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(LogicGate), new [] {CommonExclusiveGroups.BUILD_LOGIC_BLOCK_GROUP}},
  114. {typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
  115. {typeof(MusicBlock), new[] {CommonExclusiveGroups.BUILD_MUSIC_BLOCK_GROUP}},
  116. {typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
  117. {typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
  118. {
  119. typeof(SpawnPoint),
  120. new[]
  121. {
  122. CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
  123. CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
  124. }
  125. },
  126. {
  127. typeof(SfxBlock),
  128. new[]
  129. {
  130. CommonExclusiveGroups.BUILD_SIMPLESFX_BLOCK_GROUP,
  131. CommonExclusiveGroups.BUILD_LOOPEDSFX_BLOCK_GROUP
  132. }
  133. },
  134. {typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
  135. {typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
  136. };
  137. /// <summary>
  138. /// Constructs a new instance of T with the given ID and group using dynamically created delegates.
  139. /// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates.
  140. /// </summary>
  141. /// <param name="id">The block ID</param>
  142. /// <param name="group">The block group</param>
  143. /// <typeparam name="T">The block's type or Block itself</typeparam>
  144. /// <returns>An instance of the provided type</returns>
  145. /// <exception cref="BlockTypeException">The block group doesn't match or cannot be found</exception>
  146. /// <exception cref="MissingMethodException">The block class doesn't have the needed constructor</exception>
  147. private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
  148. {
  149. var type = typeof(T);
  150. EGID egid;
  151. if (!group.HasValue)
  152. {
  153. if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
  154. egid = new EGID(id, gr[0]);
  155. else
  156. egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
  157. }
  158. else
  159. {
  160. egid = new EGID(id, group.Value);
  161. if (typeToGroup.TryGetValue(type, out var gr)
  162. && gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
  163. throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
  164. }
  165. if (initializers.TryGetValue(type, out var func))
  166. {
  167. var bl = (T) func(egid);
  168. return bl;
  169. }
  170. //https://stackoverflow.com/a/10593806/2703239
  171. var ctor = type.GetConstructor(new[] {typeof(EGID)});
  172. if (ctor == null)
  173. throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
  174. DynamicMethod dynamic = new DynamicMethod(string.Empty,
  175. type,
  176. new[] {typeof(EGID)},
  177. type);
  178. ILGenerator il = dynamic.GetILGenerator();
  179. il.DeclareLocal(type);
  180. il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
  181. il.Emit(OpCodes.Newobj, ctor); //Call constructor
  182. //il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these
  183. //il.Emit(OpCodes.Ldloc_0);
  184. il.Emit(OpCodes.Ret);
  185. func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
  186. initializers.Add(type, func);
  187. var block = (T) func(egid);
  188. return block;
  189. }
  190. public Block(EGID id)
  191. {
  192. Id = id;
  193. var type = GetType();
  194. if (typeToGroup.TryGetValue(type, out var groups))
  195. {
  196. if (groups.All(gr => gr != id.groupID))
  197. throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
  198. " while the group is " + id.groupID);
  199. }
  200. else if (type != typeof(Block))
  201. Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
  202. }
  203. /// <summary>
  204. /// This overload searches for the correct group the block is in.
  205. /// It will throw an exception if the block doesn't exist.
  206. /// Use the EGID constructor where possible or subclasses of Block as those specify the group.
  207. /// </summary>
  208. public Block(uint id)
  209. {
  210. 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.");
  211. }
  212. public EGID Id { get; }
  213. internal BlockEngine.BlockInitData InitData;
  214. /// <summary>
  215. /// The block's current position or zero if the block no longer exists.
  216. /// A block is 0.2 wide by default in terms of position.
  217. /// </summary>
  218. public float3 Position
  219. {
  220. get => MovementEngine.GetPosition(Id, InitData);
  221. set
  222. {
  223. MovementEngine.MoveBlock(Id, InitData, value);
  224. }
  225. }
  226. /// <summary>
  227. /// The block's current rotation in degrees or zero if the block doesn't exist.
  228. /// </summary>
  229. public float3 Rotation
  230. {
  231. get => RotationEngine.GetRotation(Id, InitData);
  232. set
  233. {
  234. RotationEngine.RotateBlock(Id, InitData, value);
  235. }
  236. }
  237. /// <summary>
  238. /// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
  239. /// The default scale of 1 means 0.2 in terms of position.
  240. /// </summary>
  241. public float3 Scale
  242. {
  243. get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale);
  244. set
  245. {
  246. BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value);
  247. if (!Exists) return; //UpdateCollision needs the block to exist
  248. ScalingEngine.UpdateCollision(Id);
  249. }
  250. }
  251. /// <summary>
  252. /// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
  253. /// The default scale of 1 means 0.2 in terms of position.
  254. /// </summary>
  255. public int UniformScale
  256. {
  257. get => BlockEngine.GetBlockInfo(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor);
  258. set
  259. {
  260. BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val,
  261. value);
  262. Scale = new float3(value, value, value);
  263. }
  264. }
  265. /// <summary>
  266. /// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
  267. /// </summary>
  268. public BlockIDs Type
  269. {
  270. get
  271. {
  272. return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, BlockIDs.Invalid);
  273. }
  274. }
  275. /// <summary>
  276. /// The block's color. Returns BlockColors.Default if the block no longer exists.
  277. /// </summary>
  278. public BlockColor Color
  279. {
  280. get
  281. {
  282. byte index = BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.indexInPalette,
  283. byte.MaxValue);
  284. return new BlockColor(index);
  285. }
  286. set
  287. {
  288. BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) =>
  289. {
  290. color.indexInPalette = (byte) (val.Color + val.Darkness * 10);
  291. color.overridePaletteColour = false;
  292. color.needsUpdate = true;
  293. BlockEngine.SetBlockColorFromPalette(ref color);
  294. }, value);
  295. }
  296. }
  297. /// <summary>
  298. /// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
  299. /// </summary>
  300. public float4 CustomColor
  301. {
  302. get => BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.overriddenColour);
  303. set
  304. {
  305. BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) =>
  306. {
  307. color.overriddenColour = val;
  308. color.overridePaletteColour = true;
  309. color.needsUpdate = true;
  310. }, value);
  311. }
  312. }
  313. /// <summary>
  314. /// The text displayed on the block if applicable, or null.
  315. /// Setting it is temporary to the session, it won't be saved.
  316. /// </summary>
  317. public string Label
  318. {
  319. get => BlockEngine.GetBlockInfoViewStruct(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text);
  320. set
  321. {
  322. BlockEngine.SetBlockInfoViewStruct(this, (ref TextLabelEntityViewStruct text, string val) =>
  323. {
  324. if (text.textLabelComponent != null) text.textLabelComponent.text = val;
  325. }, value);
  326. }
  327. }
  328. /// <summary>
  329. /// Whether the block exists. The other properties will return a default value if the block doesn't exist.
  330. /// If the block was just placed, then this will also return false but the properties will work correctly.
  331. /// </summary>
  332. public bool Exists => BlockEngine.BlockExists(Id);
  333. /// <summary>
  334. /// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
  335. /// </summary>
  336. public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
  337. /// <summary>
  338. /// Removes this block.
  339. /// </summary>
  340. /// <returns>True if the block exists and could be removed.</returns>
  341. public bool Remove() => RemovalEngine.RemoveBlock(Id);
  342. /// <summary>
  343. /// Returns the rigid body of the chunk of blocks this one belongs to during simulation.
  344. /// Can be used to apply forces or move the block around while the simulation is running.
  345. /// </summary>
  346. /// <returns>The SimBody of the chunk or null if the block doesn't exist.</returns>
  347. public SimBody GetSimBody()
  348. {
  349. return BlockEngine.GetBlockInfo(this,
  350. (GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId, st.clusterId));
  351. }
  352. private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e)
  353. { //Member method instead of lambda to avoid constantly creating delegates
  354. if (e.ID != Id) return;
  355. Placed -= OnPlacedInit; //And we can reference it
  356. InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
  357. }
  358. public override string ToString()
  359. {
  360. return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
  361. }
  362. public bool Equals(Block other)
  363. {
  364. if (ReferenceEquals(null, other)) return false;
  365. if (ReferenceEquals(this, other)) return true;
  366. return Id.Equals(other.Id);
  367. }
  368. public bool Equals(EGID other)
  369. {
  370. return Id.Equals(other);
  371. }
  372. public override bool Equals(object obj)
  373. {
  374. if (ReferenceEquals(null, obj)) return false;
  375. if (ReferenceEquals(this, obj)) return true;
  376. if (obj.GetType() != this.GetType()) return false;
  377. return Equals((Block) obj);
  378. }
  379. public override int GetHashCode()
  380. {
  381. return Id.GetHashCode();
  382. }
  383. public static void Init()
  384. {
  385. GameEngineManager.AddGameEngine(PlacementEngine);
  386. GameEngineManager.AddGameEngine(MovementEngine);
  387. GameEngineManager.AddGameEngine(RotationEngine);
  388. GameEngineManager.AddGameEngine(RemovalEngine);
  389. GameEngineManager.AddGameEngine(BlockEngine);
  390. GameEngineManager.AddGameEngine(BlockEventsEngine);
  391. GameEngineManager.AddGameEngine(ScalingEngine);
  392. GameEngineManager.AddGameEngine(SignalEngine);
  393. Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
  394. }
  395. /// <summary>
  396. /// Convert the block to a specialised block class.
  397. /// </summary>
  398. /// <returns>The block.</returns>
  399. /// <typeparam name="T">The specialised block type.</typeparam>
  400. public T Specialise<T>() where T : Block
  401. {
  402. // What have I gotten myself into?
  403. // C# can't cast to a child of Block unless the object was originally that child type
  404. // And C# doesn't let me make implicit cast operators for child types
  405. // So thanks to Microsoft, we've got this horrible implementation using reflection
  406. //Lets improve that using delegates
  407. var block = New<T>(Id.entityID, Id.groupID);
  408. if (this.InitData.Group != null)
  409. {
  410. block.InitData = this.InitData;
  411. Placed += block.OnPlacedInit; //Reset InitData of new object
  412. }
  413. return block;
  414. }
  415. #if DEBUG
  416. public static EntitiesDB entitiesDB
  417. {
  418. get
  419. {
  420. return BlockEngine.GetEntitiesDB();
  421. }
  422. }
  423. #endif
  424. internal static void Setup(World physicsWorld)
  425. {
  426. ScalingEngine.Setup(physicsWorld.EntityManager);
  427. }
  428. }
  429. }