mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
485 lines
19 KiB
C#
485 lines
19 KiB
C#
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.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.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;
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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 OWML.Common.Menus;
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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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using NewHorizons.Builder.Atmosphere;
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using UnityEngine.Events;
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using HarmonyLib;
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using System.Reflection;
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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 NHAssetBundle { get; private set; }
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public static Main Instance { get; private set; }
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// Settings
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public static bool Debug { get; private set; }
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private static bool _useCustomTitleScreen;
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private static bool _wasConfigured = false;
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private static string _defaultSystemOverride;
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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<IModBehaviour> MountedAddons = new List<IModBehaviour>();
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public static float SecondsLeftInLoop = -1;
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public static bool IsSystemReady { get; private set; }
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public static float FurthestOrbit { get; set; } = 50000f;
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public string CurrentStarSystem { get { return Instance._currentStarSystem; } }
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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 string _defaultStarSystem = "SolarSystem";
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private string _currentStarSystem = "SolarSystem";
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private bool _isChangingStarSystem = false;
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private bool _firstLoad = true;
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private ShipWarpController _shipWarpController;
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// API events
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public class StarSystemEvent : UnityEvent<string> { }
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public StarSystemEvent OnChangeStarSystem;
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public StarSystemEvent OnStarSystemLoaded;
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// For warping to the eye system
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private GameObject _ship;
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public static bool HasDLC { get => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned; }
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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 override void Configure(IModConfig config)
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{
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Logger.Log("Settings changed");
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Debug = config.GetSettingsValue<bool>("Debug");
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DebugReload.UpdateReloadButton();
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Logger.UpdateLogLevel(Debug ? Logger.LogType.Log : Logger.LogType.Error);
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_defaultSystemOverride = config.GetSettingsValue<string>("Default System Override");
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var wasUsingCustomTitleScreen = _useCustomTitleScreen;
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_useCustomTitleScreen = config.GetSettingsValue<bool>("Custom title screen");
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// Reload the title screen if this was updated on it
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// Don't reload if we haven't configured yet (called on game start)
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if (wasUsingCustomTitleScreen != _useCustomTitleScreen && SceneManager.GetActiveScene().name == "TitleScreen" && _wasConfigured)
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{
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Logger.Log("Reloading");
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SceneManager.LoadScene("TitleScreen", LoadSceneMode.Single);
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}
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_wasConfigured = true;
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}
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public static void ResetConfigs(bool resetTranslation = true)
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{
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BodyDict.Clear();
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SystemDict.Clear();
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BodyDict["SolarSystem"] = new List<NewHorizonsBody>();
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BodyDict["EyeOfTheUniverse"] = new List<NewHorizonsBody>(); // Keep this empty tho fr
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SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(null), Instance)
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{
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Config =
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{
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destroyStockPlanets = false
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}
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};
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if (!resetTranslation) return;
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TranslationHandler.ClearTables();
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TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage());
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}
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public void Start()
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{
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// Patches
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Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly());
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OnChangeStarSystem = new StarSystemEvent();
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OnStarSystemLoaded = new StarSystemEvent();
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SceneManager.sceneLoaded += OnSceneLoaded;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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Instance = this;
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GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
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GlobalMessenger.AddListener("WakeUp", new Callback(OnWakeUp));
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NHAssetBundle = ModHelper.Assets.LoadBundle("AssetBundle/xen.newhorizons");
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ResetConfigs(resetTranslation: false);
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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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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => _firstLoad = false);
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Instance.ModHelper.Menus.PauseMenu.OnInit += DebugReload.InitializePauseMenu;
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}
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public void OnDestroy()
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{
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Logger.Log($"Destroying NewHorizons");
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SceneManager.sceneLoaded -= OnSceneLoaded;
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GlobalMessenger<DeathType>.RemoveListener("PlayerDeath", OnDeath);
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GlobalMessenger.RemoveListener("WakeUp", new Callback(OnWakeUp));
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}
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private static void OnWakeUp()
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{
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IsSystemReady = true;
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Instance.OnStarSystemLoaded?.Invoke(Instance.CurrentStarSystem);
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}
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private void OnSceneUnloaded(Scene scene)
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{
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SearchUtilities.ClearCache();
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ImageUtilities.ClearCache();
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AudioUtilities.ClearCache();
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AssetBundleUtilities.ClearCache();
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IsSystemReady = false;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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Logger.Log($"Scene Loaded: {scene.name} {mode}");
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// Set time loop stuff if its enabled and if we're warping to a new place
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if (_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
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{
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TimeLoop.SetSecondsRemaining(SecondsLeftInLoop);
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// Prevent the OPC from firing
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var launchController = GameObject.FindObjectOfType<OrbitalProbeLaunchController>();
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if (launchController != null)
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{
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GlobalMessenger<int>.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop);
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foreach (var fakeDebris in launchController._fakeDebrisBodies)
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{
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fakeDebris.gameObject.SetActive(false);
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}
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launchController.enabled = false;
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}
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var nomaiProbe = GameObject.Find("NomaiProbe_Body");
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if (nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
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}
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// Reset this
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SecondsLeftInLoop = -1;
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_isChangingStarSystem = false;
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if (scene.name == "TitleScreen" && _useCustomTitleScreen)
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{
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TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
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}
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if (scene.name == "EyeOfTheUniverse" && IsWarping)
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{
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if (_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
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_ship.transform.position = new Vector3(50, 0, 0);
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_ship.SetActive(true);
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}
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if (scene.name == "SolarSystem")
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{
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foreach (var body in GameObject.FindObjectsOfType<AstroObject>())
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{
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Logger.Log($"{body.name}, {body.transform.rotation}");
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}
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if (_ship != null)
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{
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_ship = GameObject.Find("Ship_Body").InstantiateInactive();
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DontDestroyOnLoad(_ship);
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}
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IsSystemReady = false;
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NewHorizonsData.Load();
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SignalBuilder.Init();
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AstroObjectLocator.Init();
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OWAssetHandler.Init();
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PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
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SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]);
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LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this);
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>());
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// Warp drive
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StarChartHandler.Init(SystemDict.Values.ToArray());
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HasWarpDrive = StarChartHandler.CanWarp();
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_shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
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_shipWarpController.Init();
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if (HasWarpDrive == true) EnableWarpDrive();
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if (IsWarping && _shipWarpController)
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{
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Instance.ModHelper.Events.Unity.RunWhen(
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() => IsSystemReady,
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() => _shipWarpController.WarpIn(WearingSuit)
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);
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}
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else
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{
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Instance.ModHelper.Events.Unity.RunWhen(
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() => IsSystemReady,
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() => FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint)
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);
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}
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IsWarping = false;
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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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// Fix the map satellite
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GameObject.Find("HearthianMapSatellite_Body").AddComponent<MapSatelliteOrbitFix>();
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}
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else
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{
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// Reset back to original solar system after going to main menu.
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// If the override is a valid system then we go there
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if (SystemDict.Keys.Contains(_defaultSystemOverride))
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{
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_currentStarSystem = _defaultSystemOverride;
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IsWarping = true; // always do this else sometimes the spawn gets messed up
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}
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else
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{
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_currentStarSystem = _defaultStarSystem;
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}
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}
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}
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public void EnableWarpDrive()
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{
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Logger.Log("Setting up warp drive");
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PlanetCreationHandler.LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
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HasWarpDrive = true;
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}
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#region Load
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public void LoadConfigs(IModBehaviour mod)
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{
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try
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{
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if (_firstLoad)
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{
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MountedAddons.Add(mod);
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}
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var folder = mod.ModHelper.Manifest.ModFolderPath;
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// Load systems first so that when we load bodies later we can check for missing ones
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if (Directory.Exists(folder + @"systems\"))
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{
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foreach (var file in Directory.GetFiles(folder + @"systems\", "*.json", SearchOption.AllDirectories))
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{
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var name = Path.GetFileNameWithoutExtension(file);
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Logger.Log($"Loading system {name}");
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var relativePath = file.Replace(folder, "");
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var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>(relativePath);
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if (starSystemConfig.startHere)
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{
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// We always want to allow mods to overwrite setting the main SolarSystem as default but not the other way around
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if (name != "SolarSystem") SetDefaultSystem(name);
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}
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var system = new NewHorizonsSystem(name, starSystemConfig, mod);
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SystemDict[name] = system;
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}
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}
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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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if (!BodyDict.ContainsKey(body.Config.StarSystem)) BodyDict[body.Config.StarSystem] = new List<NewHorizonsBody>();
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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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LoadTranslations(folder, mod);
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}
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}
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catch (Exception ex)
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{
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Logger.LogError($"{ex.Message}, {ex.StackTrace}");
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}
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}
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private void LoadTranslations(string folder, IModBehaviour mod)
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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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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($"Loaded {config.Name}");
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if (config.Base.CenterOfSolarSystem) config.Orbit.IsStatic = true;
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if (!SystemDict.ContainsKey(config.StarSystem))
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{
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// Since we didn't load it earlier there shouldn't be a star system config
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var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"systems/{config.StarSystem}.json");
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if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(null);
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else Logger.LogWarning($"Loaded system config for {config.StarSystem}. Why wasn't this loaded earlier?");
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var system = new NewHorizonsSystem(config.StarSystem, starSystemConfig, mod);
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SystemDict.Add(config.StarSystem, system);
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BodyDict.Add(config.StarSystem, new List<NewHorizonsBody>());
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}
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body = new NewHorizonsBody(config, mod);
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}
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catch (Exception e)
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{
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Logger.LogError($"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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public void SetDefaultSystem(string defaultSystem)
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{
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_defaultStarSystem = defaultSystem;
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_currentStarSystem = defaultSystem;
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}
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#endregion Load
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#region Change star system
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public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false)
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{
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if (_isChangingStarSystem) return;
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OnChangeStarSystem?.Invoke(newStarSystem);
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Logger.Log($"Warping to {newStarSystem}");
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if (warp && _shipWarpController) _shipWarpController.WarpOut();
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_isChangingStarSystem = true;
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IsWarping = warp;
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WearingSuit = PlayerState.IsWearingSuit();
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// We kill them so they don't move as much
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Locator.GetDeathManager().KillPlayer(DeathType.Meditation);
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OWScene sceneToLoad;
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if (newStarSystem == "EyeOfTheUniverse")
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{
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PlayerData.SaveWarpedToTheEye(TimeLoop.GetSecondsRemaining());
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sceneToLoad = OWScene.EyeOfTheUniverse;
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}
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else
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{
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if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsLeftInLoop = TimeLoop.GetSecondsRemaining();
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else SecondsLeftInLoop = -1;
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sceneToLoad = OWScene.SolarSystem;
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}
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_currentStarSystem = newStarSystem;
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LoadManager.LoadSceneAsync(sceneToLoad, true, LoadManager.FadeType.ToBlack, 0.1f, true);
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}
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void OnDeath(DeathType _)
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{
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// We reset the solar system on death (unless we just killed the player)
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if (!_isChangingStarSystem)
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{
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// If the override is a valid system then we go there
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if (SystemDict.Keys.Contains(_defaultSystemOverride))
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{
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_currentStarSystem = _defaultSystemOverride;
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IsWarping = true; // always do this else sometimes the spawn gets messed up
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}
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else
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{
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_currentStarSystem = _defaultStarSystem;
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}
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IsWarping = false;
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}
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}
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#endregion Change star system
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}
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}
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