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- using System;
-
- using Unity.Mathematics;
- using RobocraftX.Common;
- using RobocraftX.Common.Players;
- using Svelto.ECS;
-
- using GamecraftModdingAPI.Players;
- using GamecraftModdingAPI.Blocks;
-
- namespace GamecraftModdingAPI
- {
- /// <summary>
- /// An in-game player character. Any Leo you see is a player.
- /// </summary>
- public class Player : IEquatable<Player>, IEquatable<EGID>
- {
- // static functionality
- private static PlayerEngine playerEngine = new PlayerEngine();
-
- /// <summary>
- /// Checks if the specified player exists.
- /// </summary>
- /// <returns>Whether the player exists.</returns>
- /// <param name="player">Player type.</param>
- public static bool Exists(PlayerType player)
- {
- switch (player)
- {
- case PlayerType.Remote:
- return playerEngine.GetRemotePlayer() != uint.MaxValue;
- case PlayerType.Local:
- return playerEngine.GetLocalPlayer() != uint.MaxValue;
- }
- return false;
- }
-
- /// <summary>
- /// Checks if the specified player exists.
- /// </summary>
- /// <returns>Whether the player exists.</returns>
- /// <param name="player">The player's unique identifier.</param>
- public static bool Exists(uint player)
- {
- return playerEngine.ExistsById(player);
- }
-
- /// <summary>
- /// The amount of Players in the current game.
- /// </summary>
- /// <returns>The count.</returns>
- public static uint Count()
- {
- return (uint) playerEngine.GetAllPlayerCount();
- }
-
- /// <summary>
- /// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
- /// </summary>
- /// <param name="id">The player's unique identifier.</param>
- public Player(uint id)
- {
- this.Id = id;
- if (!Exists(id))
- {
- throw new PlayerNotFoundException($"No player with id {id} exists");
- }
- this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
- }
-
- /// <summary>
- /// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
- /// </summary>
- /// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
- public Player(PlayerType player)
- {
- switch (player)
- {
- case PlayerType.Local:
- this.Id = playerEngine.GetLocalPlayer();
- break;
- case PlayerType.Remote:
- this.Id = playerEngine.GetRemotePlayer();
- break;
- }
- if (this.Id == uint.MaxValue)
- {
- throw new PlayerNotFoundException($"No player of {player} type exists");
- }
- this.Type = player;
- }
-
- // object fields & properties
-
- /// <summary>
- /// The player's type.
- /// The player type is always relative to the current client, not the game host.
- /// </summary>
- /// <value>The enumerated player type.</value>
- public PlayerType Type { get; }
-
- /// <summary>
- /// The player's unique identifier.
- /// </summary>
- /// <value>The identifier.</value>
- public uint Id { get; }
-
- /// <summary>
- /// The player's current position.
- /// </summary>
- /// <value>The position.</value>
- public float3 Position
- {
- get
- {
- return playerEngine.GetLocation(Id);
- }
-
- set
- {
- playerEngine.SetLocation(Id, value, false);
- }
- }
-
- /// <summary>
- /// The player's current rotation.
- /// </summary>
- /// <value>The rotation.</value>
- public float3 Rotation
- {
- get
- {
- return playerEngine.GetRotation(Id);
- }
-
- set
- {
- playerEngine.SetRotation(Id, value);
- }
- }
-
- /// <summary>
- /// The player's current velocity.
- /// </summary>
- /// <value>The velocity.</value>
- public float3 Velocity
- {
- get
- {
- return playerEngine.GetLinearVelocity(Id);
- }
-
- set
- {
- playerEngine.SetLinearVelocity(Id, value);
- }
- }
-
- /// <summary>
- /// The player's current angular velocity.
- /// </summary>
- /// <value>The angular velocity.</value>
- public float3 AngularVelocity
- {
- get
- {
- return playerEngine.GetAngularVelocity(Id);
- }
-
- set
- {
- playerEngine.SetAngularVelocity(Id, value);
- }
- }
-
- /// <summary>
- /// The player's mass.
- /// </summary>
- /// <value>The mass.</value>
- public float Mass
- {
- get
- {
- return 1f / playerEngine.GetMass(Id).InverseMass;
- }
-
- // FIXME: Setting mass doesn't do anything
- /*set
- {
- playerEngine.SetInverseMass(Id, 1f / value);
- }*/
- }
-
- private float _ping = -1f;
-
- /// <summary>
- /// The player's latest network ping time.
- /// </summary>
- /// <value>The ping (s).</value>
- public float Ping
- {
- get
- {
- float? temp = playerEngine.GetLastPingTime(Id, Type);
- if (temp.HasValue)
- {
- _ping = temp.Value;
- }
- return _ping;
- }
- }
-
- /// <summary>
- /// The player's initial health when entering Simulation (aka Time Running) mode.
- /// </summary>
- /// <value>The initial health.</value>
- public float InitialHealth
- {
- get => playerEngine.GetInitialHealth(Id);
-
- set
- {
- playerEngine.SetInitialHealth(Id, value);
- }
- }
-
- /// <summary>
- /// The player's current health in Simulation (aka Time Running) mode.
- /// </summary>
- /// <value>The current health.</value>
- public float CurrentHealth
- {
- get => playerEngine.GetCurrentHealth(Id);
-
- set
- {
- playerEngine.DamagePlayer(Id, CurrentHealth - value);
- }
- }
-
- /// <summary>
- /// Whether this <see cref="T:GamecraftModdingAPI.Player"/> is damageable.
- /// </summary>
- /// <value><c>true</c> if damageable; otherwise, <c>false</c>.</value>
- public bool Damageable
- {
- get => playerEngine.GetDamageable(Id);
-
- set
- {
- playerEngine.SetDamageable(Id, value);
- }
- }
-
- /// <summary>
- /// The player's lives when initially entering Simulation (aka Time Running) mode.
- /// </summary>
- /// <value>The initial lives.</value>
- public uint InitialLives
- {
- get => playerEngine.GetInitialLives(Id);
-
- set => playerEngine.SetInitialLives(Id, value);
- }
-
- /// <summary>
- /// The player's current lives in Simulation (aka Time Running) mode.
- /// </summary>
- /// <value>The current lives.</value>
- public uint CurrentLives
- {
- get => playerEngine.GetCurrentLives(Id);
-
- set => playerEngine.SetCurrentLives(Id, value);
- }
-
- /// <summary>
- /// Whether the Game Over screen is displayed for the player.
- /// </summary>
- /// <value><c>true</c> if game over; otherwise, <c>false</c>.</value>
- public bool GameOver
- {
- get => playerEngine.GetGameOverScreen(Id);
- }
-
- /// <summary>
- /// Whether the player is dead.
- /// If <c>true</c>, hopefully it was quick.
- /// </summary>
- /// <value><c>true</c> if dead; otherwise, <c>false</c>.</value>
- public bool Dead
- {
- get => playerEngine.IsDead(Id);
- }
-
- /// <summary>
- /// The player's selected block ID in their hand.
- /// </summary>
- /// <value>The selected block.</value>
- public BlockIDs SelectedBlock
- {
- get
- {
- return (BlockIDs)playerEngine.GetSelectedBlock(Id);
- }
- }
-
- /// <summary>
- /// The player's selected block color in their hand.
- /// </summary>
- /// <value>The selected block's color.</value>
- public BlockColor SelectedColor
- {
- get
- {
- return new BlockColor(playerEngine.GetSelectedColor(Id));
- }
- }
-
- /// <summary>
- /// The player's selected block colour in their hand.
- /// </summary>
- /// <value>The selected block's colour.</value>
- public BlockColor SelectedColour
- {
- get
- {
- return new BlockColor(playerEngine.GetSelectedColor(Id));
- }
- }
-
- // object methods
-
- /// <summary>
- /// Teleport the player to the specified coordinates.
- /// </summary>
- /// <param name="x">The x coordinate.</param>
- /// <param name="y">The y coordinate.</param>
- /// <param name="z">The z coordinate.</param>
- /// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
- /// <param name="exitSeat">If set to <c>true</c> exit any seat the player is in.</param>
- public void Teleport(float x, float y, float z, bool relative = true, bool exitSeat = true)
- {
- float3 location = new float3(x, y, z);
- if (relative)
- {
- location += playerEngine.GetLocation(Id);
- }
- playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
- }
-
- /// <summary>
- /// Returns the block the player is currently looking at in build mode.
- /// </summary>
- /// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
- /// <returns>The block or null if not found</returns>
- public Block GetBlockLookedAt(float maxDistance = -1f)
- {
- var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
- return egid.HasValue && egid.Value.groupID != CommonExclusiveGroups.SIMULATION_BODIES_GROUP
- ? new Block(egid.Value)
- : null;
- }
-
- /// <summary>
- /// Returns the rigid body the player is currently looking at during simulation.
- /// </summary>
- /// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
- /// <returns>The block or null if not found</returns>
- public SimBody GetSimBodyLookedAt(float maxDistance = -1f)
- {
- var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
- return egid.HasValue && egid.Value.groupID == CommonExclusiveGroups.SIMULATION_BODIES_GROUP
- ? new SimBody(egid.Value)
- : null;
- }
-
- /// <summary>
- /// Returns the blocks that are in the player's current selection.
- /// </summary>
- /// <returns>An array of blocks or an empty array</returns>
- public Block[] GetSelectedBlocks()
- {
- return playerEngine.GetSelectedBlocks(Id);
- }
-
- public bool Equals(Player other)
- {
- if (ReferenceEquals(null, other)) return false;
- if (ReferenceEquals(this, other)) return true;
- return Id == other.Id;
- }
-
- public bool Equals(EGID other)
- {
- return Id == other.entityID && other.groupID == (Type == PlayerType.Local
- ? PlayersExclusiveGroups.LocalPlayers
- : PlayersExclusiveGroups.RemotePlayers);
- }
-
- public override bool Equals(object obj)
- {
- if (ReferenceEquals(null, obj)) return false;
- if (ReferenceEquals(this, obj)) return true;
- if (obj.GetType() != this.GetType()) return false;
- return Equals((Player) obj);
- }
-
- public override int GetHashCode()
- {
- return (int) Id;
- }
-
- // internal methods
-
- internal static void Init()
- {
- Utility.GameEngineManager.AddGameEngine(playerEngine);
- }
- }
- }
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