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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
158 lines
5.7 KiB
C#
158 lines
5.7 KiB
C#
using NewHorizons.Builder.General;
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using NewHorizons.Components.Orbital;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using System.Collections.Generic;
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using UnityEngine;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Components
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{
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public class QuantumPlanet : QuantumObject
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{
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public List<State> states = new List<State>();
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public State groundState;
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private int _currentIndex;
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private NHAstroObject _astroObject;
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private ConstantForceDetector _detector;
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private AlignWithTargetBody _alignment;
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private OWRigidbody _rb;
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public override void Awake()
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{
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base.Awake();
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_astroObject = GetComponent<NHAstroObject>();
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_detector = GetComponentInChildren<ConstantForceDetector>();
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_alignment = GetComponent<AlignWithTargetBody>();
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_rb = GetComponent<OWRigidbody>();
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GlobalMessenger.AddListener("PlayerBlink", OnPlayerBlink);
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_maxSnapshotLockRange = 300000f;
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}
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public override void Start()
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{
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base.Start();
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foreach (var state in states) state.sector?.gameObject?.SetActive(false);
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ChangeQuantumState(true);
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}
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public override bool ChangeQuantumState(bool skipInstantVisibilityCheck)
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{
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Logger.Log("Trying to change quantum state");
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if (states.Count <= 1) return false;
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// Don't move if we have a picture or if we're on it
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if (IsLockedByProbeSnapshot() || IsPlayerEntangled()) return false;
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var canChange = false;
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var oldState = states[_currentIndex];
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// This will all get set in the for loop
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var newState = oldState;
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var newIndex = _currentIndex;
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AstroObject primaryBody = null;
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OrbitalParameters orbitalParams = null;
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// The QM tries to switch 10 times so we'll do that too
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for (var i = 0; i < 10; i++)
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{
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newIndex = _currentIndex;
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while (newIndex == _currentIndex) newIndex = Random.Range(0, states.Count);
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newState = states[newIndex];
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// Figure out what the new orbit will be if we switch
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var newOrbit = newState.orbit ?? groundState.orbit;
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newOrbit.trueAnomaly = Random.Range(0f, 360f);
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primaryBody = AstroObjectLocator.GetAstroObject(newOrbit.PrimaryBody);
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var primaryGravity = new Gravity(primaryBody.GetGravityVolume());
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var secondaryGravity = new Gravity(_astroObject.GetGravityVolume());
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orbitalParams = newOrbit.GetOrbitalParameters(primaryGravity, secondaryGravity);
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var pos = primaryBody.transform.position + orbitalParams.InitialPosition;
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// See if we can switch, so we move the visibility tracker to the new position
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_visibilityTrackers[0].transform.position = pos;
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// Only if not seen
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if (!CheckVisibilityInstantly())
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{
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canChange = true;
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// Since we were able to change states we break
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break;
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}
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}
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if (canChange)
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{
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if (newState.sector != null && newState.sector != oldState.sector) SetNewSector(oldState, newState);
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if (newState.orbit != null && newState.orbit != oldState.orbit) SetNewOrbit(primaryBody, orbitalParams);
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_currentIndex = newIndex;
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GlobalMessenger<OWRigidbody>.FireEvent("QuantumMoonChangeState", _rb);
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}
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// Be completely sure we move the visibility tracker back to our planet
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_visibilityTrackers[0].transform.localPosition = Vector3.zero;
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return true;
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}
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private void SetNewSector(State oldState, State newState)
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{
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oldState.sector.gameObject.SetActive(false);
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newState.sector.gameObject.SetActive(true);
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}
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private void SetNewOrbit(AstroObject primaryBody, OrbitalParameters orbitalParameters)
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{
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_astroObject._primaryBody = primaryBody;
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DetectorBuilder.SetDetector(primaryBody, _astroObject, _detector);
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_detector._activeInheritedDetector = primaryBody.GetComponentInChildren<ForceDetector>();
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_detector._activeVolumes = new List<EffectVolume> { primaryBody.GetGravityVolume() };
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if (_alignment != null) _alignment.SetTargetBody(primaryBody.GetComponent<OWRigidbody>());
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_astroObject.SetOrbitalParametersFromTrueAnomaly(orbitalParameters.eccentricity,
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orbitalParameters.semiMajorAxis, orbitalParameters.inclination, orbitalParameters.argumentOfPeriapsis,
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orbitalParameters.longitudeOfAscendingNode, orbitalParameters.trueAnomaly);
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PlanetCreationHandler.UpdatePosition(gameObject, orbitalParameters, primaryBody, _astroObject);
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if (!Physics.autoSyncTransforms) Physics.SyncTransforms();
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_rb.SetVelocity(orbitalParameters.InitialVelocity + primaryBody.GetAttachedOWRigidbody().GetVelocity());
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}
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private void OnPlayerBlink()
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{
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if (IsVisible()) Collapse(true);
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}
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public override bool IsPlayerEntangled() =>
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states[_currentIndex].sector.ContainsAnyOccupants(DynamicOccupant.Player);
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public class State
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{
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public Sector sector { get; set; }
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public OrbitModule orbit { get; set; }
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public State(Sector sector, OrbitModule orbit)
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{
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this.sector = sector;
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this.orbit = orbit;
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}
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}
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}
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} |