2022-05-17 19:41:45 -04:00

476 lines
18 KiB
C#

using HarmonyLib;
using NewHorizons.Builder.Props;
using NewHorizons.Components;
using NewHorizons.External.Configs;
using NewHorizons.External.Modules;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using OWML.Common;
using OWML.ModHelper;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons
{
public class Main : ModBehaviour
{
public static AssetBundle NHAssetBundle { get; private set; }
public static Main Instance { get; private set; }
// Settings
public static bool Debug { get; private set; }
private static bool _useCustomTitleScreen;
private static bool _wasConfigured = false;
private static string _defaultSystemOverride;
public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
public static List<IModBehaviour> MountedAddons = new List<IModBehaviour>();
public static float SecondsLeftInLoop = -1;
public static bool IsSystemReady { get; private set; }
public static float FurthestOrbit { get; set; } = 50000f;
public string CurrentStarSystem { get { return Instance._currentStarSystem; } }
public bool IsWarping { get; private set; } = false;
public bool WearingSuit { get; private set; } = false;
public static bool HasWarpDrive { get; private set; } = false;
private string _defaultStarSystem = "SolarSystem";
private string _currentStarSystem = "SolarSystem";
private bool _isChangingStarSystem = false;
private bool _firstLoad = true;
private ShipWarpController _shipWarpController;
// API events
public class StarSystemEvent : UnityEvent<string> { }
public StarSystemEvent OnChangeStarSystem;
public StarSystemEvent OnStarSystemLoaded;
// For warping to the eye system
private GameObject _ship;
public static bool HasDLC { get => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned; }
public override object GetApi()
{
return new NewHorizonsApi();
}
public override void Configure(IModConfig config)
{
Logger.Log("Settings changed");
Debug = config.GetSettingsValue<bool>("Debug");
DebugReload.UpdateReloadButton();
Logger.UpdateLogLevel(Debug ? Logger.LogType.Log : Logger.LogType.Error);
_defaultSystemOverride = config.GetSettingsValue<string>("Default System Override");
var wasUsingCustomTitleScreen = _useCustomTitleScreen;
_useCustomTitleScreen = config.GetSettingsValue<bool>("Custom title screen");
// Reload the title screen if this was updated on it
// Don't reload if we haven't configured yet (called on game start)
if (wasUsingCustomTitleScreen != _useCustomTitleScreen && SceneManager.GetActiveScene().name == "TitleScreen" && _wasConfigured)
{
Logger.Log("Reloading");
SceneManager.LoadScene("TitleScreen", LoadSceneMode.Single);
}
_wasConfigured = true;
}
public static void ResetConfigs(bool resetTranslation = true)
{
BodyDict.Clear();
SystemDict.Clear();
BodyDict["SolarSystem"] = new List<NewHorizonsBody>();
BodyDict["EyeOfTheUniverse"] = new List<NewHorizonsBody>(); // Keep this empty tho fr
SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(null), Instance)
{
Config =
{
destroyStockPlanets = false
}
};
if (!resetTranslation) return;
TranslationHandler.ClearTables();
TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage());
}
public void Start()
{
// Patches
Harmony.CreateAndPatchAll(Assembly.GetExecutingAssembly());
OnChangeStarSystem = new StarSystemEvent();
OnStarSystemLoaded = new StarSystemEvent();
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
Instance = this;
GlobalMessenger<DeathType>.AddListener("PlayerDeath", OnDeath);
GlobalMessenger.AddListener("WakeUp", new Callback(OnWakeUp));
NHAssetBundle = ModHelper.Assets.LoadBundle("AssetBundle/xen.newhorizons");
ResetConfigs(resetTranslation: false);
Logger.Log("Begin load of config files...", Logger.LogType.Log);
try
{
LoadConfigs(this);
}
catch (Exception)
{
Logger.LogWarning("Couldn't find planets folder");
}
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single));
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => _firstLoad = false);
Instance.ModHelper.Menus.PauseMenu.OnInit += DebugReload.InitializePauseMenu;
}
public void OnDestroy()
{
Logger.Log($"Destroying NewHorizons");
SceneManager.sceneLoaded -= OnSceneLoaded;
GlobalMessenger<DeathType>.RemoveListener("PlayerDeath", OnDeath);
GlobalMessenger.RemoveListener("WakeUp", new Callback(OnWakeUp));
}
private static void OnWakeUp()
{
IsSystemReady = true;
Instance.OnStarSystemLoaded?.Invoke(Instance.CurrentStarSystem);
}
private void OnSceneUnloaded(Scene scene)
{
SearchUtilities.ClearCache();
ImageUtilities.ClearCache();
AudioUtilities.ClearCache();
AssetBundleUtilities.ClearCache();
IsSystemReady = false;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Logger.Log($"Scene Loaded: {scene.name} {mode}");
// Set time loop stuff if its enabled and if we're warping to a new place
if (_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
{
TimeLoop.SetSecondsRemaining(SecondsLeftInLoop);
// Prevent the OPC from firing
var launchController = GameObject.FindObjectOfType<OrbitalProbeLaunchController>();
if (launchController != null)
{
GlobalMessenger<int>.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop);
foreach (var fakeDebris in launchController._fakeDebrisBodies)
{
fakeDebris.gameObject.SetActive(false);
}
launchController.enabled = false;
}
var nomaiProbe = GameObject.Find("NomaiProbe_Body");
if (nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
}
// Reset this
SecondsLeftInLoop = -1;
_isChangingStarSystem = false;
if (scene.name == "TitleScreen" && _useCustomTitleScreen)
{
TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
}
if (scene.name == "EyeOfTheUniverse" && IsWarping)
{
if (_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
_ship.transform.position = new Vector3(50, 0, 0);
_ship.SetActive(true);
}
if (scene.name == "SolarSystem")
{
foreach (var body in GameObject.FindObjectsOfType<AstroObject>())
{
Logger.Log($"{body.name}, {body.transform.rotation}");
}
if (_ship != null)
{
_ship = GameObject.Find("Ship_Body").InstantiateInactive();
DontDestroyOnLoad(_ship);
}
IsSystemReady = false;
NewHorizonsData.Load();
SignalBuilder.Init();
AstroObjectLocator.Init();
OWAssetHandler.Init();
PlanetCreationHandler.Init(BodyDict[CurrentStarSystem]);
SystemCreationHandler.LoadSystem(SystemDict[CurrentStarSystem]);
LoadTranslations(ModHelper.Manifest.ModFolderPath + "AssetBundle/", this);
Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Locator.GetPlayerBody().gameObject.AddComponent<DebugRaycaster>());
// Warp drive
StarChartHandler.Init(SystemDict.Values.ToArray());
HasWarpDrive = StarChartHandler.CanWarp();
_shipWarpController = GameObject.Find("Ship_Body").AddComponent<ShipWarpController>();
_shipWarpController.Init();
if (HasWarpDrive == true) EnableWarpDrive();
if (IsWarping && _shipWarpController)
{
Instance.ModHelper.Events.Unity.RunWhen(
() => IsSystemReady,
() => _shipWarpController.WarpIn(WearingSuit)
);
}
else
{
Instance.ModHelper.Events.Unity.RunWhen(
() => IsSystemReady,
() => FindObjectOfType<PlayerSpawner>().DebugWarp(SystemDict[_currentStarSystem].SpawnPoint)
);
}
IsWarping = false;
var map = GameObject.FindObjectOfType<MapController>();
if (map != null) map._maxPanDistance = FurthestOrbit * 1.5f;
// Fix the map satellite
GameObject.Find("HearthianMapSatellite_Body").AddComponent<MapSatelliteOrbitFix>();
}
else
{
// Reset back to original solar system after going to main menu.
// If the override is a valid system then we go there
if (SystemDict.Keys.Contains(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarping = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
}
}
public void EnableWarpDrive()
{
Logger.Log("Setting up warp drive");
PlanetCreationHandler.LoadBody(LoadConfig(this, "AssetBundle/WarpDriveConfig.json"));
HasWarpDrive = true;
}
#region Load
public void LoadConfigs(IModBehaviour mod)
{
try
{
if (_firstLoad)
{
MountedAddons.Add(mod);
}
var folder = mod.ModHelper.Manifest.ModFolderPath;
// Load systems first so that when we load bodies later we can check for missing ones
if (Directory.Exists(folder + @"systems\"))
{
foreach (var file in Directory.GetFiles(folder + @"systems\", "*.json", SearchOption.AllDirectories))
{
var name = Path.GetFileNameWithoutExtension(file);
Logger.Log($"Loading system {name}");
var relativePath = file.Replace(folder, "");
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>(relativePath);
if (starSystemConfig.startHere)
{
// We always want to allow mods to overwrite setting the main SolarSystem as default but not the other way around
if (name != "SolarSystem") SetDefaultSystem(name);
}
var system = new NewHorizonsSystem(name, starSystemConfig, mod);
SystemDict[name] = system;
}
}
if (Directory.Exists(folder + "planets"))
{
foreach (var file in Directory.GetFiles(folder + @"planets\", "*.json", SearchOption.AllDirectories))
{
var relativeDirectory = file.Replace(folder, "");
var body = LoadConfig(mod, relativeDirectory);
if (body != null)
{
// Wanna track the spawn point of each system
if (body.Config.Spawn != null) SystemDict[body.Config.StarSystem].Spawn = body.Config.Spawn;
// Add the new planet to the planet dictionary
if (!BodyDict.ContainsKey(body.Config.StarSystem)) BodyDict[body.Config.StarSystem] = new List<NewHorizonsBody>();
BodyDict[body.Config.StarSystem].Add(body);
}
}
}
if (Directory.Exists(folder + @"translations\"))
{
LoadTranslations(folder, mod);
}
}
catch (Exception ex)
{
Logger.LogError($"{ex.Message}, {ex.StackTrace}");
}
}
private void LoadTranslations(string folder, IModBehaviour mod)
{
var foundFile = false;
foreach (TextTranslation.Language language in Enum.GetValues(typeof(TextTranslation.Language)))
{
if (language == TextTranslation.Language.UNKNOWN || language == TextTranslation.Language.TOTAL) continue;
var relativeFile = $"translations/{language.ToString().ToLower()}.json";
if (File.Exists($"{folder}{relativeFile}"))
{
Logger.Log($"Registering {language} translation from {mod.ModHelper.Manifest.Name} from {relativeFile}");
var config = new TranslationConfig($"{folder}{relativeFile}");
if (config == null)
{
Logger.Log($"Found {folder}{relativeFile} but couldn't load it");
continue;
}
foundFile = true;
TranslationHandler.RegisterTranslation(language, config);
}
}
if (!foundFile) Logger.LogWarning($"{mod.ModHelper.Manifest.Name} has a folder for translations but none were loaded");
}
public NewHorizonsBody LoadConfig(IModBehaviour mod, string relativeDirectory)
{
NewHorizonsBody body = null;
try
{
var config = mod.ModHelper.Storage.Load<PlanetConfig>(relativeDirectory);
config.Validate();
Logger.Log($"Loaded {config.Name}");
if (!SystemDict.ContainsKey(config.StarSystem))
{
// Since we didn't load it earlier there shouldn't be a star system config
var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"systems/{config.StarSystem}.json");
if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(null);
else Logger.LogWarning($"Loaded system config for {config.StarSystem}. Why wasn't this loaded earlier?");
var system = new NewHorizonsSystem(config.StarSystem, starSystemConfig, mod);
SystemDict.Add(config.StarSystem, system);
BodyDict.Add(config.StarSystem, new List<NewHorizonsBody>());
}
body = new NewHorizonsBody(config, mod);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load {relativeDirectory}: {e.Message}, is your Json formatted correctly?");
}
return body;
}
public void SetDefaultSystem(string defaultSystem)
{
_defaultStarSystem = defaultSystem;
_currentStarSystem = defaultSystem;
}
#endregion Load
#region Change star system
public void ChangeCurrentStarSystem(string newStarSystem, bool warp = false)
{
if (_isChangingStarSystem) return;
OnChangeStarSystem?.Invoke(newStarSystem);
Logger.Log($"Warping to {newStarSystem}");
if (warp && _shipWarpController) _shipWarpController.WarpOut();
_isChangingStarSystem = true;
IsWarping = warp;
WearingSuit = PlayerState.IsWearingSuit();
// We kill them so they don't move as much
Locator.GetDeathManager().KillPlayer(DeathType.Meditation);
OWScene sceneToLoad;
if (newStarSystem == "EyeOfTheUniverse")
{
PlayerData.SaveWarpedToTheEye(TimeLoop.GetSecondsRemaining());
sceneToLoad = OWScene.EyeOfTheUniverse;
}
else
{
if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsLeftInLoop = TimeLoop.GetSecondsRemaining();
else SecondsLeftInLoop = -1;
sceneToLoad = OWScene.SolarSystem;
}
_currentStarSystem = newStarSystem;
LoadManager.LoadSceneAsync(sceneToLoad, 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)
{
// If the override is a valid system then we go there
if (SystemDict.Keys.Contains(_defaultSystemOverride))
{
_currentStarSystem = _defaultSystemOverride;
IsWarping = true; // always do this else sometimes the spawn gets messed up
}
else
{
_currentStarSystem = _defaultStarSystem;
}
IsWarping = false;
}
}
#endregion Change star system
}
}