quantum-space-buddies/QSB/SectorSync/QSBSectorManager.cs
2024-01-29 15:31:04 -08:00

202 lines
5.3 KiB
C#

using Cysharp.Threading.Tasks;
using OWML.Common;
using QSB.SectorSync.WorldObjects;
using QSB.Syncs.Sectored;
using QSB.Utility;
using QSB.WorldSync;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using UnityEngine;
namespace QSB.SectorSync;
public class QSBSectorManager : WorldObjectManager
{
public override WorldObjectScene WorldObjectScene => WorldObjectScene.Both;
public static QSBSectorManager Instance { get; private set; }
private bool _isReady;
public readonly List<BaseSectoredSync> SectoredSyncs = new();
private const float UpdateInterval = 0.4f;
private float _timer = UpdateInterval;
private void Update()
{
_timer += Time.unscaledDeltaTime;
if (_timer < UpdateInterval)
{
return;
}
_timer = 0;
UpdateReferenceSectors();
}
public void UpdateReferenceSectors()
{
if (!Instance._isReady || !QSBWorldSync.AllObjectsReady)
{
return;
}
foreach (var sync in SectoredSyncs)
{
if (sync.isOwned
&& sync.IsValid
&& sync.AttachedTransform.gameObject.activeInHierarchy)
{
UpdateReferenceSector(sync);
}
}
}
private static void UpdateReferenceSector(BaseSectoredSync sync)
{
var closestSector = sync.SectorDetector.GetClosestSector();
if (closestSector == null)
{
return;
}
sync.SetReferenceSector(closestSector);
}
public void Awake()
{
Instance = this;
DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success);
}
public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
{
DebugLog.DebugWrite("Building sectors...", MessageType.Info);
this.Try("creating fake sectors", CreateFakeSectors);
QSBWorldSync.Init<QSBSector, Sector>();
_isReady = QSBWorldSync.GetWorldObjects<QSBSector>().Any();
}
public override void UnbuildWorldObjects() =>
_isReady = false;
private static void CreateFakeSectors()
{
if (QSBSceneManager.CurrentScene != OWScene.SolarSystem)
{
return;
}
// time loop spinning ring
{
var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body");
var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
// use the same trigger as the parent sector
FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
}
// TH elevators
foreach (var elevator in QSBWorldSync.GetUnityObjects<Elevator>())
{
FakeSector.Create(elevator.gameObject,
elevator.GetComponentInParent<Sector>(),
x => x._triggerRoot = elevator.gameObject);
}
// rafts
foreach (var raft in QSBWorldSync.GetUnityObjects<RaftController>())
{
FakeSector.Create(raft.gameObject,
raft._sector,
x => x._triggerRoot = raft._rideVolume.gameObject);
}
// cage elevators
foreach (var cageElevator in QSBWorldSync.GetUnityObjects<CageElevator>())
{
FakeSector.Create(cageElevator._platformBody.gameObject,
cageElevator.gameObject.GetComponentInParent<Sector>(),
x =>
{
x.gameObject.AddComponent<OWTriggerVolume>();
var shape = x.gameObject.AddComponent<BoxShape>();
shape.size = new Vector3(2.5f, 4.25f, 2.5f);
shape.center = new Vector3(0, 2.15f, 0);
// When the cage elevator warps when entering/exiting the underground,
// the player's sector detector is removed from the fake sector.
// So when the elevator is moving and they leave the sector, it means they have warped
// and should be added back in.
x.OnOccupantExitSector.AddListener((e) =>
{
if (cageElevator.isMoving) x.AddOccupant(e);
});
});
}
// prisoner elevator
{
var prisonerElevator = QSBWorldSync.GetUnityObject<PrisonCellElevator>();
FakeSector.Create(prisonerElevator._elevatorBody.gameObject,
prisonerElevator.gameObject.GetComponentInParent<Sector>(),
x =>
{
x.gameObject.AddComponent<OWTriggerVolume>();
var shape = x.gameObject.AddComponent<BoxShape>();
shape.size = new Vector3(4f, 6.75f, 6.7f);
shape.center = new Vector3(0, 3.3f, 3.2f);
});
}
//black hole forge
{
var forge = GameObject.Find("BlackHoleForgePivot");
FakeSector.Create(forge,
forge.GetComponentInParent<Sector>(),
x =>
{
x._triggerRoot = GameObject.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/" +
"Sector_HangingCity/Sector_HangingCity_BlackHoleForge/BlackHoleForgePivot/" +
"Volumes_BlackHoleForge/DirectionalForceVolume");
});
}
// black hole forge entrance elevator
{
var entrance = GameObject.Find("BlackHoleForge_EntrancePivot");
var sector = GameObject.Find("Sector_HangingCity_BlackHoleForge").GetComponent<Sector>();
FakeSector.Create(entrance,
sector,
x =>
{
x.gameObject.AddComponent<OWTriggerVolume>();
var shape = x.gameObject.AddComponent<BoxShape>();
shape.size = new Vector3(5.5f, 5.8f, 5.5f);
shape.center = new Vector3(0f, 2.9f, 1.5f);
});
}
// OPC probe
{
var probe = Locator._orbitalProbeCannon
.GetRequiredComponent<OrbitalProbeLaunchController>()
._probeBody;
if (probe)
{
// just create a big circle around the probe lol
FakeSector.Create(probe.gameObject,
null,
x =>
{
x.gameObject.AddComponent<OWTriggerVolume>();
x.gameObject.AddComponent<SphereShape>().radius = 100;
});
}
}
}
}