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https://github.com/misternebula/quantum-space-buddies.git
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Merge pull request #718 from qsb-dev/dev
1.5.0 - Fix some quantum objects in NH mods. They should move around now, at least. - Fix most items in NH mods. Custom item logic will not work, but you can do normal item things (pick up, drop, insert into slot). - Fix chat/HUD working in custom systems. It still does not work in the eye yet.
This commit is contained in:
commit
8edacfea52
2
.editorconfig
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2
.editorconfig
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@ -0,0 +1,2 @@
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[*.cs]
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indent_style = tab
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@ -6,6 +6,7 @@ using NewHorizons.Components.Orbital;
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using OWML.Common;
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using QSB;
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using QSB.HUD;
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using QSB.HUD.Messages;
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using QSB.Messaging;
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using QSB.Utility;
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using UnityEngine;
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@ -33,6 +34,8 @@ namespace QSBNH
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// Allow time for MultiplayerHUDManager.OnWakeUp to run
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Delay.RunNextFrame(() =>
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{
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var triggers = new List<PlanetTrigger>();
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var currentPlanets = NewHorizons.Main.BodyDict[NewHorizons.Main.Instance.CurrentStarSystem];
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foreach (var planet in currentPlanets)
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{
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@ -62,9 +65,21 @@ namespace QSBNH
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if (!nhAstro.isVanilla)
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{
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MultiplayerHUDManager.CreateTrigger(nhAstro.GetRootSector().gameObject, astroObjName);
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triggers.Add(MultiplayerHUDManager.CreateTrigger(nhAstro.GetRootSector().gameObject, astroObjName));
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}
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}
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foreach (var trigger in triggers)
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{
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if (!trigger._sector.ContainsOccupant(DynamicOccupant.Player))
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{
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continue;
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}
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MultiplayerHUDManager.HUDIconStack.Push(trigger.PlanetID);
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new PlanetMessage(trigger.PlanetID).Send();
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break;
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}
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});
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}
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@ -375,24 +375,46 @@ public class MultiplayerHUDManager : MonoBehaviour, IAddComponentOnStart
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CreatePlanetToSprite();
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CreateTrigger("TowerTwin_Body/Sector_TowerTwin", AstroObject.Name.TowerTwin);
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CreateTrigger("CaveTwin_Body/Sector_CaveTwin", AstroObject.Name.CaveTwin);
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CreateTrigger("TimberHearth_Body/Sector_TH", AstroObject.Name.TimberHearth);
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CreateTrigger("Moon_Body/Sector_THM", AstroObject.Name.TimberMoon);
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CreateTrigger("BrittleHollow_Body/Sector_BH", AstroObject.Name.BrittleHollow);
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CreateTrigger("VolcanicMoon_Body/Sector_VM", AstroObject.Name.VolcanicMoon);
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CreateTrigger("GiantsDeep_Body/Sector_GD", AstroObject.Name.GiantsDeep);
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CreateTrigger("DarkBramble_Body/Sector_DB", AstroObject.Name.DarkBramble);
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CreateTrigger("Comet_Body/Sector_CO", AstroObject.Name.Comet);
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CreateTrigger("WhiteHole_Body/Sector_WhiteHole", AstroObject.Name.WhiteHole);
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CreateTrigger("RingWorld_Body/Sector_RingWorld", AstroObject.Name.RingWorld); // TODO : this doesnt work????
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CreateTrigger("QuantumMoon_Body/Sector_QuantumMoon", AstroObject.Name.QuantumMoon);
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var planetTriggers = new List<PlanetTrigger>
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{
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CreateTrigger("TowerTwin_Body/Sector_TowerTwin", AstroObject.Name.TowerTwin),
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CreateTrigger("CaveTwin_Body/Sector_CaveTwin", AstroObject.Name.CaveTwin),
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CreateTrigger("TimberHearth_Body/Sector_TH", AstroObject.Name.TimberHearth),
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CreateTrigger("Moon_Body/Sector_THM", AstroObject.Name.TimberMoon),
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CreateTrigger("BrittleHollow_Body/Sector_BH", AstroObject.Name.BrittleHollow),
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CreateTrigger("VolcanicMoon_Body/Sector_VM", AstroObject.Name.VolcanicMoon),
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CreateTrigger("GiantsDeep_Body/Sector_GD", AstroObject.Name.GiantsDeep),
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CreateTrigger("DarkBramble_Body/Sector_DB", AstroObject.Name.DarkBramble),
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CreateTrigger("Comet_Body/Sector_CO", AstroObject.Name.Comet),
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CreateTrigger("WhiteHole_Body/Sector_WhiteHole", AstroObject.Name.WhiteHole),
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CreateTrigger("RingWorld_Body/Sector_RingWorld", AstroObject.Name.RingWorld),
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CreateTrigger("QuantumMoon_Body/Sector_QuantumMoon", AstroObject.Name.QuantumMoon)
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};
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HUDIconStack.Clear();
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HUDIconStack.Push("__SPACE__");
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HUDIconStack.Push("TimberHearth");
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new PlanetMessage("TimberHearth").Send();
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foreach (var trigger in planetTriggers)
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{
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if (trigger == null)
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{
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continue;
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}
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if (trigger._sector == null)
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{
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continue;
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}
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if (!trigger._sector.ContainsOccupant(DynamicOccupant.Player))
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{
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continue;
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}
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HUDIconStack.Push(trigger.PlanetID);
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new PlanetMessage(trigger.PlanetID).Send();
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break;
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}
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_textChat = multiplayerGroup.transform.Find("TextChat");
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var inputFieldGO = _textChat.Find("InputField");
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@ -561,6 +583,7 @@ public class MultiplayerHUDManager : MonoBehaviour, IAddComponentOnStart
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triggerGO.transform.SetParent(parent.transform, false);
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triggerGO.SetActive(false);
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var trigger = triggerGO.AddComponent<PlanetTrigger>();
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trigger.Reset(); // Force _sector to be found immediately
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trigger.PlanetID = name;
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triggerGO.SetActive(true);
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return trigger;
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@ -1,4 +1,5 @@
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using Cysharp.Threading.Tasks;
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using HarmonyLib;
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using OWML.Common;
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using QSB.ItemSync.WorldObjects;
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using QSB.ItemSync.WorldObjects.Items;
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@ -6,6 +7,8 @@ using QSB.ItemSync.WorldObjects.Sockets;
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using QSB.Utility;
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using QSB.Utility.Deterministic;
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using QSB.WorldSync;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using UnityEngine;
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@ -21,21 +24,66 @@ public class ItemManager : WorldObjectManager
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DebugLog.DebugWrite("Building OWItems...", MessageType.Info);
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// Items
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QSBWorldSync.Init<QSBNomaiConversationStone, NomaiConversationStone>();
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QSBWorldSync.Init<QSBScrollItem, ScrollItem>();
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QSBWorldSync.Init<QSBSharedStone, SharedStone>();
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QSBWorldSync.Init<QSBSimpleLanternItem, SimpleLanternItem>();
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QSBWorldSync.Init<QSBSlideReelItem, SlideReelItem>();
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QSBWorldSync.Init<QSBWarpCoreItem, WarpCoreItem>();
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// dream lantern and vision torch are set up in their own managers
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// the rest can just use the generic thing below because they dont have special things using them
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// Use the basic QSBItem class for any items that do not require custom code through a derived class (mod compatibility)
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// QSB addons can still define their own QSBItem derived classes and they will just get skipped here
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var handledItemTypes = new HashSet<Type>(GetHandledItemTypes()); // set cuz we do Contains below
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DebugLog.DebugWrite($"Handled OWItem types (the rest will get generic QSBItem support) are: {handledItemTypes.Join()}");
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var otherItemlistToInitFrom = QSBWorldSync.GetUnityObjects<OWItem>()
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.Where(x => !handledItemTypes.Contains(x.GetType()))
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.SortDeterministic();
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// could make a subclass for this but i dont care, and would have to filter out from reflection thing below
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QSBWorldSync.Init<QSBItem<OWItem>, OWItem>(otherItemlistToInitFrom);
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// Sockets
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QSBWorldSync.Init<QSBItemSocket, OWItemSocket>();
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// other drop targets that don't already have world objects
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// breaks if mod adds custom subclass of IItemDropTarget and then makes WorldObject of that but can just fix that when that happens
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var listToInitFrom = QSBWorldSync.GetUnityObjects<MonoBehaviour>()
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.Where(x => x is IItemDropTarget and not (RaftDock or RaftController or PrisonCellElevator))
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.SortDeterministic();
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QSBWorldSync.Init<QSBOtherDropTarget, MonoBehaviour>(listToInitFrom);
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}
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/// <summary>
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/// Gets all types that extend QSBItem and returns the list of OWItem types that are already handled by dedicated classes
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/// </summary>
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private static IEnumerable<Type> GetHandledItemTypes()
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{
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var assemblies = QSBCore.Addons.Values
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.Select(x => x.GetType().Assembly)
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.Append(typeof(QSBCore).Assembly);
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if (QSBCore.QSBNHAssembly != null)
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{
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assemblies = assemblies.Append(QSBCore.QSBNHAssembly);
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}
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// If the class inherits from QSBItem<T>, this will return what T is else null
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static Type GetTypeFromQSBItem(Type type)
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{
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if (type.IsInterface || type.IsAbstract || type.BaseType == null)
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{
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return null;
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}
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if (type.BaseType.IsGenericType && type.BaseType.GetGenericTypeDefinition() == typeof(QSBItem<>))
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{
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return type.BaseType.GetGenericArguments()[0];
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}
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else
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{
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return GetTypeFromQSBItem(type.BaseType);
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}
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}
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return assemblies.SelectMany(x => x.GetTypes())
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.Select(GetTypeFromQSBItem)
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.Where(x => x != null)
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.OrderBy(x => x.FullName);
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}
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}
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@ -12,6 +12,8 @@ using UnityEngine;
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namespace QSB.ItemSync.WorldObjects.Items;
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// not abstract so modded items can use this QSBItem<OWItem>
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// could use QSBOtherItem subclass but i dont feel like it
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public class QSBItem<T> : WorldObject<T>, IQSBItem
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where T : OWItem
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{
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBNomaiConversationStone : QSBItem<NomaiConversationStone> { }
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBScrollItem : QSBItem<ScrollItem> { }
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBSharedStone : QSBItem<SharedStone> { }
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBSimpleLanternItem : QSBItem<SimpleLanternItem> { }
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@ -3,4 +3,4 @@
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public class QSBWarpCoreItem : QSBItem<WarpCoreItem>
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{
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public bool IsVesselCoreType() => AttachedObject.IsVesselCoreType();
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}
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}
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@ -71,6 +71,15 @@ public abstract class QSBQuantumObject<T> : WorldObject<T>, IQSBQuantumObject
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if (attachedShapes.All(x => x.enabled && x.gameObject.activeInHierarchy && x.active))
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{
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IsEnabled = true;
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// If the shapes are already enabled then OnShapeActivated won't get triggered until it turns off and on again
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// Then nobody ends up controlling the object until that happens
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// This doesn't affect base game because there are no quantum objects at spawn, but can affect NH mods
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// In this case where the host has spawned in and the object is enabled with no ControllingPlayer, the host should take control
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if (QSBCore.IsHost)
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{
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// first player is the host
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ControllingPlayer = QSBPlayerManager.PlayerList[0].PlayerId;
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}
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}
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else
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{
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@ -215,7 +224,7 @@ public abstract class QSBQuantumObject<T> : WorldObject<T>, IQSBQuantumObject
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{
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_visibleToProbes.Add(player);
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}
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AttachedObject._visibleInProbeSnapshot = true;
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return;
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}
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@ -261,7 +270,7 @@ public abstract class QSBQuantumObject<T> : WorldObject<T>, IQSBQuantumObject
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{
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_visibleToProbes.Remove(player);
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}
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AttachedObject._visibleInProbeSnapshot = _visibleToProbes.Any();
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}
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@ -1,6 +1,8 @@
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using Cysharp.Threading.Tasks;
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using OWML.Common;
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using QSB.Messaging;
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using QSB.Player;
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using QSB.QuantumSync.Messages;
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using QSB.Utility;
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using QSB.WorldSync;
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using System;
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@ -35,7 +37,13 @@ public class QSBSocketedQuantumObject : QSBQuantumObject<SocketedQuantumObject>
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{
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base.SendInitialState(to);
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// todo SendInitialState
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if (this.ControllingPlayer != 0 && AttachedObject._occupiedSocket != null)
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{
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this.SendMessage(new SocketStateChangeMessage(
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AttachedObject._occupiedSocket.GetWorldObject<QSBQuantumSocket>().ObjectId,
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AttachedObject.transform.localRotation)
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{ To = to });
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}
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}
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public void MoveToSocket(uint playerId, int socketId, Quaternion localRotation)
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@ -4,7 +4,7 @@
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"author": "Nebula, John, Alek, & Rai",
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"name": "Quantum Space Buddies",
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"uniqueName": "Raicuparta.QuantumSpaceBuddies",
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"version": "1.4.2",
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"version": "1.5.0",
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"owmlVersion": "2.14.0",
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"dependencies": [ "JohnCorby.VanillaFix" ],
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"pathsToPreserve": [ "debugsettings.json" ],
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@ -114,7 +114,7 @@ See the [QSB Developer Wiki](https://github.com/qsb-dev/quantum-space-buddies/wi
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### Contributers
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- [xen](https://github.com/xen-42) - Help with syncing particle/sound effects, fixing lantern item bugs, and syncing addon data.
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- [xen](https://github.com/xen-42) - Help with syncing particle/sound effects, fixing lantern item bugs, syncing addon data, and NH compatibility/bug fixes.
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- [Moonstone](https://github.com/MoonstoneStudios) - Improvements to elevators and lifts.
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- [Chris Yeninas](https://github.com/PhantomGamers) - Help with project files and GitHub workflows.
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- [Locochoco](https://github.com/loco-choco) - Code improvements.
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