185 lines
5.6 KiB
C#

using NewHorizons.External.Modules.Audio;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using System.Runtime.Serialization;
namespace NewHorizons.External.Modules.Volumes
{
[JsonObject]
public class VolumeInfo : GeneralPointPropInfo
{
/// <summary>
/// The radius of this volume.
/// </summary>
[DefaultValue(1f)] public float radius = 1f;
}
[JsonObject]
public class ProbeModule
{
/// <summary>
/// Add probe destruction volumes to this planet. These will delete your probe.
/// </summary>
public VolumeInfo[] destructionVolumes;
/// <summary>
/// Add probe safety volumes to this planet. These will stop the probe destruction volumes from working.
/// </summary>
public VolumeInfo[] safetyVolumes;
}
[JsonObject]
public class VisorEffectModule
{
/// <summary>
/// Add visor frost effect volumes to this planet. This is the ghost matter effect.
/// </summary>
public FrostEffectVolumeInfo[] frostEffectVolumes;
/// <summary>
/// Add visor rain effect volumes to this planet. You can see this on Giant's Deep.
/// </summary>
public RainEffectVolumeInfo[] rainEffectVolumes;
[JsonObject]
public class FrostEffectVolumeInfo : PriorityVolumeInfo
{
/// <summary>
/// The rate at which the frost effect will get stronger
/// </summary>
[DefaultValue(0.5f)]
public float frostRate = 0.5f;
/// <summary>
/// The maximum strength of frost this volume can give
/// </summary>
[Range(0f, 1f)]
[DefaultValue(0.91f)]
public float maxFrost = 0.91f;
}
[JsonObject]
public class RainEffectVolumeInfo : PriorityVolumeInfo
{
/// <summary>
/// The rate at which the rain droplet effect will happen
/// </summary>
[DefaultValue(0.1f)]
public float dropletRate = 10f;
/// <summary>
/// The rate at which the rain streak effect will happen
/// </summary>
[DefaultValue(1f)]
public float streakRate = 1f;
}
}
[JsonObject]
public class RulesetModule
{
/// <summary>
/// Add anti travel music rulesets to this planet.
/// </summary>
public VolumeInfo[] antiTravelMusicRulesets;
/// <summary>
/// Add player impact rulesets to this planet.
/// </summary>
public PlayerImpactRulesetInfo[] playerImpactRulesets;
/// <summary>
/// Add probe rulesets to this planet.
/// </summary>
public ProbeRulesetInfo[] probeRulesets;
/// <summary>
/// Add thrust rulesets to this planet.
/// </summary>
public ThrustRulesetInfo[] thrustRulesets;
[JsonObject]
public class PlayerImpactRulesetInfo : VolumeInfo
{
/// <summary>
/// Minimum player impact speed. Player will take the minimum amount of damage if they impact something at this speed.
/// </summary>
[DefaultValue(20f)] public float minImpactSpeed = 20f;
/// <summary>
/// Maximum player impact speed. Players will die if they impact something at this speed.
/// </summary>
[DefaultValue(40f)] public float maxImpactSpeed = 40f;
}
[JsonObject]
public class ProbeRulesetInfo : VolumeInfo
{
/// <summary>
/// Should this ruleset override the probe's speed?
/// </summary>
public bool overrideProbeSpeed;
/// <summary>
/// The speed of the probe while in this ruleset volume.
/// </summary>
public float probeSpeed;
/// <summary>
/// Should this ruleset override the range of probe's light?
/// </summary>
public bool overrideLanternRange;
/// <summary>
/// The range of probe's light while in this ruleset volume.
/// </summary>
public float lanternRange;
/// <summary>
/// Stop the probe from attaching to anything while in this ruleset volume.
/// </summary>
public bool ignoreAnchor;
}
[JsonObject]
public class ThrustRulesetInfo : VolumeInfo
{
/// <summary>
/// Limit how fast you can fly with your ship while in this ruleset volume.
/// </summary>
[DefaultValue(float.PositiveInfinity)] public float thrustLimit = float.PositiveInfinity;
/// <summary>
/// Nerf the jetpack booster.
/// </summary>
public bool nerfJetpackBooster;
/// <summary>
/// How long the jetpack booster will be nerfed.
/// </summary>
[DefaultValue(0.5f)] public float nerfDuration = 0.5f;
}
}
[JsonObject]
public class SpeedTrapVolumeInfo : VolumeInfo
{
/// <summary>
/// The speed the volume will slow you down to when you enter it.
/// </summary>
[DefaultValue(10f)]
public float speedLimit = 10f;
/// <summary>
/// How fast it will slow down the player to the speed limit.
/// </summary>
[DefaultValue(3f)]
public float acceleration = 3f;
}
}