Noah Pilarski 72ec389fbd Refactor
2022-08-18 13:59:45 -04:00

228 lines
7.3 KiB
C#

using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Runtime.Serialization;
using NewHorizons.External.Configs;
using NewHorizons.Utility;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace NewHorizons.External.Modules.VariableSize
{
[JsonObject]
public class StarModule : VariableSizeModule
{
/// <summary>
/// Colour of the star at the end of its lifespan.
/// </summary>
public MColor endTint;
/// <summary>
/// Should this star explode at the end of its lifespan?
/// </summary>
[DefaultValue(true)] public bool goSupernova = true;
/// <summary>
/// How long in minutes this star will last until it supernovas.
/// </summary>
[DefaultValue(22f)]
public float lifespan = 22f;
/// <summary>
/// Should we add a star controller to this body? If you want clouds to work on a binary brown dwarf system, set this to false.
/// </summary>
[DefaultValue(true)] public bool hasStarController = true;
/// <summary>
/// The default sun has its own atmosphere that is different from regular planets. If you want that, set this to
/// `true`.
/// </summary>
[DefaultValue(true)] public bool hasAtmosphere = true;
/// <summary>
/// Colour of the light given off. Defaults to yellowish.
/// </summary>
public MColor lightTint;
/// <summary>
/// Radius of the star.
/// </summary>
[DefaultValue(2000f)] [Range(0f, double.MaxValue)]
public float size = 2000f;
/// <summary>
/// Relative strength of the light compared to the sun.
/// </summary>
[DefaultValue(1f)] [Range(0f, double.MaxValue)]
public float solarLuminosity = 1f;
/// <summary>
/// Radius of the supernova. Any planets within this will be destroyed.
/// </summary>
[DefaultValue(50000f)]
[Range(0f, double.MaxValue)]
public float supernovaSize = 50000f;
/// <summary>
/// The tint of the supernova this star creates when it dies.
/// </summary>
public MColor supernovaTint;
/// <summary>
/// Colour of the star.
/// </summary>
public MColor tint;
/// <summary>
/// Path to the texture to put as the star ramp. Optional.
/// </summary>
public string starRampTexture;
/// <summary>
/// Path to the texture to put as the star ramp while it is collapsing. Optional.
/// </summary>
public string starCollapseRampTexture;
/// <summary>
/// How far the light from the star can reach.
/// </summary>
[DefaultValue(50000f)] [Range(0f, double.MaxValue)]
public float lightRadius = 50000f;
/// <summary>
/// The type of death your star will have.
/// </summary>
[DefaultValue("default")] public StellarDeathType stellarDeathType = StellarDeathType.Default;
/// <summary>
/// The type of stellar remnant your star will leave behind.
/// </summary>
[DefaultValue("default")] public StellarRemnantType stellarRemnantType = StellarRemnantType.Default;
/// <summary>
/// If you want a custom stellar remnant, use this.
/// </summary>
public StellarRemnantModule stellarRemnant;
public class StellarRemnantModule
{
/// <summary>
/// Describes this Body's atmosphere
/// </summary>
public AtmosphereModule Atmosphere;
/// <summary>
/// Base Properties of this Body
/// </summary>
public BaseModule Base;
/// <summary>
/// Add bramble nodes to this planet and/or make this planet a bramble dimension
/// </summary>
public BrambleModule Bramble;
/// <summary>
/// Add a cloaking field to this planet
/// </summary>
public CloakModule Cloak;
/// <summary>
/// Add funnel from this planet to another
/// </summary>
public FunnelModule Funnel;
/// <summary>
/// Generate the surface of this planet using a heightmap
/// </summary>
public HeightMapModule HeightMap;
/// <summary>
/// Add lava to this planet
/// </summary>
public LavaModule Lava;
/// <summary>
/// Procedural Generation
/// </summary>
public ProcGenModule ProcGen;
/// <summary>
/// Spawn various objects on this body
/// </summary>
public PropModule Props;
/// <summary>
/// A list of paths to child GameObjects to destroy on this planet
/// </summary>
public string[] removeChildren;
/// <summary>
/// Creates a ring around the planet
/// </summary>
public RingModule Ring;
/// <summary>
/// Add sand to this planet
/// </summary>
public SandModule Sand;
/// <summary>
/// Rotation period in minutes.
/// </summary>
public float siderealPeriod;
/// <summary>
/// Make this body a star
/// </summary>
public StarModule Star;
/// <summary>
/// Add water to this planet
/// </summary>
public WaterModule Water;
public PlanetConfig ConvertToPlanetConfig(PlanetConfig star)
{
PlanetConfig planetConfig = new PlanetConfig();
planetConfig.name = star.name;
planetConfig.starSystem = star.starSystem;
planetConfig.Atmosphere = Atmosphere;
planetConfig.Base = Base;
planetConfig.Bramble = Bramble;
planetConfig.Cloak = Cloak;
planetConfig.Funnel = Funnel;
planetConfig.HeightMap = HeightMap;
planetConfig.Lava = Lava;
planetConfig.Orbit = star.Orbit;
planetConfig.ProcGen = ProcGen;
planetConfig.Props = Props;
planetConfig.removeChildren = removeChildren;
planetConfig.Ring = Ring;
planetConfig.Sand = Sand;
planetConfig.Water = Water;
planetConfig.Validate();
planetConfig.Migrate();
return planetConfig;
}
}
}
[JsonConverter(typeof(StringEnumConverter))]
public enum StellarDeathType
{
[EnumMember(Value = @"default")] Default,
[EnumMember(Value = @"planetaryNebula")] PlanetaryNebula,
[EnumMember(Value = @"supernova")] Supernova
}
[JsonConverter(typeof(StringEnumConverter))]
public enum StellarRemnantType
{
[EnumMember(Value = @"default")] Default,
[EnumMember(Value = @"whiteDwarf")] WhiteDwarf,
[EnumMember(Value = @"neutronStar")] NeutronStar,
[EnumMember(Value = @"pulsar")] Pulsar,
[EnumMember(Value = @"blackHole")] BlackHole,
[EnumMember(Value = @"custom")] Custom
}
}