body = null;
try
{
var config = mod.ModHelper.Storage.Load<PlanetConfig>(relativePath);
if (config == null)
{
Logger.LogError($"Couldn't load {relativePath}. Is your Json formatted correctly?");
MenuHandler.RegisterFailedConfig(Path.GetFileName(relativePath));
return null;
}
Logger.LogVerbose($"Loaded {config.name}");
if (!SystemDict.ContainsKey(config.starSystem))
{
// Since we didn't load it earlier there shouldn't be a star system config
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"systems/{config.starSystem}.json");
if (starSystemConfig == null) starSystemConfig = new StarSystemConfig();
else Logger.LogWarning($"Loaded system config for {config.starSystem}. Why wasn't this loaded earlier?");
starSystemConfig.Migrate();
starSystemConfig.FixCoordinates();
var system = new NewHorizonsSystem(config.starSystem, starSystemConfig, $"", mod);
SystemDict.Add(config.starSystem, system);
BodyDict.Add(config.starSystem, new List<NewHorizonsBody>());
}
// Has to happen after we make sure theres a system config
config.Validate();
config.Migrate();
body = new NewHorizonsBody(config, mod, relativePath);
}
catch (Exception e)
{
Logger.LogError($"Error encounter when loading {relativePath}:\n{e}");
MenuHandler.RegisterFailedConfig(Path.GetFileName(relativePath));
}
return body;
}
public void SetDefaultSystem(string defaultSystem)
{
_defaultStarSystem = defaultSystem;
}
#endregion Load
#region Change star system
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false, bool vessel = false)
{
// If we're just on the title screen set the system for later
if (LoadManager.GetCurrentScene() == OWScene.TitleScreen)
{
_currentStarSystem = newStarSystem;
return;
}
if (IsChangingStarSystem) return;
IsWarpingFromShip = warp;
IsWarpingFromVessel = vessel;
OnChangeStarSystem?.Invoke(newStarSystem);
Logger.Log($"Warping to {newStarSystem}");
if (warp && _shipWarpController) _shipWarpController.WarpOut();
IsChangingStarSystem = true;
WearingSuit = PlayerState.IsWearingSuit();
OWScene sceneToLoad;
if (newStarSystem == "EyeOfTheUniverse")
{
PlayerData.SaveWarpedToTheEye(TimeLoopUtilities.GetVanillaSecondsRemaining());
sceneToLoad = OWScene.EyeOfTheUniverse;
}
else
{
if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsElapsedInLoop = TimeLoop.GetSecondsElapsed();
else SecondsElapsedInLoop = -1;
sceneToLoad = OWScene.SolarSystem;
}
_currentStarSystem = newStarSystem;
// Freeze player inputs
OWInput.ChangeInputMode(InputMode.None);
LoadManager.LoadSceneAsync(sceneToLoad, !vessel, LoadManager.FadeType.ToBlack, 0.1f, true);
}
void OnDeath(DeathType _)
{
// We reset the solar system on death
if (!IsChangingStarSystem)
{
// If the override is a valid system then we go there
if (SystemDict.ContainsKey(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarpingFromShip = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
IsWarpingFromShip = false;
}
}
#endregion Change star system
}
}