mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
180 lines
6.2 KiB
C#
180 lines
6.2 KiB
C#
using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using System.Linq;
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using NewHorizons.Utility;
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using Newtonsoft.Json;
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using static NewHorizons.External.Modules.ShipLogModule;
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namespace NewHorizons.External.Configs
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{
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/// <summary>
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/// Configuration for a specific star system
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/// </summary>
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[JsonObject]
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public class StarSystemConfig
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{
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/// <summary>
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/// Whether this system can be warped to via the warp drive
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/// </summary>
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[DefaultValue(true)] public bool canEnterViaWarpDrive = true;
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/// <summary>
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/// Do you want a clean slate for this star system? Or will it be a modified version of the original.
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/// </summary>
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[DefaultValue(true)] public bool destroyStockPlanets = true;
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/// <summary>
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/// Should the time loop be enabled in this system?
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/// </summary>
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[DefaultValue(true)] public bool enableTimeLoop = true;
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/// <summary>
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/// Set to the FactID that must be revealed before it can be warped to. Don't set `CanEnterViaWarpDrive` to `false` if
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/// you're using this, that would make no sense.
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/// </summary>
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public string factRequiredForWarp;
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/// <summary>
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/// Should the player not be able to view the map in this system?
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/// </summary>
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public bool mapRestricted;
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/// <summary>
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/// Customize the skybox for this system
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/// </summary>
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public SkyboxConfig skybox;
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/// <summary>
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/// Set to `true` if you want to spawn here after dying, not Timber Hearth. You can still warp back to the main star
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/// system.
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/// </summary>
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public bool startHere;
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/// <summary>
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/// Name of an existing AudioClip in the game that will play when travelling in space.
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/// </summary>
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public string travelAudioClip;
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/// <summary>
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/// Relative filepath to the .wav file to use as the audio. Mutually exclusive with travelAudioClip.
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/// </summary>
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public string travelAudioFilePath;
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/// <summary>
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/// Coordinates that the vessel can use to warp to your solar system.
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/// </summary>
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public NomaiCoordinates coords;
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/// <summary>
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/// The position in the solar system the vessel will warp to.
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/// </summary>
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public MVector3 vesselPosition;
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/// <summary>
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/// Euler angles by which the vessel will be oriented.
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/// </summary>
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public MVector3 vesselRotation;
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/// <summary>
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/// The relative position to the vessel that you will be teleported to when you exit the vessel through the black hole.
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/// </summary>
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public MVector3 warpExitPosition;
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/// <summary>
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/// Euler angles by which the warp exit will be oriented.
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/// </summary>
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public MVector3 warpExitRotation;
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/// <summary>
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/// Manually layout ship log entries in detective mode
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/// </summary>
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public EntryPositionInfo[] entryPositions;
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/// <summary>
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/// A list of fact IDs to reveal when the game starts.
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/// </summary>
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public string[] initialReveal;
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/// <summary>
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/// List colors of curiosity entries
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/// </summary>
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public CuriosityColorInfo[] curiosities;
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/// <summary> Test Property to see if the action works, will delete later </summary>
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public string coolField = "hola";
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public class NomaiCoordinates
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{
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[MinLength(2)]
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[MaxLength(6)]
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public int[] x;
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[MinLength(2)]
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[MaxLength(6)]
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public int[] y;
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[MinLength(2)]
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[MaxLength(6)]
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public int[] z;
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}
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[JsonObject]
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public class SkyboxConfig
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{
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/// <summary>
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/// Path to the Unity asset bundle to load the skybox material from
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/// </summary>
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public string assetBundle;
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/// <summary>
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/// Whether to destroy the star field around the player
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/// </summary>
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public bool destroyStarField;
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/// <summary>
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/// Path to the material within the asset bundle specified by `assetBundle` to use for the skybox
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/// </summary>
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public string path;
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}
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public void FixCoordinates()
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{
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if (coords != null)
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{
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coords.x = coords.x.Distinct().ToArray();
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coords.y = coords.y.Distinct().ToArray();
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coords.z = coords.z.Distinct().ToArray();
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}
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}
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public void Merge(StarSystemConfig otherConfig)
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{
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// Imagine if this used reflection
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// True by default so if one is false go false
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canEnterViaWarpDrive = canEnterViaWarpDrive && otherConfig.canEnterViaWarpDrive;
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destroyStockPlanets = destroyStockPlanets && otherConfig.destroyStockPlanets;
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enableTimeLoop = enableTimeLoop && otherConfig.enableTimeLoop;
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// If current one is null take the other
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factRequiredForWarp = string.IsNullOrEmpty(factRequiredForWarp) ? otherConfig.factRequiredForWarp : factRequiredForWarp;
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skybox = skybox == null ? otherConfig.skybox : skybox;
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travelAudioClip = string.IsNullOrEmpty(travelAudioClip) ? otherConfig.travelAudioClip : travelAudioClip;
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travelAudioFilePath = string.IsNullOrEmpty(travelAudioFilePath) ? otherConfig.travelAudioFilePath : travelAudioFilePath;
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// False by default so if one is true go true
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mapRestricted = mapRestricted || otherConfig.mapRestricted;
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mapRestricted = mapRestricted || otherConfig.mapRestricted;
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startHere = startHere || otherConfig.startHere;
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entryPositions = Concatenate(entryPositions, otherConfig.entryPositions);
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curiosities = Concatenate(curiosities, otherConfig.curiosities);
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initialReveal = Concatenate(initialReveal, otherConfig.initialReveal);
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}
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private T[] Concatenate<T>(T[] array1, T[] array2)
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{
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return (array1 ?? new T[0]).Concat(array2 ?? new T[0]).ToArray();
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}
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}
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} |