using System;
using Gamecraft.Wires;
using RobocraftX.Character;
using RobocraftX.Character.Movement;
using Unity.Mathematics;
using RobocraftX.Common;
using RobocraftX.Common.Players;
using RobocraftX.GUI.Wires;
using RobocraftX.Physics;
using Svelto.ECS;
using Techblox.BuildingDrone;
using Techblox.Camera;
using TechbloxModdingAPI.Blocks;
using TechbloxModdingAPI.Players;
using TechbloxModdingAPI.Utility;
using UnityEngine;
namespace TechbloxModdingAPI
{
///
/// An in-game player character. Any Leo you see is a player.
///
public class Player : IEquatable, IEquatable
{ //TODO: Inherit EcsObjectBase and make Id an EGID, useful for caching
// static functionality
private static PlayerEngine playerEngine = new PlayerEngine();
private static Player localPlayer;
///
/// Checks if the specified player exists.
///
/// Whether the player exists.
/// Player type.
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;
}
///
/// Checks if the specified player exists.
///
/// Whether the player exists.
/// The player's unique identifier.
public static bool Exists(uint player)
{
return playerEngine.ExistsById(player);
}
///
/// The amount of Players in the current game.
///
/// The count.
public static uint Count()
{
return (uint) playerEngine.GetAllPlayerCount();
}
///
/// Returns the current player belonging to this client.
///
public static Player LocalPlayer
{
get
{
if (localPlayer == null || localPlayer.Id != playerEngine.GetLocalPlayer())
localPlayer = new Player(PlayerType.Local);
return localPlayer;
}
}
///
/// Initializes a new instance of the class.
///
/// The player's unique identifier.
public Player(uint id)
{
this.Id = id;
if (!Exists(id))
{
throw new PlayerNotFoundException($"No player with id {id} exists");
}
this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
}
///
/// Initializes a new instance of the class.
///
/// The player type. Chooses the first available player matching the criteria.
public Player(PlayerType player)
{
switch (player)
{
case PlayerType.Local:
this.Id = playerEngine.GetLocalPlayer();
break;
case PlayerType.Remote:
this.Id = playerEngine.GetRemotePlayer();
break;
}
if (this.Id == uint.MaxValue)
{
throw new PlayerNotFoundException($"No player of {player} type exists");
}
this.Type = player;
}
// object fields & properties
///
/// The player's type.
/// The player type is always relative to the current client, not the game host.
///
/// The enumerated player type.
public PlayerType Type { get; }
///
/// The player's unique identifier.
///
/// The identifier.
public uint Id { get; }
///
/// The player's current position.
///
/// The position.
public float3 Position
{
get => playerEngine.GetCharacterStruct(Id).Get().position;
set => playerEngine.SetLocation(Id, value, false);
}
///
/// The player's current rotation.
///
/// The rotation.
public float3 Rotation
{
get => ((Quaternion) (GameState.IsBuildMode()
? playerEngine.GetCameraStruct(Id).Get().rotation
: playerEngine.GetCharacterStruct(Id).Get().rotation)).eulerAngles;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCameraStruct(Id).Get().rotation = quaternion.Euler(value)
: playerEngine.GetCharacterStruct(Id).Get().rotation = quaternion.Euler(value);
}
///
/// The player's current velocity.
///
/// The velocity.
public float3 Velocity
{
get => playerEngine.GetCharacterStruct(Id).Get().velocity;
set => playerEngine.GetCharacterStruct(Id).Get().velocity = value;
}
///
/// The player's current angular velocity.
///
/// The angular velocity.
public float3 AngularVelocity
{
get => playerEngine.GetCharacterStruct(Id).Get().angularVelocity;
set => playerEngine.GetCharacterStruct(Id).Get().angularVelocity = value;
}
///
/// The player's mass.
///
/// The mass.
public float Mass =>
1f / playerEngine.GetCharacterStruct(Id).Get().physicsMass.InverseMass;
private float _ping = -1f;
///
/// The player's latest network ping time.
///
/// The ping (s).
public float Ping
{
get
{
var opt = playerEngine.GetPlayerStruct(Id, Type);
if (opt)
{
_ping = opt.Get().lastPingTimeSinceLevelLoad ?? _ping;
}
return _ping;
}
}
///
/// The player's initial health when entering Simulation (aka Time Running) mode.
///
/// The initial health.
public float InitialHealth
{
get
{
var opt = playerEngine.GetCharacterStruct(Id);
return opt ? opt.Get().initialHealth : -1f;
}
set => playerEngine.GetCharacterStruct(Id).Get().initialHealth = value;
}
///
/// The player's current health in Simulation (aka Time Running) mode.
///
/// The current health.
public float CurrentHealth
{
get
{
var opt = playerEngine.GetCharacterStruct(Id);
return opt ? opt.Get().currentHealth : -1f;
}
set => playerEngine.GetCharacterStruct(Id).Get().currentHealth = value;
}
///
/// Whether this is damageable.
///
/// true if damageable; otherwise, false.
public bool Damageable
{
get
{
var opt = playerEngine.GetCharacterStruct(Id);
return opt.Get().canTakeDamageStat;
}
set
{
ref var healthStruct = ref playerEngine.GetCharacterStruct(Id).Get();
healthStruct.canTakeDamage = value;
healthStruct.canTakeDamageStat = value;
}
}
///
/// The player's lives when initially entering Simulation (aka Time Running) mode.
///
/// The initial lives.
public uint InitialLives
{
get
{
var opt = playerEngine.GetCharacterStruct(Id);
return opt ? opt.Get().initialLives : uint.MaxValue;
}
set => playerEngine.GetCharacterStruct(Id).Get().initialLives = value;
}
///
/// The player's current lives in Simulation (aka Time Running) mode.
///
/// The current lives.
public uint CurrentLives
{
get
{
var opt = playerEngine.GetCharacterStruct(Id);
return opt ? opt.Get().currentLives : uint.MaxValue;
}
set => playerEngine.GetCharacterStruct(Id).Get().currentLives = value;
}
/*///
/// Whether the Game Over screen is displayed for the player.
///
/// true if game over; otherwise, false.
public bool GameOver
{
get => playerEngine.GetGameOverScreen(Id);
}*/
///
/// Whether the player is dead.
/// If true, hopefully it was quick.
///
/// true if dead; otherwise, false.
public bool Dead
{
get => playerEngine.IsDead(Id);
}
///
/// The player's selected block ID in their hand.
///
/// The selected block.
public BlockIDs SelectedBlock
{
get
{
var optstruct = playerEngine.GetCharacterStruct(Id);
return optstruct ? (BlockIDs) optstruct.Get().SelectedDBPartID : BlockIDs.Invalid;
}
}
///
/// The player's selected block color in their hand.
///
/// The selected block's color.
public BlockColor SelectedColor
{
get
{
var optstruct = playerEngine.GetCharacterStruct(Id);
return optstruct ? new BlockColor(optstruct.Get().indexInPalette) : BlockColors.Default;
}
}
///
/// The player's selected block colour in their hand.
///
/// The selected block's colour.
public BlockColor SelectedColour
{
get
{
var optstruct = playerEngine.GetCharacterStruct(Id);
return optstruct ? new BlockColor(optstruct.Get().indexInPalette) : BlockColors.Default;
}
}
///
/// The player's selected blueprint in their hand. Set to null to clear. Dispose after usage.
///
public Blueprint SelectedBlueprint
{
get
{
var lbiso = playerEngine.GetPlayerStruct(Id, Type);
return lbiso ? new Blueprint(lbiso.Get().selectedBlueprintId) : null;
}
set => BlockGroup._engine.SelectBlueprint(value?.Id ?? uint.MaxValue);
}
///
/// The player's mode in time stopped mode, determining what they place.
///
public PlayerBuildingMode BuildingMode => (PlayerBuildingMode) playerEngine
.GetCharacterStruct(Id).Get().timeStoppedContext;
///
/// Whether the player is sprinting.
///
public bool Sprinting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().sprinting
: playerEngine.GetCharacterStruct(Id).Get().isSprinting;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().sprinting = value
: playerEngine.GetCharacterStruct(Id).Get().isSprinting = value;
}
///
/// Movement speed setting. Build mode (camera) and simulation mode settings are separate.
///
public float SpeedSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().speed
: playerEngine.GetCharacterStruct(Id).Get().moveSpeed;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().speed = value
: playerEngine.GetCharacterStruct(Id).Get().moveSpeed = value;
}
///
/// The multiplier setting to use when sprinting. Build mode (camera) and simulation mode settings are separate.
///
public float SpeedSprintMultiplierSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().speedSprintMultiplier
: playerEngine.GetCharacterStruct(Id).Get().sprintSpeedMultiplier;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().speedSprintMultiplier = value
: playerEngine.GetCharacterStruct(Id).Get().sprintSpeedMultiplier = value;
}
///
/// The acceleration setting of the player. Build mode (camera) and simulation mode settings are separate.
///
public float AccelerationSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().acceleration
: playerEngine.GetCharacterStruct(Id).Get().acceleration;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct(Id).Get().acceleration = value
: playerEngine.GetCharacterStruct(Id).Get().acceleration = value;
}
// object methods
///
/// Teleport the player to the specified coordinates.
///
/// The x coordinate.
/// The y coordinate.
/// The z coordinate.
/// If set to true teleport relative to the player's current position.
/// If set to true exit any seat the player is in.
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 += Position;
}
playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
}
///
/// Returns the block the player is currently looking at in build mode.
///
/// The maximum distance from the player (default is the player's building reach)
/// The block or null if not found
public Block GetBlockLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid != default && egid.groupID != CommonExclusiveGroups.SIMULATION_BODIES_GROUP
&& egid.groupID != WiresGUIExclusiveGroups.WireGroup
? Block.New(egid)
: null;
}
///
/// Returns the rigid body the player is currently looking at during simulation.
///
/// The maximum distance from the player (default is the player's building reach)
/// The body or null if not found
public SimBody GetSimBodyLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid != default && egid.groupID == CommonExclusiveGroups.SIMULATION_BODIES_GROUP
? EcsObjectBase.GetInstance(egid, e => new SimBody(e))
: null;
}
///
/// Returns the wire the player is currently looking at in build mode.
///
/// The maximum distance from the player (default is the player's building reach)
/// The wire or null if not found
public Wire GetWireLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid != default && egid.groupID == WiresGUIExclusiveGroups.WireGroup
? EcsObjectBase.GetInstance(new EGID(egid.entityID, NamedExclusiveGroup.Group),
e => new Wire(e))
: null;
}
///
/// Returns the blocks that are in the player's current selection.
///
/// An array of blocks or an empty array
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);
}
}
}