Browse Source

Refactor into multiple classes

tags/v1.0.0
NorbiPeti 4 years ago
parent
commit
2e722ecb1a
5 changed files with 192 additions and 124 deletions
  1. +5
    -0
      .gitignore
  2. +44
    -124
      BlockMod/BlockMod.cs
  3. +2
    -0
      BlockMod/BlockMod.csproj
  4. +37
    -0
      BlockMod/BlockSelections.cs
  5. +104
    -0
      BlockMod/CommandUtils.cs

+ 5
- 0
.gitignore View File

@@ -0,0 +1,5 @@
.idea
/packages/
bin
obj
/BlockMod.sln.DotSettings.user

+ 44
- 124
BlockMod/BlockMod.cs View File

@@ -17,20 +17,27 @@ namespace BlockMod
{
public class BlockMod : IEnhancedPlugin
{
private Block[] blocks = new Block[0];
private Block refBlock;
private readonly CommandUtils _commandUtils;
private readonly BlockSelections _blockSelections;

public BlockMod()
{
_blockSelections = new BlockSelections();
_commandUtils = new CommandUtils(_blockSelections);
}

public override void OnApplicationStart()
{
Main.Init();
GameClient.SetDebugInfo("PlayerInfo", GetPlayerInfo);
GameClient.SetDebugInfo("BlockModInfo", GetBlockInfo);
RegisterBlockCommand("scaleBlocks",
"Scales the blocks you're looking at, relative to current size (current scale * new scale)." +
" The block you're looking at stays where it is, everything else is moved next to it.",
_commandUtils.RegisterBlockCommand("scaleBlocks",
"Scales the selected blocks, relative to current size (current scale * new scale)." +
" The block you're looking at (when selected based on that) stays where it is, everything else is moved next to it.",
(scaleX, scaleY, scaleZ, blocks, refBlock) =>
{
if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
if (CheckNoBlocks(blocks)) return;
if (_blockSelections.CheckNoBlocks(blocks)) return;
// ReSharper disable once PossibleNullReferenceException
float3 reference = refBlock.Position;
float3 scale = new float3(scaleX, scaleY, scaleZ);
@@ -42,8 +49,8 @@ namespace BlockMod

Logging.CommandLog("Blocks scaled.");
});
RegisterBlockCommand("scaleIndividually", "Scales the blocks you're looking at, but doesn't move them." +
"The scale is relative, 1 means no change. Look at a block previously scaled to scale all of the blocks that were connected to it.",
_commandUtils.RegisterBlockCommand("scaleIndividually", "Scales the blocks you're looking at, but doesn't move them." +
" The scale is relative, 1 means no change.",
(scaleX, scaleY, scaleZ, blocks, refBlock) =>
{
if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
@@ -51,7 +58,7 @@ namespace BlockMod
foreach (var block in blocks)
block.Scale *= scale;
});
RegisterBlockCommand("moveBlocks", "Moves the blocks around.", (x, y, z, blocks, refBlock) =>
_commandUtils.RegisterBlockCommand("moveBlocks", "Moves the blocks around.", (x, y, z, blocks, refBlock) =>
{
if (GameState.IsBuildMode())
foreach (var block in blocks)
@@ -60,7 +67,7 @@ namespace BlockMod
foreach (var body in GetSimBodies(blocks))
body.Position += new float3(x, y, z);
});
RegisterBlockCommand("colorBlocks", "Colors the blocks you're looking at",
_commandUtils.RegisterBlockCommand("colorBlocks", "Colors the blocks you're looking at",
(color, darkness, blocks, refBlock) =>
{

@@ -75,34 +82,36 @@ namespace BlockMod

CommandBuilder.Builder("selectBlocksLookedAt",
"Selects blocks (1 or more) to change. Only works in build mode, however the blocks can be changed afterwards." +
" Paramter: whether one (true) or all connected (false) blocks should be selected.")
" Parameter: whether one (true) or all connected (false) blocks should be selected.")
.Action<bool>(single =>
{
refBlock = new Player(PlayerType.Local).GetBlockLookedAt();
blocks = single ? new[] {refBlock} : refBlock?.GetConnectedCubes() ?? new Block[0];
_blockSelections.refBlock = new Player(PlayerType.Local).GetBlockLookedAt();
var refBlock = _blockSelections.refBlock;
_blockSelections.blocks = single ? new[] {refBlock} : refBlock?.GetConnectedCubes() ?? new Block[0];
var blocks = _blockSelections.blocks;
Logging.CommandLog(blocks == null ? "Selection cleared." : blocks.Length + " blocks selected.");
}).Build();
CommandBuilder.Builder("selectBlocksWithID", "Selects blocks with a specific object ID.")
.Action<char>(id =>
blocks = (refBlock = ObjectIdentifier.GetByID(id).FirstOrDefault())?.GetConnectedCubes() ??
new Block[0]).Build();
_blockSelections.blocks = (_blockSelections.refBlock = ObjectIdentifier.GetByID(id).FirstOrDefault())
?.GetConnectedCubes() ?? new Block[0]).Build();
CommandBuilder.Builder("selectSelectedBlocks", "Selects blocks that are box selected by the player.")
.Action(() =>
{
blocks = new Player(PlayerType.Local).GetSelectedBlocks();
refBlock = blocks.Length > 0 ? blocks[0] : null;
_blockSelections.blocks = new Player(PlayerType.Local).GetSelectedBlocks();
_blockSelections.refBlock = _blockSelections.blocks.Length > 0 ? _blockSelections.blocks[0] : null;
}).Build();

ConsoleCommands.RegisterWithChannel("selectSendSignal", ch => { }, ChannelType.Object,
"Sends a signal for selecting a given object ID for a command block.");

RegisterBlockCommand("pushBlocks", "Adds velocity to the selected blocks. Only works in simulation.",
_commandUtils.RegisterBlockCommand("pushBlocks", "Adds velocity to the selected blocks. Only works in simulation.",
(x, y, z, blocks, refBlock) =>
{
foreach (var block in GetSimBodies(blocks))
block.Velocity += new float3(x, y, z);
});
RegisterBlockCommand("pushRotateBlocks",
_commandUtils.RegisterBlockCommand("pushRotateBlocks",
"Adds angular velocity to the selected blocks. Only works in simulation.",
(x, y, z, blocks, refBlock) =>
{
@@ -133,7 +142,7 @@ namespace BlockMod

private static string GetBlockInfoInBuildMode()
{
var block = new Player(PlayerType.Local).GetBlockLookedAt();
var block = Player.LocalPlayer.GetBlockLookedAt();
if (block == null) return "";
float3 pos = block.Position;
float3 rot = block.Rotation;
@@ -148,7 +157,7 @@ namespace BlockMod

private static string GetBodyInfoInSimMode()
{
var body = new Player(PlayerType.Local).GetSimBodyLookedAt();
var body = Player.LocalPlayer.GetSimBodyLookedAt();
if (body == null) return GetBlockInfoInBuildMode();
float3 pos = body.Position;
float3 rot = body.Rotation;
@@ -166,115 +175,26 @@ namespace BlockMod
$"- Cluster health: {cluster?.CurrentHealth:F} / {cluster?.InitialHealth:F} - Multiplier: {cluster?.HealthMultiplier:F}";
}

private bool CheckNoBlocks(Block[] blocks)
private string GetPlayerInfo()
{
if (blocks.Length == 0)
{
Logging.CommandLogWarning("No blocks selected. Use selectBlocks first.");
return true;
}

return false;
var body = Player.LocalPlayer;
if (body == null) return GetBlockInfoInBuildMode();
float3 pos = body.Position;
float3 rot = body.Rotation;
float3 vel = body.Velocity;
float3 ave = body.AngularVelocity;
return $"You are at {pos.x:F} {pos.y:F} {pos.z:F}\n" +
$"- Rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
$"- Velocity: {vel.x:F} {vel.y:F} {vel.z:F}\n" +
$"- Angular velocity: {ave.x:F} {ave.y:F} {ave.z:F}\n" +
$"- Mass: {body.Mass:F}\n" +
$"- Health: {body.CurrentHealth:F} / {body.InitialHealth:F}";
}

private IEnumerable<SimBody> GetSimBodies(Block[] blocks)
=> blocks.Select(block => block.GetSimBody()).Distinct();

private Block[] SelectBlocks(byte id)
{
var blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
return blocks;
}

private Block[] SelectBlocks(char id)
{
var blocks = ObjectIdentifier.GetByID(id).SelectMany(oid => oid.GetConnectedCubes())
.ToArray();
return blocks;
}

private void RegisterBlockCommandInternal(string name, string desc, Action<string, Block[], Block> action)
{
RuntimeCommands.Register<string>(name, a1 =>
{
action(a1, blocks, refBlock);
}, desc);
ConsoleCommands.RegisterWithChannel<string>(name, (a1, ch) =>
{
Console.WriteLine($"Command {name} with args {a1} and channel {ch} executing");
var blks = SelectBlocks(ch);
action(a1, blks, blks[0]);
}, ChannelType.Object, desc);
}

private void RegisterBlockCommand(string name, string desc, Action<float, float, float, Block[], Block> action)
{
RegisterBlockCommandInternal(name, desc, (args, bs, b) =>
{
var argsa = args.Split(' ');
if (argsa.Length < 3)
{
Log.Error("Too few arguments. Needed arguments are: <x> <y> <z> and [id] is optional.");
return;
}

if (!float.TryParse(argsa[0], out float x) || !float.TryParse(argsa[1], out float y) ||
!float.TryParse(argsa[2], out float z))
{
Log.Error("Could not parse arguments as floats.");
return;
}

if (argsa.Length > 3)
{
if (argsa[3].Length == 0)
{
Log.Error("Missing channel.");
return;
}

var blocks = SelectBlocks(argsa[3][0]);
if (CheckNoBlocks(blocks)) return;
action(x, y, z, blocks, blocks[0]);
}
else if (!CheckNoBlocks(bs))
action(x, y, z, bs, b);
});
}

private void RegisterBlockCommand(string name, string desc, Action<string, byte, Block[], Block> action)
{
RegisterBlockCommandInternal(name, desc, (args, bs, b) =>
{
var argsa = args.Split(' ');
if (argsa.Length < 2)
{
Log.Error("Too few arguments. Needed arguments are: <color> <darkness> and [id] is optional.");
return;
}

if (!byte.TryParse(argsa[1], out byte darkness))
{
Log.Error("Could not parse color darkness.");
return;
}

if (argsa.Length > 2)
{
if (argsa[2].Length == 0)
{
Log.Error("Missing channel.");
return;
}

var blocks = SelectBlocks(argsa[2][0]);
if (CheckNoBlocks(blocks)) return;
action(argsa[0], darkness, blocks, blocks[0]);
}
else if(!CheckNoBlocks(bs))
action(argsa[0], darkness, bs, b);
});
}
public override void OnApplicationQuit() => Main.Shutdown();

public override string Name { get; } = "BlockMod";
public override string Version { get; } = "v1.0.0";


+ 2
- 0
BlockMod/BlockMod.csproj View File

@@ -33,6 +33,8 @@
</PropertyGroup>
<ItemGroup>
<Compile Include="BlockMod.cs" />
<Compile Include="BlockSelections.cs" />
<Compile Include="CommandUtils.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony, Version=2.0.1.0, Culture=neutral, PublicKeyToken=null">


+ 37
- 0
BlockMod/BlockSelections.cs View File

@@ -0,0 +1,37 @@
using System.Linq;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;

namespace BlockMod
{
public class BlockSelections
{
internal Block[] blocks = new Block[0];
internal Block refBlock;

public bool CheckNoBlocks(Block[] blocks)
{
if (blocks.Length == 0)
{
Logging.CommandLogWarning("No blocks selected. Use selectBlocks first.");
return true;
}

return false;
}

public Block[] SelectBlocks(byte id)
{
var blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
return blocks;
}

public Block[] SelectBlocks(char id)
{
var blocks = ObjectIdentifier.GetByID(id).SelectMany(oid => oid.GetConnectedCubes())
.ToArray();
return blocks;
}
}
}

+ 104
- 0
BlockMod/CommandUtils.cs View File

@@ -0,0 +1,104 @@
using System;
using System.Linq;
using Gamecraft.Wires;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;
using RobocraftX.CommandLine.Custom;
using uREPL;

namespace BlockMod
{
public class CommandUtils
{
private BlockSelections _blockSelections;

public CommandUtils(BlockSelections blockSelections)
{
_blockSelections = blockSelections;
}

private void RegisterBlockCommandInternal(string name, string desc, Action<string, Block[], Block> action)
{
RuntimeCommands.Register<string>(name, a1 =>
{
action(a1, _blockSelections.blocks, _blockSelections.refBlock);
}, desc);
ConsoleCommands.RegisterWithChannel<string>(name, (a1, ch) =>
{
Console.WriteLine($"Command {name} with args {a1} and channel {ch} executing");
var blks = _blockSelections.SelectBlocks(ch);
action(a1, blks, blks[0]);
}, ChannelType.Object, desc);
}

public void RegisterBlockCommand(string name, string desc, Action<float, float, float, Block[], Block> action)
{
RegisterBlockCommandInternal(name, desc, (args, bs, b) =>
{
var argsa = args.Split(' ');
if (argsa.Length < 3)
{
Log.Error("Too few arguments. Needed arguments are: <x> <y> <z> and [id] is optional.");
return;
}

if (!float.TryParse(argsa[0], out float x) || !float.TryParse(argsa[1], out float y) ||
!float.TryParse(argsa[2], out float z))
{
Log.Error("Could not parse arguments as floats.");
return;
}

if (argsa.Length > 3)
{
if (argsa[3].Length == 0)
{
Log.Error("Missing channel.");
return;
}

var blocks = _blockSelections.SelectBlocks(argsa[3][0]);
if (_blockSelections.CheckNoBlocks(blocks)) return;
action(x, y, z, blocks, blocks[0]);
}
else if (!_blockSelections.CheckNoBlocks(bs))
action(x, y, z, bs, b);
});
}

public void RegisterBlockCommand(string name, string desc, Action<string, byte, Block[], Block> action)
{
RegisterBlockCommandInternal(name, desc, (args, bs, b) =>
{
var argsa = args.Split(' ');
if (argsa.Length < 2)
{
Log.Error("Too few arguments. Needed arguments are: <color> <darkness> and [id] is optional.");
return;
}

if (!byte.TryParse(argsa[1], out byte darkness))
{
Log.Error("Could not parse color darkness.");
return;
}

if (argsa.Length > 2)
{
if (argsa[2].Length == 0)
{
Log.Error("Missing channel.");
return;
}

var blocks = _blockSelections.SelectBlocks(argsa[2][0]);
if (_blockSelections.CheckNoBlocks(blocks)) return;
action(argsa[0], darkness, blocks, blocks[0]);
}
else if(!_blockSelections.CheckNoBlocks(bs))
action(argsa[0], darkness, bs, b);
});
}
}
}

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