A stable modding interface between Techblox and mods https://mod.exmods.org/
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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Reflection.Emit;
  5. using Svelto.ECS;
  6. using Svelto.ECS.EntityStructs;
  7. using RobocraftX.Common;
  8. using RobocraftX.Blocks;
  9. using Unity.Mathematics;
  10. using Unity.Entities;
  11. using Gamecraft.Blocks.GUI;
  12. using GamecraftModdingAPI.Blocks;
  13. using GamecraftModdingAPI.Utility;
  14. namespace GamecraftModdingAPI
  15. {
  16. /// <summary>
  17. /// A single (perhaps scaled) block. Properties may return default values if the block is removed and then setting them is ignored.
  18. /// For specific block type operations, use the specialised block classes in the GamecraftModdingAPI.Blocks namespace.
  19. /// </summary>
  20. public class Block : IEquatable<Block>, IEquatable<EGID>
  21. {
  22. protected static readonly PlacementEngine PlacementEngine = new PlacementEngine();
  23. protected static readonly MovementEngine MovementEngine = new MovementEngine();
  24. protected static readonly RotationEngine RotationEngine = new RotationEngine();
  25. protected static readonly RemovalEngine RemovalEngine = new RemovalEngine();
  26. protected static readonly SignalEngine SignalEngine = new SignalEngine();
  27. protected static readonly BlockEventsEngine BlockEventsEngine = new BlockEventsEngine();
  28. protected static readonly ScalingEngine ScalingEngine = new ScalingEngine();
  29. protected internal static readonly BlockEngine BlockEngine = new BlockEngine();
  30. /// <summary>
  31. /// 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.
  32. /// Place blocks next to each other to connect them.
  33. /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
  34. /// <para></para>
  35. /// <para>When placing multiple blocks, do not access properties immediately after creation as this
  36. /// triggers a sync each time which can affect performance and may cause issues with the game.
  37. /// You may either use AsyncUtils.WaitForSubmission() after placing all of the blocks
  38. /// or simply access the block properties which will trigger the synchronization the first time a property is used.</para>
  39. /// </summary>
  40. /// <param name="block">The block's type</param>
  41. /// <param name="color">The block's color</param>
  42. /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
  43. /// <param name="position">The block's position in the grid - default block size is 0.2</param>
  44. /// <param name="rotation">The block's rotation in degrees</param>
  45. /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
  46. /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
  47. /// <param name="player">The player who placed the block</param>
  48. /// <returns>The placed block or null if failed</returns>
  49. public static Block PlaceNew(BlockIDs block, float3 position,
  50. float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
  51. int uscale = 1, float3 scale = default, Player player = null)
  52. {
  53. return PlaceNew<Block>(block, position, rotation, color, darkness, uscale, scale, player);
  54. }
  55. /// <summary>
  56. /// 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.
  57. /// Place blocks next to each other to connect them.
  58. /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
  59. /// </summary>
  60. /// <param name="block">The block's type</param>
  61. /// <param name="color">The block's color</param>
  62. /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
  63. /// <param name="position">The block's position in the grid - default block size is 0.2</param>
  64. /// <param name="rotation">The block's rotation in degrees</param>
  65. /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
  66. /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
  67. /// <param name="player">The player who placed the block</param>
  68. /// <returns>The placed block or null if failed</returns>
  69. public static T PlaceNew<T>(BlockIDs block, float3 position,
  70. float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
  71. int uscale = 1, float3 scale = default, Player player = null) where T : Block
  72. {
  73. if (PlacementEngine.IsInGame && GameState.IsBuildMode())
  74. {
  75. var egid = PlacementEngine.PlaceBlock(block, color, darkness,
  76. position, uscale, scale, player, rotation, out var initializer);
  77. var bl = New<T>(egid.entityID, egid.groupID);
  78. bl.InitData.Group = BlockEngine.InitGroup(initializer);
  79. Placed += bl.OnPlacedInit;
  80. return bl;
  81. }
  82. return null;
  83. }
  84. /// <summary>
  85. /// Returns the most recently placed block.
  86. /// </summary>
  87. /// <returns>The block object</returns>
  88. public static Block GetLastPlacedBlock()
  89. {
  90. return New<Block>(BlockIdentifiers.LatestBlockID);
  91. }
  92. /// <summary>
  93. /// An event that fires each time a block is placed.
  94. /// </summary>
  95. public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
  96. {
  97. add => BlockEventsEngine.Placed += value;
  98. remove => BlockEventsEngine.Placed -= value;
  99. }
  100. /// <summary>
  101. /// An event that fires each time a block is removed.
  102. /// </summary>
  103. public static event EventHandler<BlockPlacedRemovedEventArgs> Removed
  104. {
  105. add => BlockEventsEngine.Removed += value;
  106. remove => BlockEventsEngine.Removed -= value;
  107. }
  108. private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();
  109. private static Dictionary<Type, ExclusiveGroupStruct[]> typeToGroup =
  110. new Dictionary<Type, ExclusiveGroupStruct[]>
  111. {
  112. {typeof(ConsoleBlock), new[] {CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP}},
  113. {typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
  114. {typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
  115. {typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
  116. {
  117. typeof(SpawnPoint),
  118. new[]
  119. {
  120. CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
  121. CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
  122. }
  123. },
  124. {typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
  125. {typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
  126. };
  127. private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
  128. {
  129. var type = typeof(T);
  130. EGID egid;
  131. if (!group.HasValue)
  132. {
  133. if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
  134. egid = new EGID(id, gr[0]);
  135. else
  136. egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
  137. }
  138. else
  139. {
  140. egid = new EGID(id, group.Value);
  141. if (typeToGroup.TryGetValue(type, out var gr)
  142. && gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
  143. throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
  144. }
  145. if (initializers.TryGetValue(type, out var func))
  146. {
  147. var bl = (T) func(egid);
  148. return bl;
  149. }
  150. //https://stackoverflow.com/a/10593806/2703239
  151. var ctor = type.GetConstructor(new[] {typeof(EGID)});
  152. if (ctor == null)
  153. throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
  154. DynamicMethod dynamic = new DynamicMethod(string.Empty,
  155. type,
  156. new[] {typeof(EGID)},
  157. type);
  158. ILGenerator il = dynamic.GetILGenerator();
  159. il.DeclareLocal(type);
  160. il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
  161. il.Emit(OpCodes.Newobj, ctor); //Call constructor
  162. il.Emit(OpCodes.Stloc_0);
  163. il.Emit(OpCodes.Ldloc_0);
  164. il.Emit(OpCodes.Ret);
  165. func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
  166. initializers.Add(type, func);
  167. var block = (T) func(egid);
  168. return block;
  169. }
  170. public Block(EGID id)
  171. {
  172. Id = id;
  173. }
  174. /// <summary>
  175. /// This overload searches for the correct group the block is in.
  176. /// It will throw an exception if the block doesn't exist.
  177. /// Use the EGID constructor where possible or subclasses of Block as those specify the group.
  178. /// </summary>
  179. public Block(uint id)
  180. {
  181. 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.");
  182. }
  183. public EGID Id { get; }
  184. internal BlockEngine.BlockInitData InitData;
  185. /// <summary>
  186. /// The block's current position or zero if the block no longer exists.
  187. /// A block is 0.2 wide by default in terms of position.
  188. /// </summary>
  189. public float3 Position
  190. {
  191. get => MovementEngine.GetPosition(Id, InitData);
  192. set
  193. {
  194. MovementEngine.MoveBlock(Id, InitData, value);
  195. }
  196. }
  197. /// <summary>
  198. /// The block's current rotation in degrees or zero if the block doesn't exist.
  199. /// </summary>
  200. public float3 Rotation
  201. {
  202. get => RotationEngine.GetRotation(Id, InitData);
  203. set
  204. {
  205. RotationEngine.RotateBlock(Id, InitData, value);
  206. }
  207. }
  208. /// <summary>
  209. /// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
  210. /// The default scale of 1 means 0.2 in terms of position.
  211. /// </summary>
  212. public float3 Scale
  213. {
  214. get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale);
  215. set
  216. {
  217. BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value);
  218. if (!Exists) return; //UpdateCollision needs the block to exist
  219. ScalingEngine.UpdateCollision(Id);
  220. }
  221. }
  222. /// <summary>
  223. /// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
  224. /// The default scale of 1 means 0.2 in terms of position.
  225. /// </summary>
  226. public int UniformScale
  227. {
  228. get => BlockEngine.GetBlockInfo(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor);
  229. set
  230. {
  231. BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val,
  232. value);
  233. Scale = new float3(value, value, value);
  234. }
  235. }
  236. /// <summary>
  237. /// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
  238. /// </summary>
  239. public BlockIDs Type
  240. {
  241. get
  242. {
  243. return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, BlockIDs.Invalid);
  244. }
  245. }
  246. /// <summary>
  247. /// The block's color. Returns BlockColors.Default if the block no longer exists.
  248. /// </summary>
  249. public BlockColor Color
  250. {
  251. get
  252. {
  253. byte index = BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.indexInPalette,
  254. byte.MaxValue);
  255. return new BlockColor(index);
  256. }
  257. set
  258. {
  259. BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) =>
  260. {
  261. color.indexInPalette = (byte) (val.Color + val.Darkness * 10);
  262. color.overridePaletteColour = false;
  263. color.needsUpdate = true;
  264. BlockEngine.SetBlockColorFromPalette(ref color);
  265. }, value);
  266. }
  267. }
  268. /// <summary>
  269. /// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
  270. /// </summary>
  271. public float4 CustomColor
  272. {
  273. get => BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.overriddenColour);
  274. set
  275. {
  276. BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) =>
  277. {
  278. color.overriddenColour = val;
  279. color.overridePaletteColour = true;
  280. color.needsUpdate = true;
  281. }, value);
  282. }
  283. }
  284. /// <summary>
  285. /// The text displayed on the block if applicable, or null.
  286. /// Setting it is temporary to the session, it won't be saved.
  287. /// </summary>
  288. public string Label
  289. {
  290. get => BlockEngine.GetBlockInfo(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text);
  291. set
  292. {
  293. BlockEngine.SetBlockInfo(this, (ref TextLabelEntityViewStruct text, string val) =>
  294. {
  295. if (text.textLabelComponent != null) text.textLabelComponent.text = val;
  296. }, value);
  297. }
  298. }
  299. /// <summary>
  300. /// Whether the block exists. The other properties will return a default value if the block doesn't exist.
  301. /// </summary>
  302. public bool Exists => BlockEngine.BlockExists(Id);
  303. /// <summary>
  304. /// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
  305. /// </summary>
  306. public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
  307. /// <summary>
  308. /// Removes this block.
  309. /// </summary>
  310. /// <returns>True if the block exists and could be removed.</returns>
  311. public bool Remove() => RemovalEngine.RemoveBlock(Id);
  312. /// <summary>
  313. /// Returns the rigid body of the chunk of blocks this one belongs to during simulation.
  314. /// Can be used to apply forces or move the block around while the simulation is running.
  315. /// </summary>
  316. /// <returns>The SimBody of the chunk or null if the block doesn't exist.</returns>
  317. public SimBody GetSimBody()
  318. {
  319. return BlockEngine.GetBlockInfo(this,
  320. (GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId));
  321. }
  322. private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e)
  323. { //Member method instead of lambda to avoid constantly creating delegates
  324. if (e.ID != Id) return;
  325. Placed -= OnPlacedInit; //And we can reference it
  326. InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
  327. }
  328. public override string ToString()
  329. {
  330. return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
  331. }
  332. public bool Equals(Block other)
  333. {
  334. if (ReferenceEquals(null, other)) return false;
  335. if (ReferenceEquals(this, other)) return true;
  336. return Id.Equals(other.Id);
  337. }
  338. public bool Equals(EGID other)
  339. {
  340. return Id.Equals(other);
  341. }
  342. public override bool Equals(object obj)
  343. {
  344. if (ReferenceEquals(null, obj)) return false;
  345. if (ReferenceEquals(this, obj)) return true;
  346. if (obj.GetType() != this.GetType()) return false;
  347. return Equals((Block) obj);
  348. }
  349. public override int GetHashCode()
  350. {
  351. return Id.GetHashCode();
  352. }
  353. public static void Init()
  354. {
  355. GameEngineManager.AddGameEngine(PlacementEngine);
  356. GameEngineManager.AddGameEngine(MovementEngine);
  357. GameEngineManager.AddGameEngine(RotationEngine);
  358. GameEngineManager.AddGameEngine(RemovalEngine);
  359. GameEngineManager.AddGameEngine(BlockEngine);
  360. GameEngineManager.AddGameEngine(BlockEventsEngine);
  361. GameEngineManager.AddGameEngine(ScalingEngine);
  362. }
  363. /// <summary>
  364. /// Convert the block to a specialised block class.
  365. /// </summary>
  366. /// <returns>The block.</returns>
  367. /// <typeparam name="T">The specialised block type.</typeparam>
  368. public T Specialise<T>() where T : Block
  369. {
  370. // What have I gotten myself into?
  371. // C# can't cast to a child of Block unless the object was originally that child type
  372. // And C# doesn't let me make implicit cast operators for child types
  373. // So thanks to Microsoft, we've got this horrible implementation using reflection
  374. //Lets improve that using delegates
  375. var block = New<T>(Id.entityID, Id.groupID);
  376. block.InitData = this.InitData;
  377. return block;
  378. }
  379. #if DEBUG
  380. public static EntitiesDB entitiesDB
  381. {
  382. get
  383. {
  384. return BlockEngine.GetEntitiesDB();
  385. }
  386. }
  387. #endif
  388. internal static void Setup(World physicsWorld)
  389. {
  390. ScalingEngine.Setup(physicsWorld.EntityManager);
  391. }
  392. }
  393. }