mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
758 lines
32 KiB
C#
758 lines
32 KiB
C#
using NewHorizons.Atmosphere;
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using NewHorizons.Body;
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using NewHorizons.Builder.Body;
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using NewHorizons.Builder.General;
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using NewHorizons.Builder.Orbital;
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using NewHorizons.Builder.Props;
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using NewHorizons.Builder.ShipLog;
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using NewHorizons.Builder.Updater;
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using NewHorizons.Components;
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using NewHorizons.External;
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using NewHorizons.External.Configs;
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using NewHorizons.External.VariableSize;
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using NewHorizons.Handlers;
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using NewHorizons.OrbitalPhysics;
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using NewHorizons.Utility;
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using Newtonsoft.Json.Linq;
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using OWML.Common;
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using OWML.ModHelper;
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using OWML.Utils;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons
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{
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public class Main : ModBehaviour
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{
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public static AssetBundle ShaderBundle;
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public static Main Instance { get; private set; }
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public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
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public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
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public static List<NewHorizonsBody> NextPassBodies = new List<NewHorizonsBody>();
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public static Dictionary<string, AssetBundle> AssetBundles = new Dictionary<string, AssetBundle>();
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public static float FurthestOrbit { get; set; } = 50000f;
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public StarLightController StarLightController { get; private set; }
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private string _defaultStarSystem = "SolarSystem";
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private string _currentStarSystem = "SolarSystem";
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public string CurrentStarSystem { get { return Instance._currentStarSystem; } }
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private bool _isChangingStarSystem = false;
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public bool IsWarping { get; private set; } = false;
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public bool WearingSuit { get; private set; } = false;
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public static bool HasWarpDrive { get; private set; } = false;
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private ShipWarpController _shipWarpController;
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public override object GetApi()
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{
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return new NewHorizonsApi();
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}
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public void Start()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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Instance = this;
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GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
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ShaderBundle = Main.Instance.ModHelper.Assets.LoadBundle("AssetBundle/shader");
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BodyDict["SolarSystem"] = new List<NewHorizonsBody>();
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SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(null), this);
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Tools.Patches.Apply();
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Tools.WarpDrivePatches.Apply();
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Tools.OWCameraFix.Apply();
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Tools.ShipLogPatches.Apply();
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Logger.Log("Begin load of config files...", Logger.LogType.Log);
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try
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{
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LoadConfigs(this);
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}
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catch (Exception)
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{
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Logger.LogWarning("Couldn't find planets folder");
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}
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single));
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}
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public void OnDestroy()
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{
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Logger.Log($"Destroying NewHorizons");
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SceneManager.sceneLoaded -= OnSceneLoaded;
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GlobalMessenger<DeathType>.RemoveListener("PlayerDeath", OnDeath);
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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Logger.Log($"Scene Loaded: {scene.name} {mode}");
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_isChangingStarSystem = false;
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if (scene.name.Equals("TitleScreen")) DisplayBodyOnTitleScreen();
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if (scene.name != "SolarSystem")
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{
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// Reset back to original solar system after going to main menu.
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_currentStarSystem = _defaultStarSystem;
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return;
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}
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FurthestOrbit = 30000;
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HeavenlyBodyBuilder.Reset();
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NewHorizonsData.Load();
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// By default we dont have it
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HasWarpDrive = false;
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// Lets us warp home if we want
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if (_currentStarSystem != "SolarSystem")
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{
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HasWarpDrive = true;
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}
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else
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{
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// Make the warp controller if there are multiple star systems
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foreach (NewHorizonsSystem system in SystemDict.Values)
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{
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Logger.Log($"System {system}, {system.Config.canEnterViaWarpDrive}");
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if (system.Config.canEnterViaWarpDrive && system.Spawn?.ShipSpawnPoint != null)
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{
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HasWarpDrive = true;
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break;
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}
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}
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}
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if (HasWarpDrive == true)
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{
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Logger.Log("Setting up warp drive");
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_shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => StarChartHandler.Init());
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LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
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}
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => AstroObjectLocator.GetAstroObject("MapSatellite").gameObject.AddComponent<MapSatelliteOrbitFix>());
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// Need to manage this when there are multiple stars
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var sun = GameObject.Find("Sun_Body");
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var starController = sun.AddComponent<StarController>();
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starController.Light = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<Light>();
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starController.AmbientLight = GameObject.Find("Sun_Body/AmbientLight_SUN").GetComponent<Light>();
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starController.FaceActiveCamera = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<FaceActiveCamera>();
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starController.CSMTextureCacher = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<CSMTextureCacher>();
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starController.ProxyShadowLight = GameObject.Find("Sun_Body/Sector_SUN/Effects_SUN/SunLight").GetComponent<ProxyShadowLight>();
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starController.Intensity = 0.9859f;
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starController.SunColor = new Color(1f, 0.8845f, 0.6677f, 1f);
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var starLightGO = GameObject.Instantiate(sun.GetComponentInChildren<SunLightController>().gameObject);
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foreach(var comp in starLightGO.GetComponents<Component>())
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{
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if(!(comp is SunLightController) && !(comp is SunLightParamUpdater) && !(comp is Light) && !(comp is Transform))
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{
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GameObject.Destroy(comp);
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}
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}
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GameObject.Destroy(starLightGO.GetComponent<Light>());
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starLightGO.name = "StarLightController";
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StarLightController = starLightGO.AddComponent<StarLightController>();
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StarLightController.AddStar(starController);
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starLightGO.SetActive(true);
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// TODO: Make this configurable probably
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>());
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// Some builders need to be reset each time
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SignalBuilder.Reset();
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// We do our own AstroObject tracking
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AstroObjectLocator.RefreshList();
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foreach (AstroObject ao in GameObject.FindObjectsOfType<AstroObject>())
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{
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AstroObjectLocator.AddAstroObject(ao);
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}
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// Order by stars then planets then moons (not necessary but probably speeds things up, maybe) ALSO only include current star system
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var toLoad = BodyDict[_currentStarSystem]
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.OrderBy(b =>
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(b.Config.BuildPriority != -1 ? b.Config.BuildPriority :
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(b.Config.FocalPoint != null ? 0 :
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(b.Config.Star != null) ? 0 :
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(b.Config.Orbit.IsMoon ? 2 : 1)
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))).ToList();
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var passCount = 0;
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while (toLoad.Count != 0)
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{
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Logger.Log($"Starting body loading pass #{++passCount}");
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var flagNoneLoadedThisPass = true;
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foreach (var body in toLoad)
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{
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if (LoadBody(body)) flagNoneLoadedThisPass = false;
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}
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if (flagNoneLoadedThisPass)
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{
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Logger.LogWarning("No objects were loaded this pass");
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// Try again but default to sun
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foreach (var body in toLoad)
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{
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if (LoadBody(body, true)) flagNoneLoadedThisPass = false;
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}
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}
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if (flagNoneLoadedThisPass)
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{
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// Give up
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Logger.Log($"Couldn't finish adding bodies.");
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return;
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}
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toLoad = NextPassBodies;
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NextPassBodies = new List<NewHorizonsBody>();
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// Infinite loop failsafe
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if (passCount > 10)
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{
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Logger.Log("Something went wrong");
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break;
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}
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}
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Logger.Log("Done loading bodies");
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// I don't know what these do but they look really weird from a distance
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => PlanetDestroyer.RemoveDistantProxyClones());
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if(!_currentStarSystem.Equals("SolarSystem")) Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveSolarSystem(), 2);
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var map = GameObject.FindObjectOfType<MapController>();
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if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
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Logger.Log($"Is the player warping in? {IsWarping}");
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if (IsWarping && _shipWarpController) Instance.ModHelper.Events.Unity.FireInNUpdates(() => _shipWarpController.WarpIn(WearingSuit), 1);
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else Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint), 1);
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IsWarping = false;
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}
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#region TitleScreen
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public void DisplayBodyOnTitleScreen()
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{
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//Try loading one planet why not
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var eligible = BodyDict.Values.SelectMany(x => x).ToList().Where(b => (b.Config.HeightMap != null || b.Config.Atmosphere?.Cloud != null) && b.Config.Star == null).ToArray();
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var eligibleCount = eligible.Count();
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if (eligibleCount == 0) return;
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var selectionCount = Mathf.Min(eligibleCount, 3);
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var indices = RandomUtility.GetUniqueRandomArray(0, eligible.Count(), selectionCount);
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Logger.Log($"Displaying {selectionCount} bodies on the title screen");
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GameObject body1, body2, body3;
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body1 = LoadTitleScreenBody(eligible[indices[0]]);
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body1.transform.localRotation = Quaternion.Euler(15, 0, 0);
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if (selectionCount > 1)
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{
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body1.transform.localScale = Vector3.one * (body1.transform.localScale.x) * 0.3f;
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body1.transform.localPosition = new Vector3(0, -15, 0);
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body1.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
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body2 = LoadTitleScreenBody(eligible[indices[1]]);
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body2.transform.localScale = Vector3.one * (body2.transform.localScale.x) * 0.3f;
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body2.transform.localPosition = new Vector3(7, 30, 0);
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body2.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
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}
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if (selectionCount > 2)
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{
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body3 = LoadTitleScreenBody(eligible[indices[2]]);
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body3.transform.localScale = Vector3.one * (body3.transform.localScale.x) * 0.3f;
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body3.transform.localPosition = new Vector3(-5, 10, 0);
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body3.transform.localRotation = Quaternion.Euler(10f, 0f, 0f);
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}
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GameObject.Find("Scene/Background/PlanetPivot/Prefab_HEA_Campfire").SetActive(false);
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GameObject.Find("Scene/Background/PlanetPivot/PlanetRoot").SetActive(false);
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var lightGO = new GameObject("Light");
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lightGO.transform.parent = GameObject.Find("Scene/Background").transform;
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lightGO.transform.localPosition = new Vector3(-47.9203f, 145.7596f, 43.1802f);
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var light = lightGO.AddComponent<Light>();
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light.color = new Color(1f, 1f, 1f, 1f);
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light.range = 100;
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light.intensity = 0.8f;
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}
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private GameObject LoadTitleScreenBody(NewHorizonsBody body)
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{
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Logger.Log($"Displaying {body.Config.Name} on the title screen");
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GameObject titleScreenGO = new GameObject(body.Config.Name + "_TitleScreen");
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HeightMapModule heightMap = new HeightMapModule();
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var minSize = 15;
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var maxSize = 30;
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float size = minSize;
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if (body.Config.HeightMap != null)
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{
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size = Mathf.Clamp(body.Config.HeightMap.MaxHeight / 10, minSize, maxSize);
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heightMap.TextureMap = body.Config.HeightMap.TextureMap;
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heightMap.HeightMap = body.Config.HeightMap.HeightMap;
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heightMap.MaxHeight = size;
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heightMap.MinHeight = body.Config.HeightMap.MinHeight * size / body.Config.HeightMap.MaxHeight;
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}
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if (body.Config.Atmosphere != null && body.Config.Atmosphere.Cloud != null)
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{
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// Hacky but whatever I just want a sphere
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size = Mathf.Clamp(body.Config.Atmosphere.Size / 10, minSize, maxSize);
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heightMap.MaxHeight = heightMap.MinHeight = size + 1;
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heightMap.TextureMap = body.Config.Atmosphere.Cloud;
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}
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HeightMapBuilder.Make(titleScreenGO, heightMap, body.Mod);
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GameObject pivot = GameObject.Instantiate(GameObject.Find("Scene/Background/PlanetPivot"), GameObject.Find("Scene/Background").transform);
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pivot.GetComponent<RotateTransform>()._degreesPerSecond = 10f;
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foreach (Transform child in pivot.transform)
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{
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GameObject.Destroy(child.gameObject);
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}
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pivot.name = "Pivot";
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if (body.Config.Ring != null)
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{
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RingModule newRing = new RingModule();
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newRing.InnerRadius = size * 1.2f;
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newRing.OuterRadius = size * 2f;
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newRing.Texture = body.Config.Ring.Texture;
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var ring = RingBuilder.Make(titleScreenGO, newRing, body.Mod);
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titleScreenGO.transform.localScale = Vector3.one * 0.8f;
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}
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titleScreenGO.transform.parent = pivot.transform;
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titleScreenGO.transform.localPosition = Vector3.zero;
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return titleScreenGO;
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}
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#endregion TitleScreen
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#region Load
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public void LoadConfigs(IModBehaviour mod)
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{
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var folder = mod.ModHelper.Manifest.ModFolderPath;
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if(Directory.Exists(folder + "planets"))
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{
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foreach (var file in Directory.GetFiles(folder + @"planets\", "*.json", SearchOption.AllDirectories))
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{
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var relativeDirectory = file.Replace(folder, "");
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var body = LoadConfig(mod, relativeDirectory);
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if (body != null)
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{
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// Wanna track the spawn point of each system
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if (body.Config.Spawn != null) SystemDict[body.Config.StarSystem].Spawn = body.Config.Spawn;
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// Add the new planet to the planet dictionary
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BodyDict[body.Config.StarSystem].Add(body);
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}
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}
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}
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if(Directory.Exists(folder + @"translations\"))
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{
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var foundFile = false;
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foreach(TextTranslation.Language language in Enum.GetValues(typeof(TextTranslation.Language)))
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{
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if (language == TextTranslation.Language.UNKNOWN || language == TextTranslation.Language.TOTAL) continue;
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var relativeFile = $"translations/{language.ToString().ToLower()}.json";
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if (File.Exists($"{folder}{relativeFile}"))
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{
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Logger.Log($"Registering {language} translation from {mod.ModHelper.Manifest.Name} from {relativeFile}");
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var config = new TranslationConfig($"{folder}{relativeFile}");
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if (config == null)
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{
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Logger.Log($"Found {folder}{relativeFile} but couldn't load it");
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continue;
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}
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foundFile = true;
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TranslationHandler.RegisterTranslation(language, config);
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}
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}
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if (!foundFile) Logger.LogWarning($"{mod.ModHelper.Manifest.Name} has a folder for translations but none were loaded");
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}
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}
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public NewHorizonsBody LoadConfig(IModBehaviour mod, string relativeDirectory)
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{
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NewHorizonsBody body = null;
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try
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{
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var config = mod.ModHelper.Storage.Load<PlanetConfig>(relativeDirectory);
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Logger.Log($"Loaded {config.Name}");
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if (config.Base.CenterOfSolarSystem) config.Orbit.IsStatic = true;
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if (!BodyDict.ContainsKey(config.StarSystem))
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{
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// See if theres a star system config
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var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"{config.StarSystem}.json");
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if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(null);
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else Logger.Log($"Loaded system config for {config.StarSystem}");
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// Since we only load stuff the first time we can do this now
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if (starSystemConfig.startHere)
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{
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_defaultStarSystem = config.StarSystem;
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_currentStarSystem = config.StarSystem;
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}
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SystemDict.Add(config.StarSystem, new NewHorizonsSystem(config.StarSystem, starSystemConfig, mod));
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BodyDict.Add(config.StarSystem, new List<NewHorizonsBody>());
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}
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body = new NewHorizonsBody(config, mod);
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't load {relativeDirectory}: {e.Message}, is your Json formatted correctly?");
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}
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return body;
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}
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private bool LoadBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
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{
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// I don't remember doing this why is it exceptions what am I doing
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GameObject existingPlanet = null;
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try
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{
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existingPlanet = AstroObjectLocator.GetAstroObject(body.Config.Name).gameObject;
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}
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catch (Exception)
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{
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existingPlanet = GameObject.Find(body.Config.Name.Replace(" ", "") + "_Body");
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}
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if (existingPlanet != null)
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{
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try
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{
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if (body.Config.Destroy)
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{
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var ao = existingPlanet.GetComponent<AstroObject>();
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if (ao != null) Instance.ModHelper.Events.Unity.FireInNUpdates(() => PlanetDestroyer.RemoveBody(ao), 5);
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else Instance.ModHelper.Events.Unity.FireInNUpdates(() => existingPlanet.SetActive(false), 5);
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}
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else UpdateBody(body, existingPlanet);
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't update body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
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return false;
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}
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}
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else
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{
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try
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{
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GameObject planetObject = GenerateBody(body, defaultPrimaryToSun);
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if (planetObject == null) return false;
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planetObject.SetActive(true);
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't generate body {body.Config?.Name}: {e.Message}, {e.StackTrace}");
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return false;
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}
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}
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return true;
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|
}
|
|
|
|
public GameObject UpdateBody(NewHorizonsBody body, GameObject go)
|
|
{
|
|
Logger.Log($"Updating existing Object {go.name}");
|
|
|
|
var sector = go.GetComponentInChildren<Sector>();
|
|
var rb = go.GetAttachedOWRigidbody();
|
|
|
|
if (body.Config.ChildrenToDestroy != null && body.Config.ChildrenToDestroy.Length > 0)
|
|
{
|
|
foreach (var child in body.Config.ChildrenToDestroy)
|
|
{
|
|
Instance.ModHelper.Events.Unity.FireInNUpdates(() => GameObject.Find(go.name + "/" + child).SetActive(false), 2);
|
|
}
|
|
}
|
|
|
|
// Do stuff that's shared between generating new planets and updating old ones
|
|
go = SharedGenerateBody(body, go, sector, rb);
|
|
|
|
// Update a position using CommonResources
|
|
// Since orbits are always there just check if they set a semi major axis
|
|
if (body.Config.Orbit != null && body.Config.Orbit.SemiMajorAxis != 0f)
|
|
{
|
|
OrbitUpdater.Update(body, go);
|
|
}
|
|
|
|
return go;
|
|
}
|
|
|
|
#endregion Load
|
|
|
|
#region Body generation
|
|
|
|
public GameObject GenerateBody(NewHorizonsBody body, bool defaultPrimaryToSun = false)
|
|
{
|
|
AstroObject primaryBody;
|
|
if (body.Config.Orbit.PrimaryBody != null)
|
|
{
|
|
primaryBody = AstroObjectLocator.GetAstroObject(body.Config.Orbit.PrimaryBody);
|
|
if (primaryBody == null)
|
|
{
|
|
if (defaultPrimaryToSun)
|
|
{
|
|
Logger.Log($"Couldn't find {body.Config.Orbit.PrimaryBody}, defaulting to Sun");
|
|
primaryBody = AstroObjectLocator.GetAstroObject("Sun");
|
|
}
|
|
else
|
|
{
|
|
NextPassBodies.Add(body);
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
primaryBody = null;
|
|
}
|
|
|
|
Logger.Log($"Begin generation sequence of [{body.Config.Name}]");
|
|
|
|
var go = new GameObject(body.Config.Name.Replace(" ", "").Replace("'", "") + "_Body");
|
|
go.SetActive(false);
|
|
|
|
if (body.Config.Base.GroundSize != 0) GeometryBuilder.Make(go, body.Config.Base.GroundSize);
|
|
|
|
var atmoSize = body.Config.Atmosphere != null ? body.Config.Atmosphere.Size : 0f;
|
|
float sphereOfInfluence = Mathf.Max(Mathf.Max(atmoSize, 50), body.Config.Base.SurfaceSize * 2f);
|
|
var overrideSOI = body.Config.Base.SphereOfInfluence;
|
|
if (overrideSOI != 0) sphereOfInfluence = overrideSOI;
|
|
|
|
var outputTuple = BaseBuilder.Make(go, primaryBody, body.Config);
|
|
var ao = (AstroObject)outputTuple.Item1;
|
|
var owRigidBody = (OWRigidbody)outputTuple.Item2;
|
|
|
|
GravityVolume gv = null;
|
|
if (body.Config.Base.SurfaceGravity != 0)
|
|
gv = GravityBuilder.Make(go, ao, body.Config);
|
|
|
|
if (body.Config.Base.HasReferenceFrame)
|
|
RFVolumeBuilder.Make(go, owRigidBody, sphereOfInfluence);
|
|
|
|
if (body.Config.Base.HasMapMarker)
|
|
MarkerBuilder.Make(go, body.Config.Name, body.Config);
|
|
|
|
if (body.Config.Base.HasAmbientLight)
|
|
AmbientLightBuilder.Make(go, sphereOfInfluence);
|
|
|
|
var sector = MakeSector.Make(go, owRigidBody, sphereOfInfluence * 2f);
|
|
ao.SetValue("_rootSector", sector);
|
|
|
|
VolumesBuilder.Make(go, body.Config.Base.SurfaceSize, sphereOfInfluence, body.Config);
|
|
|
|
if (body.Config.HeightMap != null)
|
|
HeightMapBuilder.Make(go, body.Config.HeightMap, body.Mod);
|
|
|
|
if (body.Config.ProcGen != null)
|
|
ProcGenBuilder.Make(go, body.Config.ProcGen);
|
|
|
|
if (body.Config.Star != null) StarLightController.AddStar(StarBuilder.Make(go, sector, body.Config.Star));
|
|
|
|
if (body.Config.FocalPoint != null)
|
|
FocalPointBuilder.Make(go, body.Config.FocalPoint);
|
|
|
|
// Do stuff that's shared between generating new planets and updating old ones
|
|
go = SharedGenerateBody(body, go, sector, owRigidBody);
|
|
|
|
body.Object = go;
|
|
|
|
// Now that we're done move the planet into place
|
|
UpdatePosition(go, body, primaryBody);
|
|
|
|
// Have to do this after setting position
|
|
var initialMotion = InitialMotionBuilder.Make(go, primaryBody, owRigidBody, body.Config.Orbit);
|
|
|
|
// Spawning on other planets is a bit hacky so we do it last
|
|
if (body.Config.Spawn != null)
|
|
{
|
|
Logger.Log("Doing spawn point thing");
|
|
SystemDict[body.Config.StarSystem].SpawnPoint = SpawnPointBuilder.Make(go, body.Config.Spawn, owRigidBody);
|
|
}
|
|
|
|
if (body.Config.Orbit.ShowOrbitLine && !body.Config.Orbit.IsStatic) OrbitlineBuilder.Make(body.Object, ao, body.Config.Orbit.IsMoon, body.Config);
|
|
|
|
if (!body.Config.Orbit.IsStatic) DetectorBuilder.Make(go, owRigidBody, primaryBody, ao);
|
|
|
|
if (ao.GetAstroObjectName() == AstroObject.Name.CustomString) AstroObjectLocator.RegisterCustomAstroObject(ao);
|
|
|
|
HeavenlyBodyBuilder.Make(go, body.Config, sphereOfInfluence, gv, initialMotion);
|
|
|
|
return go;
|
|
}
|
|
|
|
private GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go, Sector sector, OWRigidbody rb)
|
|
{
|
|
if (body.Config.Ring != null)
|
|
RingBuilder.Make(go, body.Config.Ring, body.Mod);
|
|
|
|
if (body.Config.AsteroidBelt != null)
|
|
AsteroidBeltBuilder.Make(body.Config.Name, body.Config, body.Mod);
|
|
|
|
if (body.Config.Base.HasCometTail)
|
|
CometTailBuilder.Make(go, body.Config.Base, go.GetComponent<AstroObject>().GetPrimaryBody());
|
|
|
|
// Backwards compatability
|
|
if (body.Config.Base.LavaSize != 0)
|
|
{
|
|
var lava = new LavaModule();
|
|
lava.Size = body.Config.Base.LavaSize;
|
|
LavaBuilder.Make(go, sector, rb, lava);
|
|
}
|
|
|
|
if (body.Config.Lava != null)
|
|
LavaBuilder.Make(go, sector, rb, body.Config.Lava);
|
|
|
|
// Backwards compatability
|
|
if (body.Config.Base.WaterSize != 0)
|
|
{
|
|
var water = new WaterModule();
|
|
water.Size = body.Config.Base.WaterSize;
|
|
water.Tint = body.Config.Base.WaterTint;
|
|
WaterBuilder.Make(go, sector, rb, water);
|
|
}
|
|
|
|
if (body.Config.Water != null)
|
|
WaterBuilder.Make(go, sector, rb, body.Config.Water);
|
|
|
|
if (body.Config.Sand != null)
|
|
SandBuilder.Make(go, sector, rb, body.Config.Sand);
|
|
|
|
if (body.Config.Atmosphere != null)
|
|
{
|
|
AirBuilder.Make(go, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasOxygen);
|
|
|
|
if (body.Config.Atmosphere.Cloud != null)
|
|
{
|
|
CloudsBuilder.Make(go, sector, body.Config.Atmosphere, body.Mod);
|
|
SunOverrideBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere);
|
|
}
|
|
|
|
if (body.Config.Atmosphere.HasRain || body.Config.Atmosphere.HasSnow)
|
|
EffectsBuilder.Make(go, sector, body.Config.Base.SurfaceSize, body.Config.Atmosphere.Size, body.Config.Atmosphere.HasRain, body.Config.Atmosphere.HasSnow);
|
|
|
|
if (body.Config.Atmosphere.FogSize != 0)
|
|
FogBuilder.Make(go, sector, body.Config.Atmosphere);
|
|
|
|
AtmosphereBuilder.Make(go, body.Config.Atmosphere, body.Config.Base.SurfaceSize);
|
|
}
|
|
|
|
if (body.Config.Props != null)
|
|
PropBuildManager.Make(go, sector, body.Config, body.Mod, body.Mod.ModHelper.Manifest.UniqueName);
|
|
|
|
if (body.Config.Signal != null)
|
|
SignalBuilder.Make(go, sector, body.Config.Signal, body.Mod);
|
|
|
|
if (body.Config.Base.BlackHoleSize != 0 || body.Config.Singularity != null)
|
|
SingularityBuilder.Make(go, sector, rb, body.Config);
|
|
|
|
if (body.Config.Funnel != null)
|
|
FunnelBuilder.Make(go, go.GetComponentInChildren<ConstantForceDetector>(), rb, body.Config.Funnel);
|
|
|
|
return go;
|
|
}
|
|
|
|
private void UpdatePosition(GameObject go, NewHorizonsBody body, AstroObject primaryBody)
|
|
{
|
|
go.transform.parent = Locator.GetRootTransform();
|
|
go.transform.position = OrbitalHelper.GetCartesian(new OrbitalHelper.Gravity(1, 100), body.Config.Orbit).Item1 + (primaryBody == null ? Vector3.zero : primaryBody.transform.position);
|
|
|
|
if (go.transform.position.magnitude > FurthestOrbit)
|
|
{
|
|
FurthestOrbit = go.transform.position.magnitude + 30000f;
|
|
}
|
|
}
|
|
|
|
#endregion Body generation
|
|
|
|
#region Change star system
|
|
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false)
|
|
{
|
|
if (_isChangingStarSystem) return;
|
|
|
|
Logger.Log($"Warping to {newStarSystem}");
|
|
if(warp && _shipWarpController) _shipWarpController.WarpOut();
|
|
_currentStarSystem = newStarSystem;
|
|
_isChangingStarSystem = true;
|
|
IsWarping = warp;
|
|
WearingSuit = PlayerState.IsWearingSuit();
|
|
|
|
// We kill them so they don't move as much
|
|
Locator.GetDeathManager().KillPlayer(DeathType.Meditation);
|
|
|
|
LoadManager.LoadSceneAsync(OWScene.SolarSystem, true, LoadManager.FadeType.ToBlack, 0.1f, true);
|
|
}
|
|
|
|
void OnDeath(DeathType _)
|
|
{
|
|
// We reset the solar system on death (unless we just killed the player)
|
|
if (!_isChangingStarSystem) _currentStarSystem = _defaultStarSystem;
|
|
}
|
|
#endregion Change star system
|
|
}
|
|
|
|
#region API
|
|
public class NewHorizonsApi
|
|
{
|
|
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use Create(Dictionary<string, object> config, IModBehaviour mod) instead")]
|
|
public void Create(Dictionary<string, object> config)
|
|
{
|
|
Create(config, null);
|
|
}
|
|
|
|
public void Create(Dictionary<string, object> config, IModBehaviour mod)
|
|
{
|
|
Logger.Log("Recieved API request to create planet " + (string)config["Name"], Logger.LogType.Log);
|
|
var planetConfig = new PlanetConfig(config);
|
|
|
|
var body = new NewHorizonsBody(planetConfig, mod ?? Main.Instance);
|
|
|
|
if (!Main.BodyDict.ContainsKey(body.Config.StarSystem)) Main.BodyDict.Add(body.Config.StarSystem, new List<NewHorizonsBody>());
|
|
Main.BodyDict[body.Config.StarSystem].Add(body);
|
|
}
|
|
|
|
public void LoadConfigs(IModBehaviour mod)
|
|
{
|
|
Main.Instance.LoadConfigs(mod);
|
|
}
|
|
|
|
public GameObject GetPlanet(string name)
|
|
{
|
|
return Main.BodyDict.Values.SelectMany(x => x).ToList().FirstOrDefault(x => x.Config.Name == name).Object;
|
|
}
|
|
}
|
|
#endregion API
|
|
}
|