240 lines
11 KiB
C#

using NewHorizons.Components.Quantum;
using NewHorizons.External.Configs;
using NewHorizons.External.Modules.Props.Quantum;
using NewHorizons.Utility.Geometry;
using NewHorizons.Utility.OWML;
using OWML.Common;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
// BUGS THAT REQUIRE REWRITING MOBIUS CODE
// 1) FIXED! - MultiStateQuantumObjects don't check to see if the new state would be visible before choosing it
// 2) FIXED? no longer supporting shuffle - QuantumShuffleObjects don't respect rotation, they set rotation to 0 on collapse
// 3) FIXED! - MultiStateQuantumObjects don't get locked by pictures
// New features to support
// 1) multiState._prerequisiteObjects
// 2) Socket groups that have an equal number of props and sockets
// 3) Nice to have: socket groups that specify a filledSocketObject and an emptySocketObject (eg the archway in the giant's deep tower)
namespace NewHorizons.Builder.Props
{
public static class QuantumBuilder
{
public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
switch(quantumGroup.type)
{
case QuantumGroupType.Sockets: MakeSocketGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
case QuantumGroupType.States: MakeStateGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
// case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
}
}
public static void MakeSocketGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
var groupRoot = new GameObject("Quantum Sockets - " + quantumGroup.id);
groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero;
groupRoot.transform.localEulerAngles = Vector3.zero;
var sockets = new QuantumSocket[quantumGroup.sockets.Length];
for (int i = 0; i < quantumGroup.sockets.Length; i++)
{
var socketInfo = quantumGroup.sockets[i];
var socket = GeneralPropBuilder.MakeNew("Socket " + i, go, sector, socketInfo, defaultParent: groupRoot.transform);
sockets[i] = socket.AddComponent<QuantumSocket>();
sockets[i]._lightSources = new Light[0]; // TODO: make this customizable?
socket.SetActive(true);
}
foreach(var prop in propsInGroup)
{
prop.SetActive(false);
var quantumObject = prop.AddComponent<SocketedQuantumObject>();
quantumObject._socketRoot = groupRoot;
quantumObject._socketList = sockets.ToList();
quantumObject._sockets = sockets;
quantumObject._prebuilt = true;
quantumObject._childSockets = new List<QuantumSocket>();
// TODO: support _alignWithGravity?
if (prop.GetComponentInChildren<VisibilityTracker>() == null) AddBoundsVisibility(prop);
prop.SetActive(true);
}
}
public static void MakeStateGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
// NOTE: States groups need special consideration that socket groups don't
// this is because the base class QuantumObject (and this is important) IGNORES PICTURES TAKEN FROM OVER 100 METERS AWAY
// why does this affect states and not sockets? Well because sockets put the QuantumObject component (QuantumSocketedObject) on the actual props themselves
// while states put the QuantumObject component (NHMultiStateQuantumObject) on the parent, which is located at the center of the planet
// this means that the distance measured by QuantumObject is not accurate, since it's not measuring from the active prop, but from the center of the planet
var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
groupRoot.transform.parent = sector?.transform ?? go.transform;
groupRoot.transform.localPosition = Vector3.zero;
var states = new List<QuantumState>();
foreach(var prop in propsInGroup)
{
prop.transform.parent = groupRoot.transform;
var state = prop.AddComponent<QuantumState>();
state._probability = 1;
states.Add(state);
if (prop.GetComponentInChildren<ShapeVisibilityTracker>() != null) continue;
AddBoundsVisibility(prop);
}
if (quantumGroup.hasEmptyState)
{
var template = propsInGroup[0];
var empty = new GameObject("Empty State");
empty.transform.parent = groupRoot.transform;
var state = empty.AddComponent<QuantumState>();
states.Add(state);
var boxBounds = GetBoundsOfSelfAndChildMeshes(template);
var boxShape = empty.AddComponent<BoxShape>();
boxShape.center = boxBounds.center;
boxShape.extents = boxBounds.size;
if (Main.Debug) empty.AddComponent<BoxShapeVisualizer>();
empty.AddComponent<ShapeVisibilityTracker>();
}
groupRoot.SetActive(false);
var multiState = groupRoot.AddComponent<NHMultiStateQuantumObject>();
multiState._loop = quantumGroup.loop;
multiState._sequential = quantumGroup.sequential;
multiState._states = states.ToArray();
multiState._prerequisiteObjects = new MultiStateQuantumObject[0]; // TODO: support this
multiState._initialState = 0;
// snapshot events arent listened to outside of the sector, so fortunately this isnt really infinite
multiState._maxSnapshotLockRange = Mathf.Infinity; // TODO: maybe expose this at some point if it breaks a puzzle or something
groupRoot.SetActive(true);
}
public static void MakeShuffleGroup(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
{
//var averagePosition = propsInGroup.Aggregate(Vector3.zero, (avg, prop) => avg + prop.transform.position) / propsInGroup.Count();
GameObject shuffleParent = new GameObject("Quantum Shuffle - " + quantumGroup.id);
shuffleParent.SetActive(false);
shuffleParent.transform.parent = sector?.transform ?? go.transform;
shuffleParent.transform.localPosition = Vector3.zero;
propsInGroup.ToList().ForEach(p => p.transform.parent = shuffleParent.transform);
var shuffle = shuffleParent.AddComponent<QuantumShuffleObject>();
shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
shuffle.Awake(); // this doesn't get called on its own for some reason. what? how?
AddBoundsVisibility(shuffleParent);
shuffleParent.SetActive(true);
}
struct BoxShapeReciever
{
public MeshFilter f;
public SkinnedMeshRenderer s;
public GameObject g;
}
public static void AddBoundsVisibility(GameObject g)
{
var meshFilters = g.GetComponentsInChildren<MeshFilter>();
var skinnedMeshRenderers = g.GetComponentsInChildren<SkinnedMeshRenderer>();
var boxShapeRecievers = meshFilters
.Select(f => new BoxShapeReciever() { f=f, g=f.gameObject })
.Concat (
skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s=s, g=s.gameObject })
)
.ToList();
foreach(var boxshapeReciever in boxShapeRecievers)
{
var box = boxshapeReciever.g.AddComponent<BoxShape>();
boxshapeReciever.g.AddComponent<ShapeVisibilityTracker>();
if (Main.Debug) boxshapeReciever.g.AddComponent<BoxShapeVisualizer>();
var fixer = boxshapeReciever.g.AddComponent<BoxShapeFixer>();
fixer.shape = box;
fixer.meshFilter = boxshapeReciever.f;
fixer.skinnedMeshRenderer = boxshapeReciever.s;
}
}
// BUG: does this even work? since it runs before BoxShapeFixer can fix stuff and also doesnt care about skinned guys
public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject g)
{
var meshFilters = g.GetComponentsInChildren<MeshFilter>();
var corners = meshFilters.SelectMany(m => GetMeshCorners(m, g)).ToList();
Bounds b = new Bounds(corners[0], Vector3.zero);
corners.ForEach(corner => b.Encapsulate(corner));
return b;
}
public static Vector3[] GetMeshCorners(MeshFilter m, GameObject relativeTo = null)
{
var bounds = m.mesh.bounds;
var localCorners = new Vector3[]
{
bounds.min,
bounds.max,
new Vector3(bounds.min.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.min.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.min.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.max.y, bounds.min.z),
};
var globalCorners = localCorners.Select(localCorner => m.transform.TransformPoint(localCorner)).ToArray();
if (relativeTo == null) return globalCorners;
return globalCorners.Select(globalCorner => relativeTo.transform.InverseTransformPoint(globalCorner)).ToArray();
}
}
/// <summary>
/// for some reason mesh bounds are wrong unless we wait a bit
/// so this script contiously checks everything until it is correct
/// </summary>
public class BoxShapeFixer : MonoBehaviour
{
public BoxShape shape;
public MeshFilter meshFilter;
public SkinnedMeshRenderer skinnedMeshRenderer;
void Update()
{
if (meshFilter == null && skinnedMeshRenderer == null) { NHLogger.LogVerbose("Useless BoxShapeFixer, destroying"); DestroyImmediate(this); }
Mesh sharedMesh = null;
if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
if (skinnedMeshRenderer != null) sharedMesh = skinnedMeshRenderer.sharedMesh;
if (sharedMesh == null) return;
if (sharedMesh.bounds.size == Vector3.zero) return;
shape.size = sharedMesh.bounds.size;
shape.center = sharedMesh.bounds.center;
DestroyImmediate(this);
}
}
}