mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
384 lines
15 KiB
C#
384 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using System.Linq;
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using NewHorizons.Builder.Orbital;
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using NewHorizons.External.Modules;
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using NewHorizons.External.Modules.VariableSize;
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using Newtonsoft.Json;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.External.Configs
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{
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/// <summary>
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/// Describes a body to generate
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/// </summary>
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[JsonObject(Title = "Celestial Body")]
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public class PlanetConfig
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{
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/// <summary>
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/// Unique name of your planet
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/// </summary>
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[Required]
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public string name;
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/// <summary>
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/// Unique star system containing your planet. If you set this to be a custom solar system remember to add a Spawn module to one of the bodies, or else you can't get to the system.
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/// </summary>
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[DefaultValue("SolarSystem")] public string starSystem = "SolarSystem";
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/// <summary>
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/// Generate asteroids around this body
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/// </summary>
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public AsteroidBeltModule AsteroidBelt;
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/// <summary>
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/// Describes this Body's atmosphere
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/// </summary>
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public AtmosphereModule Atmosphere;
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/// <summary>
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/// Base Properties of this Body
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/// </summary>
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public BaseModule Base;
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/// <summary>
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/// Add bramble nodes to this planet and/or make this planet a bramble dimension
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/// </summary>
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public BrambleModule Bramble;
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/// <summary>
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/// Set to a higher number if you wish for this body to be built sooner
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/// </summary>
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[DefaultValue(-1)] public int buildPriority = -1;
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/// <summary>
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/// Should this planet ever be shown on the title screen?
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/// </summary>
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[DefaultValue(true)] public bool canShowOnTitle = true;
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#region Obsolete
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[Obsolete("ChildrenToDestroy is deprecated, please use RemoveChildren instead")]
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public string[] childrenToDestroy;
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[Obsolete("Singularity is deprecated, please use Props->singularities")]
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public SingularityModule Singularity;
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[Obsolete("Signal is deprecated, please use Props->signals")]
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public SignalModule Signal;
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#endregion Obsolete
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/// <summary>
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/// Add a cloaking field to this planet
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/// </summary>
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public CloakModule Cloak;
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/// <summary>
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/// `true` if you want to delete this planet
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/// </summary>
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public bool destroy;
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/// <summary>
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/// Make this body into a focal point (barycenter)
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/// </summary>
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public FocalPointModule FocalPoint;
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/// <summary>
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/// Add funnel from this planet to another
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/// </summary>
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public FunnelModule Funnel;
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/// <summary>
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/// Generate the surface of this planet using a heightmap
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/// </summary>
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public HeightMapModule HeightMap;
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/// <summary>
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/// Does this config describe a quantum state of a custom planet defined in another file?
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/// </summary>
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public bool isQuantumState;
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/// <summary>
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/// Does this config describe a stellar remnant of a custom star defined in another file?
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/// </summary>
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public bool isStellarRemnant;
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/// <summary>
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/// Add lava to this planet
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/// </summary>
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public LavaModule Lava;
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/// <summary>
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/// Describes this Body's orbit (or lack there of)
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/// </summary>
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public OrbitModule Orbit;
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/// <summary>
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/// Procedural Generation
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/// </summary>
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public ProcGenModule ProcGen;
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/// <summary>
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/// Spawn various objects on this body
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/// </summary>
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public PropModule Props;
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/// <summary>
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/// Reference frame properties of this body
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/// </summary>
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public ReferenceFrameModule ReferenceFrame;
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/// <summary>
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/// A list of paths to child GameObjects to destroy on this planet
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/// </summary>
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public string[] removeChildren;
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/// <summary>
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/// Creates a ring around the planet
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/// </summary>
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public RingModule Ring;
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/// <summary>
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/// Add sand to this planet
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/// </summary>
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public SandModule Sand;
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/// <summary>
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/// Add ship log entries to this planet and describe how it looks in map mode
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/// </summary>
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public ShipLogModule ShipLog;
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/// <summary>
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/// Settings for shock effect on planet when the nearest star goes supernova
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/// </summary>
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public ShockEffectModule ShockEffect;
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/// <summary>
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/// Spawn the player at this planet
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/// </summary>
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public SpawnModule Spawn;
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/// <summary>
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/// Make this body a star
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/// </summary>
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public StarModule Star;
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/// <summary>
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/// Version of New Horizons this config is using (Doesn't do anything)
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/// </summary>
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public string version;
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/// <summary>
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/// Add water to this planet
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/// </summary>
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public WaterModule Water;
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public PlanetConfig()
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{
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// Always have to have a base module
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if (Base == null) Base = new BaseModule();
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if (Orbit == null) Orbit = new OrbitModule();
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if (ShipLog == null) ShipLog = new ShipLogModule();
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if (ReferenceFrame == null) ReferenceFrame = new ReferenceFrameModule();
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}
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public void Validate()
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{
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// If we can correct a part of the config, do it
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// If it cannot be solved, throw an exception
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if (Base.centerOfSolarSystem) Orbit.isStatic = true;
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if (Atmosphere?.clouds?.lightningGradient != null) Atmosphere.clouds.hasLightning = true;
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if (Bramble?.dimension != null && Orbit?.staticPosition == null) throw new Exception($"Dimension {name} must have Orbit.staticPosition defined.");
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if (Bramble?.dimension != null) canShowOnTitle = false;
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if (Orbit?.staticPosition != null) Orbit.isStatic = true;
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// For each quantum group, verify the following:
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// this group's id should be unique
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// if type == sockets, group.sockets should not be null or empty
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// if type == sockets, count every prop that references this group. the number should be < group.sockets.Count
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// if type == sockets, for each socket, if rotation == null, rotation = Vector3.zero
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// if type == sockets, for each socket, position must not be null
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// For each detail prop,
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// if detail.quantumGroupID != null, there exists a quantum group with that id
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if (Props?.quantumGroups != null && Props?.details != null)
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{
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Dictionary<string, PropModule.QuantumGroupInfo> existingGroups = new Dictionary<string, PropModule.QuantumGroupInfo>();
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foreach (var quantumGroup in Props.quantumGroups)
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{
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if (existingGroups.ContainsKey(quantumGroup.id)) { Logger.LogWarning($"Duplicate quantumGroup id found: {quantumGroup.id}"); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
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existingGroups[quantumGroup.id] = quantumGroup;
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if (quantumGroup.type == PropModule.QuantumGroupType.Sockets)
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{
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if (quantumGroup.sockets?.Length == 0) { Logger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" but has no defined sockets."); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
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else
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{
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foreach (var socket in quantumGroup.sockets)
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{
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if (socket.rotation == null) socket.rotation = UnityEngine.Vector3.zero;
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if (socket.position == null) { Logger.LogError($"quantumGroup {quantumGroup.id} has a socket without a position."); quantumGroup.type = PropModule.QuantumGroupType.FailedValidation; }
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}
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}
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}
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}
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Dictionary<string, int> existingGroupsPropCounts = new Dictionary<string, int>();
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foreach (var prop in Props?.details)
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{
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if (prop.quantumGroupID == null) continue;
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if (!existingGroups.ContainsKey(prop.quantumGroupID)) Logger.LogWarning($"A prop wants to be a part of quantum group {prop.quantumGroupID}, but this group does not exist.");
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else existingGroupsPropCounts[prop.quantumGroupID] = existingGroupsPropCounts.GetValueOrDefault(prop.quantumGroupID) + 1;
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}
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foreach (var quantumGroup in Props.quantumGroups)
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{
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if (quantumGroup.type == PropModule.QuantumGroupType.Sockets && existingGroupsPropCounts.GetValueOrDefault(quantumGroup.id) >= quantumGroup.sockets?.Length)
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{
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Logger.LogError($"quantumGroup {quantumGroup.id} is of type \"sockets\" and has more props than sockets.");
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quantumGroup.type = PropModule.QuantumGroupType.FailedValidation;
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}
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}
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}
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}
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public void Migrate()
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{
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// Backwards compatability
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// Should be the only place that obsolete things are referenced
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#pragma warning disable 612, 618
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if (Base.waterSize != 0)
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Water = new WaterModule
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{
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size = Base.waterSize,
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tint = Base.waterTint
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};
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if (Base.lavaSize != 0)
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Lava = new LavaModule
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{
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size = Base.lavaSize
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};
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if (Base.blackHoleSize != 0)
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Singularity = new SingularityModule
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{
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type = SingularityModule.SingularityType.BlackHole,
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size = Base.blackHoleSize
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};
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if (Base.isSatellite) Base.showMinimap = false;
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if (!Base.hasReferenceFrame) ReferenceFrame.enabled = false;
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if (childrenToDestroy != null) removeChildren = childrenToDestroy;
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if (Base.cloakRadius != 0)
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Cloak = new CloakModule
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{
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radius = Base.cloakRadius
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};
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if (Base.hasAmbientLight) Base.ambientLight = 0.5f;
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if (Atmosphere != null)
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{
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if (!string.IsNullOrEmpty(Atmosphere.cloud))
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Atmosphere.clouds = new AtmosphereModule.CloudInfo
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{
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outerCloudRadius = Atmosphere.size,
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innerCloudRadius = Atmosphere.size * 0.9f,
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tint = Atmosphere.cloudTint,
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texturePath = Atmosphere.cloud,
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capPath = Atmosphere.cloudCap,
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rampPath = Atmosphere.cloudRamp,
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fluidType = Atmosphere.fluidType,
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useBasicCloudShader = Atmosphere.useBasicCloudShader,
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unlit = !Atmosphere.shadowsOnClouds
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};
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// Validate
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if (Atmosphere.clouds?.lightningGradient != null) Atmosphere.clouds.hasLightning = true;
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// Former is obsolete, latter is to validate
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if (Atmosphere.hasAtmosphere || Atmosphere.atmosphereTint != null)
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Atmosphere.useAtmosphereShader = true;
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// useBasicCloudShader is obsolete
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if (Atmosphere.clouds != null && Atmosphere.clouds.useBasicCloudShader)
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Atmosphere.clouds.cloudsPrefab = CloudPrefabType.Basic;
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}
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if (Props?.tornados != null)
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foreach (var tornado in Props.tornados)
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if (tornado.downwards)
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tornado.type = PropModule.TornadoInfo.TornadoType.Downwards;
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if (Base.sphereOfInfluence != 0f) Base.soiOverride = Base.sphereOfInfluence;
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// Moved a bunch of stuff off of shiplog module to star system module because it didnt exist when we made this
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if (ShipLog != null)
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{
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Main.SystemDict.TryGetValue(starSystem, out var system);
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if (ShipLog.entryPositions != null)
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{
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if (system.Config.entryPositions == null) system.Config.entryPositions = ShipLog.entryPositions;
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else system.Config.entryPositions = system.Config.entryPositions.Concat(ShipLog.entryPositions).ToArray();
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}
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if (ShipLog.curiosities != null)
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{
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if (system.Config.curiosities == null) system.Config.curiosities = ShipLog.curiosities;
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else system.Config.curiosities = system.Config.curiosities.Concat(ShipLog.curiosities).ToArray();
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}
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if (ShipLog.initialReveal != null)
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{
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if (system.Config.initialReveal == null) system.Config.initialReveal = ShipLog.initialReveal;
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else system.Config.initialReveal = system.Config.initialReveal.Concat(ShipLog.initialReveal).ToArray();
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}
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}
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// Singularity is now a list in props so you can have many per planet
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if (Singularity != null)
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{
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if (Props == null) Props = new PropModule();
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if (Props.singularities == null) Props.singularities = new SingularityModule[0];
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Props.singularities = Props.singularities.Append(Singularity).ToArray();
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}
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// Signals are now in props
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if (Signal?.signals != null)
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{
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if (Props == null) Props = new PropModule();
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if (Props.signals == null) Props.signals = new SignalModule.SignalInfo[0];
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Props.signals = Props.signals.Concat(Signal.signals).ToArray();
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}
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// Star
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if (Star != null)
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{
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if (!Star.goSupernova) Star.stellarDeathType = StellarDeathType.None;
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}
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// Signals no longer use two different variables for audio
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if (Props?.signals != null)
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{
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foreach (var signal in Props.signals)
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{
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if (!string.IsNullOrEmpty(signal.audioClip)) signal.audio = signal.audioClip;
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if (!string.IsNullOrEmpty(signal.audioFilePath)) signal.audio = signal.audioFilePath;
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}
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}
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// Cloak
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if (Cloak != null)
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{
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if (!string.IsNullOrEmpty(Cloak.audioClip)) Cloak.audio = Cloak.audioClip;
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if (!string.IsNullOrEmpty(Cloak.audioFilePath)) Cloak.audio = Cloak.audioFilePath;
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}
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}
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}
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} |