using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Emit; using Gamecraft.Blocks.BlockGroups; using Svelto.ECS; using Svelto.ECS.EntityStructs; using RobocraftX.Common; using RobocraftX.Blocks; using Unity.Mathematics; using Gamecraft.Blocks.GUI; using RobocraftX.Rendering.GPUI; using TechbloxModdingAPI.Blocks; using TechbloxModdingAPI.Utility; namespace TechbloxModdingAPI { /// /// A single (perhaps scaled) block. Properties may return default values if the block is removed and then setting them is ignored. /// For specific block type operations, use the specialised block classes in the TechbloxModdingAPI.Blocks namespace. /// public class Block : EcsObjectBase, IEquatable, IEquatable { protected static readonly PlacementEngine PlacementEngine = new PlacementEngine(); protected static readonly MovementEngine MovementEngine = new MovementEngine(); protected static readonly RotationEngine RotationEngine = new RotationEngine(); protected static readonly RemovalEngine RemovalEngine = new RemovalEngine(); protected static readonly SignalEngine SignalEngine = new SignalEngine(); protected static readonly BlockEventsEngine BlockEventsEngine = new BlockEventsEngine(); protected static readonly ScalingEngine ScalingEngine = new ScalingEngine(); protected static readonly BlockCloneEngine BlockCloneEngine = new BlockCloneEngine(); protected internal static readonly BlockEngine BlockEngine = new BlockEngine(); /// /// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. /// Place blocks next to each other to connect them. /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game. /// /// The block's type /// The block's color /// The block's material /// The block's position - default block size is 0.2 /// The block's rotation in degrees /// The block's uniform scale - default scale is 1 (with 0.2 width) /// The block's non-uniform scale - 0 means is used /// Whether the block should be flipped /// Whether the block should be auto-wired (if functional) /// The player who placed the block /// The placed block or null if failed public static Block PlaceNew(BlockIDs block, float3 position, bool autoWire = false, Player player = null) { return PlaceNew(block, position, autoWire, player); } /// /// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. /// Place blocks next to each other to connect them. /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game. /// /// The block's type /// The block's color /// The block's materialr /// The block's position - default block size is 0.2 /// The block's rotation in degrees /// The block's uniform scale - default scale is 1 (with 0.2 width) /// The block's non-uniform scale - 0 means is used /// Whether the block should be flipped /// Whether the block should be auto-wired (if functional) /// The player who placed the block /// The placed block or null if failed public static T PlaceNew(BlockIDs block, float3 position, bool autoWire = false, Player player = null) where T : Block { if (PlacementEngine.IsInGame && GameState.IsBuildMode()) { var initializer = PlacementEngine.PlaceBlock(block, position, player, autoWire); var egid = initializer.EGID; var bl = New(egid.entityID, egid.groupID); bl.InitData = initializer; Placed += bl.OnPlacedInit; return bl; } return null; } /// /// Returns the most recently placed block. /// /// The block object public static Block GetLastPlacedBlock() { return New(BlockIdentifiers.LatestBlockID); } /// /// An event that fires each time a block is placed. /// public static event EventHandler Placed { add => BlockEventsEngine.Placed += value; remove => BlockEventsEngine.Placed -= value; } /// /// An event that fires each time a block is removed. /// public static event EventHandler Removed { add => BlockEventsEngine.Removed += value; remove => BlockEventsEngine.Removed -= value; } private static Dictionary> initializers = new Dictionary>(); private static Dictionary typeToGroup = new Dictionary { {typeof(LogicGate), new [] {CommonExclusiveGroups.LOGIC_BLOCK_GROUP}}, {typeof(Motor), new[] {CommonExclusiveGroups.MOTOR_BLOCK_GROUP}}, {typeof(MusicBlock), new[] {CommonExclusiveGroups.MUSIC_BLOCK_GROUP}}, {typeof(ObjectIdentifier), new[]{CommonExclusiveGroups.OBJID_BLOCK_GROUP}}, {typeof(Piston), new[] {CommonExclusiveGroups.PISTON_BLOCK_GROUP}}, {typeof(Servo), new[] {CommonExclusiveGroups.SERVO_BLOCK_GROUP}}, { typeof(SpawnPoint), new[] { CommonExclusiveGroups.SPAWNPOINT_BLOCK_GROUP, CommonExclusiveGroups.BUILDINGSPAWN_BLOCK_GROUP } }, { typeof(SfxBlock), new[] { CommonExclusiveGroups.SIMPLESFX_BLOCK_GROUP, CommonExclusiveGroups.LOOPEDSFX_BLOCK_GROUP } }, {typeof(DampedSpring), new [] {CommonExclusiveGroups.DAMPEDSPRING_BLOCK_GROUP}}, {typeof(TextBlock), new[] {CommonExclusiveGroups.TEXT_BLOCK_GROUP}}, {typeof(Timer), new[] {CommonExclusiveGroups.TIMER_BLOCK_GROUP}} }; /// /// Constructs a new instance of T with the given ID and group using dynamically created delegates. /// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates. /// /// The block ID /// The block group /// The block's type or Block itself /// An instance of the provided type /// The block group doesn't match or cannot be found /// The block class doesn't have the needed constructor private static T New(uint id, ExclusiveGroupStruct? group = null) where T : Block { var type = typeof(T); EGID egid; if (!group.HasValue) { if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1) egid = new EGID(id, gr[0]); else egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!"); } else { egid = new EGID(id, group.Value); if (typeToGroup.TryGetValue(type, out var gr) && gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => ((uint)g).ToString()).Aggregate((a, b) => a + ", " + b)} instead of {(uint)group.Value}"); } if (initializers.TryGetValue(type, out var func)) { var bl = (T) func(egid); return bl; } //https://stackoverflow.com/a/10593806/2703239 var ctor = type.GetConstructor(new[] {typeof(EGID)}); if (ctor == null) throw new MissingMethodException("There is no constructor with an EGID parameter for this object"); DynamicMethod dynamic = new DynamicMethod(string.Empty, type, new[] {typeof(EGID)}, type); ILGenerator il = dynamic.GetILGenerator(); //il.DeclareLocal(type); il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor il.Emit(OpCodes.Newobj, ctor); //Call constructor //il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these //il.Emit(OpCodes.Ldloc_0); il.Emit(OpCodes.Ret); func = (Func) dynamic.CreateDelegate(typeof(Func)); initializers.Add(type, func); var block = (T) func(egid); return block; } public Block(EGID id) { Id = id; var type = GetType(); if (typeToGroup.TryGetValue(type, out var groups)) { if (groups.All(gr => gr != id.groupID)) throw new BlockTypeException("The block has the wrong group! The type is " + GetType() + " while the group is " + id.groupID); } else if (type != typeof(Block) && !typeof(CustomBlock).IsAssignableFrom(type)) Logging.LogWarning($"Unknown block type! Add {type} to the dictionary."); } /// /// This overload searches for the correct group the block is in. /// It will throw an exception if the block doesn't exist. /// Use the EGID constructor where possible or subclasses of Block as those specify the group. /// public Block(uint id) { Id = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find the appropriate group for the block. The block probably doesn't exist or hasn't been submitted."); } /// /// Places a new block in the world. /// /// The block's type /// The block's position (a block is 0.2 wide in terms of position) /// Whether the block should be auto-wired (if functional) /// The player who placed the block public Block(BlockIDs type, float3 position, bool autoWire = false, Player player = null) { if (!PlacementEngine.IsInGame || !GameState.IsBuildMode()) throw new BlockException("Blocks can only be placed in build mode."); var initializer = PlacementEngine.PlaceBlock(type, position, player, autoWire); Id = initializer.EGID; InitData = initializer; Placed += OnPlacedInit; } public override EGID Id { get; } private EGID copiedFrom; /// /// The block's current position or zero if the block no longer exists. /// A block is 0.2 wide by default in terms of position. /// public float3 Position { get => MovementEngine.GetPosition(Id, InitData); set { MovementEngine.MoveBlock(Id, InitData, value); if (blockGroup != null) blockGroup.PosAndRotCalculated = false; BlockEngine.UpdateDisplayedBlock(Id); } } /// /// The block's current rotation in degrees or zero if the block doesn't exist. /// public float3 Rotation { get => RotationEngine.GetRotation(Id, InitData); set { RotationEngine.RotateBlock(Id, InitData, value); if (blockGroup != null) blockGroup.PosAndRotCalculated = false; BlockEngine.UpdateDisplayedBlock(Id); } } /// /// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling. /// The default scale of 1 means 0.2 in terms of position. /// public float3 Scale { get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale); set { int uscale = UniformScale; if (value.x < 4e-5) value.x = uscale; if (value.y < 4e-5) value.y = uscale; if (value.z < 4e-5) value.z = uscale; BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value); if (!Exists) return; //UpdateCollision needs the block to exist ScalingEngine.UpdateCollision(Id); BlockEngine.UpdateDisplayedBlock(Id); } } /// /// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale. /// The default scale of 1 means 0.2 in terms of position. /// public int UniformScale { get => BlockEngine.GetBlockInfo(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor); set { if (value < 1) value = 1; BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val, value); Scale = new float3(value, value, value); } } /** * Whether the block is flipped. */ public bool Flipped { get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale.x < 0); set { BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, bool val) => st.scale.x = math.abs(st.scale.x) * (val ? -1 : 1), value); BlockEngine.SetBlockInfo(this, (ref GFXPrefabEntityStructGPUI st, bool val) => { uint prefabId = PrefabsID.GetOrCreatePrefabID((ushort) Type, (byte) Material, 0, value); st.prefabID = prefabId; }, value); } } /// /// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore. /// public BlockIDs Type { get { return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, BlockIDs.Invalid); } } /// /// The block's color. Returns BlockColors.Default if the block no longer exists. /// public BlockColor Color { get { byte index = BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.indexInPalette, byte.MaxValue); return new BlockColor(index); } set { BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) => { //TODO: Check if setting to 255 works color.indexInPalette = val.Index; color.hasNetworkChange = true; color.paletteColour = BlockEngine.ConvertBlockColor(color.indexInPalette); }, value); } } /// /// The block's exact color. Gets reset to the palette color (Color property) after reentering the game. /// public float4 CustomColor { get => BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.paletteColour); set { BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) => { color.paletteColour = val; color.hasNetworkChange = true; }, value); } } /** * The block's material. */ public BlockMaterial Material { get => BlockEngine.GetBlockInfo(this, (CubeMaterialStruct cmst) => (BlockMaterial) cmst.materialId, BlockMaterial.Default); set => BlockEngine.SetBlockInfo(this, (ref CubeMaterialStruct cmst, BlockMaterial val) => cmst.materialId = (byte) val, value); } /// /// The text displayed on the block if applicable, or null. /// Setting it is temporary to the session, it won't be saved. /// public string Label { get => BlockEngine.GetBlockInfoViewStruct(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text); set { BlockEngine.SetBlockInfoViewStruct(this, (ref TextLabelEntityViewStruct text, string val) => { if (text.textLabelComponent != null) text.textLabelComponent.text = val; }, value); } } private BlockGroup blockGroup; /// /// Returns the block group this block is a part of. Block groups can also be placed using blueprints. /// Returns null if not part of a group.
/// Setting the group after the block has been initialized will not update everything properly, /// so you can only set this property on blocks newly placed by your code.
/// To set it for existing blocks, you can use the Copy() method and set the property on the resulting block /// (and remove this block). ///
public BlockGroup BlockGroup { get { if (blockGroup != null) return blockGroup; return blockGroup = BlockEngine.GetBlockInfo(this, (BlockGroupEntityComponent bgec) => bgec.currentBlockGroup == -1 ? null : new BlockGroup(bgec.currentBlockGroup, this)); } set { if (Exists) { Logging.LogWarning("Attempted to set group of existing block. This is not supported." + " Copy the block and set the group of the resulting block."); return; } blockGroup?.RemoveInternal(this); BlockEngine.SetBlockInfo(this, (ref BlockGroupEntityComponent bgec, BlockGroup val) => bgec.currentBlockGroup = val?.Id ?? -1, value); value?.AddInternal(this); blockGroup = value; } } /// /// Whether the block exists. The other properties will return a default value if the block doesn't exist. /// If the block was just placed, then this will also return false but the properties will work correctly. /// public bool Exists => BlockEngine.BlockExists(Id); /// /// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist. /// public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id); /// /// Removes this block. /// /// True if the block exists and could be removed. public bool Remove() => RemovalEngine.RemoveBlock(Id); /// /// Returns the rigid body of the chunk of blocks this one belongs to during simulation. /// Can be used to apply forces or move the block around while the simulation is running. /// /// The SimBody of the chunk or null if the block doesn't exist or not in simulation mode. public SimBody GetSimBody() { return BlockEngine.GetBlockInfo(this, (GridConnectionsEntityStruct st) => st.machineRigidBodyId != uint.MaxValue ? new SimBody(st.machineRigidBodyId, st.clusterId) : null); } /// /// Creates a copy of the block in the game with the same properties, stats and wires. /// /// public T Copy() where T : Block { var block = PlaceNew(Type, Position); block.Rotation = Rotation; block.Color = Color; block.Material = Material; block.UniformScale = UniformScale; block.Scale = Scale; block.copiedFrom = Id; return block; } private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e) { //Member method instead of lambda to avoid constantly creating delegates if (e.ID != Id) return; Placed -= OnPlacedInit; //And we can reference it InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again if (copiedFrom != EGID.Empty) BlockCloneEngine.CopyBlockStats(copiedFrom, Id); } public override string ToString() { return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}"; } public bool Equals(Block other) { if (ReferenceEquals(null, other)) return false; if (ReferenceEquals(this, other)) return true; return Id.Equals(other.Id); } public bool Equals(EGID other) { return Id.Equals(other); } 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((Block) obj); } public override int GetHashCode() { return Id.GetHashCode(); } public static void Init() { GameEngineManager.AddGameEngine(PlacementEngine); GameEngineManager.AddGameEngine(MovementEngine); GameEngineManager.AddGameEngine(RotationEngine); GameEngineManager.AddGameEngine(RemovalEngine); GameEngineManager.AddGameEngine(BlockEngine); GameEngineManager.AddGameEngine(BlockEventsEngine); GameEngineManager.AddGameEngine(ScalingEngine); GameEngineManager.AddGameEngine(SignalEngine); GameEngineManager.AddGameEngine(BlockCloneEngine); Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine } /// /// Convert the block to a specialised block class. /// /// The block. /// The specialised block type. public T Specialise() where T : Block { // What have I gotten myself into? // C# can't cast to a child of Block unless the object was originally that child type // And C# doesn't let me make implicit cast operators for child types // So thanks to Microsoft, we've got this horrible implementation using reflection //Lets improve that using delegates var block = New(Id.entityID, Id.groupID); if (this.InitData.Group != null) { block.InitData = this.InitData; Placed += block.OnPlacedInit; //Reset InitData of new object } return block; } #if DEBUG public static EntitiesDB entitiesDB { get { return BlockEngine.GetEntitiesDB(); } } #endif } }