new-horizons/NewHorizons/Builder/Props/BrambleNodeBuilder.cs
2022-07-24 23:23:23 -04:00

343 lines
16 KiB
C#

using NewHorizons.Builder.Body;
using NewHorizons.Components;
using NewHorizons.External.Configs;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using OWML.Common;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using static NewHorizons.External.Modules.BrambleModule;
using static NewHorizons.External.Modules.SignalModule;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Props
{
// TODO
//3) support for existing dimensions?
//5) test whether nodes can lead to vanilla dimensions
public static class BrambleNodeBuilder
{
// Keys are all dimension names that have been referenced by at least one node but do not (yet) exist
// Values are all nodes' warp controllers that link to a given dimension
// UnpairedNodes[name of dimension that doesn't exist yet] => List{warp controller for node that links to that dimension, ...}
private static readonly Dictionary<string, List<InnerFogWarpVolume>> _unpairedNodes = new();
private static readonly Dictionary<string, List<SignalInfo>> _propagatedSignals = new();
public static readonly Dictionary<string, InnerFogWarpVolume> namedNodes = new();
public static readonly Dictionary<BrambleNodeInfo, GameObject> builtBrambleNodes = new();
private static string _brambleSeedPrefabPath = "DB_PioneerDimension_Body/Sector_PioneerDimension/Interactables_PioneerDimension/SeedWarp_ToPioneer (1)";
private static string _brambleNodePrefabPath = "DB_HubDimension_Body/Sector_HubDimension/Interactables_HubDimension/InnerWarp_ToCluster";
public static void Init(PlanetConfig[] dimensionConfigs)
{
_unpairedNodes.Clear();
_propagatedSignals.Clear();
namedNodes.Clear();
builtBrambleNodes.Clear();
PropagateSignals(dimensionConfigs);
}
public static void FinishPairingNodesForDimension(string dimensionName, AstroObject dimensionAO = null)
{
Logger.LogVerbose($"Pairing missed for {dimensionName}");
if (!_unpairedNodes.ContainsKey(dimensionName)) return;
foreach (var nodeWarpController in _unpairedNodes[dimensionName])
{
Logger.LogVerbose($"Pairing node {nodeWarpController.gameObject.name} links to {dimensionName}");
PairEntrance(nodeWarpController, dimensionName, dimensionAO);
}
_unpairedNodes.Remove(dimensionName);
}
private static void RecordUnpairedNode(InnerFogWarpVolume warpVolume, string linksTo)
{
if (!_unpairedNodes.ContainsKey(linksTo)) _unpairedNodes[linksTo] = new();
Logger.LogVerbose($"Recording node {warpVolume.gameObject.name} links to {linksTo}");
_unpairedNodes[linksTo].Add(warpVolume);
}
private static OuterFogWarpVolume GetOuterFogWarpVolumeFromAstroObject(GameObject go)
{
var outerWarpGO = go.FindChild("Sector/OuterWarp");
if (outerWarpGO == null) return null;
var outerFogWarpVolume = outerWarpGO.GetComponent<OuterFogWarpVolume>();
return outerFogWarpVolume;
}
// Makes signals inside dimensions appear on the nodes as well
// Runs Floyd-Warshall algorithm on dimensions and nodes.
private static void PropagateSignals(PlanetConfig[] dimensionConfigs)
{
// Access will be our final answer - if access[i, j], then nodes linking to dimension i should display all of dimension j's signals
var access = new bool[dimensionConfigs.Count(), dimensionConfigs.Count()];
var dimensionNameToIndex = new Dictionary<string, int>();
for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
{
dimensionNameToIndex[dimensionConfigs[dimensionIndex].name] = dimensionIndex;
}
// Set up the direct links (ie, if dimension 0 contains a node that links to dimension 3, set access[0, 3] = true)
for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
{
var dimension = dimensionConfigs[dimensionIndex];
if (dimension.Bramble.nodes == null) continue;
foreach (var node in dimension.Bramble.nodes)
{
var destinationDimensionIndex = dimensionNameToIndex[node.linksTo];
access[dimensionIndex, destinationDimensionIndex] = true;
}
}
// A node that links to dimension A should display all of dimension A's signals, so for the purposes of our function,
// we need to say that dimension A links to dimension A
for (int dimensionIndex = 0; dimensionIndex < dimensionConfigs.Count(); dimensionIndex++)
{
access[dimensionIndex, dimensionIndex] = true;
}
// The actual Floyd-Warshall - determine whether each pair of dimensions link indirectly (eg if A->B->C,
// then after this step, access[A, C] = true)
for (int k = 0; k < dimensionConfigs.Count(); k++)
for (int i = 0; i < dimensionConfigs.Count(); i++)
for (int j = 0; j < dimensionConfigs.Count(); j++)
if (access[i, k] && access[k, j])
access[i, j] = true;
// This dictionary lists all the signals a given node should have, depending on the dimension it links to
// ie, if a node links to "dimension1", then that node should spawn all of the signals in the list propagatedSignals["dimension1"]
foreach (var dimension in dimensionConfigs)
{
_propagatedSignals[dimension.name] = new();
var dimensionIndex = dimensionNameToIndex[dimension.name];
foreach (var destinationDimension in dimensionConfigs)
{
if (destinationDimension.Props?.signals == null) continue;
var destinationIndex = dimensionNameToIndex[destinationDimension.name];
if (access[dimensionIndex, destinationIndex])
{
_propagatedSignals[dimension.name].AddRange(destinationDimension.Props.signals);
}
}
}
}
// Returns ture or false depending on if it succeeds
private static bool PairEntrance(InnerFogWarpVolume nodeWarp, string destinationName, AstroObject dimensionAO = null)
{
Logger.LogVerbose($"Pairing node {nodeWarp.gameObject.name} to {destinationName}");
var destinationAO = dimensionAO ?? AstroObjectLocator.GetAstroObject(destinationName);
if (destinationAO == null) return false;
Logger.LogVerbose($"Found {destinationName} as gameobject {destinationAO.gameObject.name} (was passed in: {dimensionAO != null})");
// link the node's warp volume to the destination's
var destination = GetOuterFogWarpVolumeFromAstroObject(destinationAO.gameObject);
if (destination == null) return false;
Logger.LogVerbose($"Proceeding with pairing node {nodeWarp.gameObject.name} to {destinationName}. Path to outer fog warp volume: {destination.transform.GetPath()}");
nodeWarp._linkedOuterWarpVolume = destination;
destination.RegisterSenderWarp(nodeWarp);
return true;
}
public static void Make(GameObject go, Sector sector, BrambleNodeInfo[] configs, IModBehaviour mod)
{
foreach (var config in configs)
{
Make(go, sector, config, mod);
}
}
public static GameObject Make(GameObject go, Sector sector, BrambleNodeInfo config, IModBehaviour mod)
{
var prefab = SearchUtilities.Find(config.isSeed ? _brambleSeedPrefabPath : _brambleNodePrefabPath);
// Spawn the bramble node
var brambleNode = prefab.InstantiateInactive();
foreach (var collider in brambleNode.GetComponentsInChildren<Collider>(true))
{
collider.enabled = true;
}
var innerFogWarpVolume = brambleNode.GetComponent<InnerFogWarpVolume>();
var fogLight = brambleNode.GetComponent<FogLight>();
brambleNode.transform.parent = sector.transform;
brambleNode.transform.position = go.transform.TransformPoint(config.position ?? Vector3.zero);
brambleNode.transform.rotation = go.transform.TransformRotation(Quaternion.Euler(config.rotation ?? Vector3.zero));
brambleNode.name = "Bramble Node to " + config.linksTo;
// This node comes with Feldspar's signal, we don't want that though
GameObject.Destroy(brambleNode.FindChild("Signal_Harmonica"));
// Fix some components
fogLight._parentBody = go.GetComponent<OWRigidbody>();
fogLight._sector = sector;
fogLight._linkedSector = null;
fogLight._innerWarp = innerFogWarpVolume;
fogLight._linkedFogLights = new List<FogLight>();
fogLight._linkedLightData = new List<FogLight.LightData>();
sector.RegisterFogLight(fogLight);
// If the config says only certain exits are allowed, enforce that
if (config.possibleExits != null)
{
var exits = innerFogWarpVolume._exits;
var newExits = new List<SphericalFogWarpExit>();
foreach (var index in config.possibleExits)
{
if(index is < 0 or > 5) continue;
newExits.Add(exits[index]);
}
innerFogWarpVolume._exits = newExits.ToArray();
}
// Set up screen fog effect
var fogEffectRuleset = sector.gameObject.GetAddComponent<EffectRuleset>();
fogEffectRuleset._attachedBody = sector.GetAttachedOWRigidbody();
fogEffectRuleset._triggerVolume = sector.GetTriggerVolume();
fogEffectRuleset._type = EffectRuleset.BubbleType.FogWarp;
fogEffectRuleset._underwaterDistortScale = 0.001f;
fogEffectRuleset._underwaterMaxDistort = 0.1f;
fogEffectRuleset._underwaterMinDistort = 0.005f;
fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material;
// TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to
// account for scale (this will fix the issue with screen fog caused by scaled down nodes)
// Set the scale
brambleNode.transform.localScale = Vector3.one * config.scale;
innerFogWarpVolume._warpRadius *= config.scale;
innerFogWarpVolume._exitRadius *= config.scale;
// Seed fog works differently, so it doesn't need to be fixed
// (it's also located on a different child path, so the below FindChild calls wouldn't work)
if (!config.isSeed)
{
var fog = brambleNode.FindChild("Effects/InnerWarpFogSphere");
var fogMaterial = fog.GetComponent<MeshRenderer>().material;
fog.transform.localScale /= config.scale;
fogMaterial.SetFloat("_Radius", fogMaterial.GetFloat("_Radius") * config.scale);
fogMaterial.SetFloat("_Density", fogMaterial.GetFloat("_Density") / config.scale);
}
// Change the colors
if (config.isSeed) SetSeedColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor());
else SetNodeColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor());
innerFogWarpVolume._useFarFogColor = false;
if (config.farFogTint != null)
{
innerFogWarpVolume._useFarFogColor = true;
innerFogWarpVolume._farFogColor = config.farFogTint.ToColor();
}
// Set up warps
innerFogWarpVolume._sector = sector;
innerFogWarpVolume._attachedBody = go.GetComponent<OWRigidbody>();
// the OuterFogWarpVolume of the dimension this node is inside of
// (null if this node is not inside of a bramble dimension, eg it's sitting on a planet or something)
innerFogWarpVolume._containerWarpVolume = GetOuterFogWarpVolumeFromAstroObject(go);
var success = PairEntrance(innerFogWarpVolume, config.linksTo);
if (!success) RecordUnpairedNode(innerFogWarpVolume, config.linksTo);
// Cleanup for dimension exits
if (config.name != null)
{
namedNodes[config.name] = innerFogWarpVolume;
BrambleDimensionBuilder.FinishPairingDimensionsForExitNode(config.name);
}
// Make signals
if (_propagatedSignals.TryGetValue(config.linksTo, out var connectedSignals))
{
foreach (var signalConfig in connectedSignals)
{
var signalGO = SignalBuilder.Make(go, sector, signalConfig, mod);
signalGO.GetComponent<AudioSignal>()._identificationDistance = 0;
signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
signalGO.transform.position = brambleNode.transform.position;
signalGO.transform.parent = brambleNode.transform;
}
}
// Done!
brambleNode.SetActive(true);
return brambleNode;
}
public static void SetNodeColors(GameObject brambleNode, Color? fogTint, Color? lightTint)
{
if (fogTint != null)
{
var fogRenderer = brambleNode.GetComponent<InnerFogWarpVolume>();
fogRenderer._fogColor = fogTint.Value;
var fogBackdrop = brambleNode.FindChild("Terrain_DB_BrambleSphere_Inner_v2/fogbackdrop_v2");
if (fogBackdrop != null)
fogBackdrop.GetComponent<MeshRenderer>().material.color = fogTint.Value;
}
if (lightTint != null)
{
var lightShafts = brambleNode.FindChild("Effects/DB_BrambleLightShafts");
var lightShaft1 = lightShafts.FindChild("BrambleLightShaft1");
var mat = lightShaft1.GetComponent<MeshRenderer>().material;
mat.color = lightTint.Value;
for (int i = 1; i <= 6; i++)
{
var lightShaft = lightShafts.FindChild($"BrambleLightShaft{i}");
lightShaft.GetComponent<MeshRenderer>().sharedMaterial = mat;
}
}
}
public static void SetSeedColors(GameObject brambleSeed, Color? fogTint, Color? lightTint)
{
if (fogTint != null)
{
var fogRenderer = brambleSeed.FindChild("VolumetricFogSphere (2)");
var fogMeshRenderer = fogRenderer.GetComponent<MeshRenderer>();
fogMeshRenderer.material.color = fogTint.Value;
}
if (lightTint != null)
{
var lightShafts = brambleSeed.FindChild("Terrain_DB_BrambleSphere_Seed_V2 (2)/DB_SeedLightShafts");
var lightShaft1 = lightShafts.FindChild("DB_SeedLightShafts1");
var mat = lightShaft1.GetComponent<MeshRenderer>().material;
mat.color = lightTint.Value;
for (int i = 1; i <= 6; i++)
{
var lightShaft = lightShafts.FindChild($"DB_SeedLightShafts{i}");
lightShaft.GetComponent<MeshRenderer>().sharedMaterial = mat;
}
}
}
}
}