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- using System;
- using System.Reflection;
- using System.Threading.Tasks;
-
- using Svelto.ECS;
- using Svelto.ECS.EntityStructs;
- using RobocraftX.Common;
- using RobocraftX.Blocks;
- using Unity.Mathematics;
- using Unity.Entities;
- using Gamecraft.Blocks.GUI;
-
- using GamecraftModdingAPI.Blocks;
- using GamecraftModdingAPI.Utility;
-
- namespace GamecraftModdingAPI
- {
- /// <summary>
- /// 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 GamecraftModdingAPI.Blocks namespace.
- /// </summary>
- public class Block
- {
- 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 internal static readonly BlockEngine BlockEngine = new BlockEngine();
-
- /// <summary>
- /// 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.
- /// <para></para>
- /// <para>When placing multiple blocks, do not access properties immediately after creation as this
- /// triggers a sync each time which can affect performance and may cause issues with the game.
- /// You may either use AsyncUtils.WaitForSubmission() after placing all of the blocks
- /// or simply access the block properties which will trigger the synchronization the first time a property is used.</para>
- /// </summary>
- /// <param name="block">The block's type</param>
- /// <param name="color">The block's color</param>
- /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
- /// <param name="position">The block's position in the grid - default block size is 0.2</param>
- /// <param name="rotation">The block's rotation in degrees</param>
- /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
- /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
- /// <param name="player">The player who placed the block</param>
- /// <returns>The placed block or null if failed</returns>
- public static Block PlaceNew(BlockIDs block, float3 position,
- float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
- int uscale = 1, float3 scale = default, Player player = null)
- {
- if (PlacementEngine.IsInGame && GameState.IsBuildMode())
- {
- return new Block(PlacementEngine.PlaceBlock(block, color, darkness,
- position, uscale, scale, player, rotation));
- }
-
- return null;
- }
-
- /// <summary>
- /// 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.
- /// <para></para>
- /// <para>This method waits for the block to be constructed in the game which may take a significant amount of time.
- /// Only use this to place a single block.
- /// For placing multiple blocks, use PlaceNew() then AsyncUtils.WaitForSubmission() when done with placing blocks.</para>
- /// </summary>
- /// <param name="block">The block's type</param>
- /// <param name="color">The block's color</param>
- /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
- /// <param name="position">The block's position in the grid - default block size is 0.2</param>
- /// <param name="rotation">The block's rotation in degrees</param>
- /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
- /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
- /// <param name="player">The player who placed the block</param>
- /// <returns>The placed block or null if failed</returns>
- public static async Task<Block> PlaceNewAsync(BlockIDs block, float3 position,
- float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
- int uscale = 1, float3 scale = default, Player player = null)
- {
- if (PlacementEngine.IsInGame && GameState.IsBuildMode())
- {
- try
- {
- var ret = new Block(PlacementEngine.PlaceBlock(block, color, darkness,
- position, uscale, scale, player, rotation));
- await AsyncUtils.WaitForSubmission();
- return ret;
- }
- catch (Exception e)
- {
- Logging.MetaDebugLog(e);
- }
- }
-
- return null;
- }
-
- /// <summary>
- /// Returns the most recently placed block.
- /// </summary>
- /// <returns>The block object</returns>
- public static Block GetLastPlacedBlock()
- {
- return new Block(BlockIdentifiers.LatestBlockID);
- }
-
- /// <summary>
- /// An event that fires each time a block is placed.
- /// </summary>
- public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
- {
- add => BlockEventsEngine.Placed += value;
- remove => BlockEventsEngine.Placed -= value;
- }
-
- /// <summary>
- /// An event that fires each time a block is removed.
- /// </summary>
- public static event EventHandler<BlockPlacedRemovedEventArgs> Removed
- {
- add => BlockEventsEngine.Removed += value;
- remove => BlockEventsEngine.Removed -= value;
- }
-
- public Block(EGID id)
- {
- Id = id;
- }
-
- public Block(uint id) : this(new EGID(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP))
- {
- }
-
- public EGID Id { get; protected set; }
-
- /// <summary>
- /// 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.
- /// </summary>
- public float3 Position
- {
- get => Exists ? MovementEngine.GetPosition(Id.entityID) : float3.zero;
- set
- {
- if (Exists) MovementEngine.MoveBlock(Id.entityID, value);
- }
- }
-
- /// <summary>
- /// The block's current rotation in degrees or zero if the block doesn't exist.
- /// </summary>
- public float3 Rotation
- {
- get => Exists ? RotationEngine.GetRotation(Id.entityID) : float3.zero;
- set
- {
- if (Exists) RotationEngine.RotateBlock(Id.entityID, value);
- }
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public float3 Scale
- {
- get => BlockEngine.GetBlockInfo<ScalingEntityStruct>(Id).scale;
- set
- {
- if (!Exists) return; //UpdateCollision needs the block to exist
- ref var scaling = ref BlockEngine.GetBlockInfo<ScalingEntityStruct>(Id);
- scaling.scale = value;
- ScalingEngine.UpdateCollision(Id);
- }
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public int UniformScale
- {
- get => BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(Id).scaleFactor;
- set
- {
- ref var scaleStruct = ref BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(Id);
- scaleStruct.scaleFactor = value;
- Scale = new float3(value, value, value);
- }
- }
-
- /// <summary>
- /// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
- /// </summary>
- public BlockIDs Type
- {
- get
- {
- var id = (BlockIDs) BlockEngine.GetBlockInfo<DBEntityStruct>(Id, out var exists).DBID;
- return exists ? id : BlockIDs.Invalid;
- }
- }
-
- /// <summary>
- /// The block's color. Returns BlockColors.Default if the block no longer exists.
- /// </summary>
- public BlockColor Color
- {
- get
- {
- byte index = BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id, out var exists).indexInPalette;
- if (!exists) index = byte.MaxValue;
- if (index == byte.MaxValue) return new BlockColor { Color = BlockColors.Default };
- return new BlockColor { Color = (BlockColors)(index % 10), Darkness = (byte)(index / 10) };
- }
- set
- {
- ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
- color.indexInPalette = (byte)(value.Color + value.Darkness * 10);
- color.overridePaletteColour = false;
- color.needsUpdate = true;
- BlockEngine.SetBlockColorFromPalette(ref color);
- }
- }
-
- /// <summary>
- /// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
- /// </summary>
- public float4 CustomColor
- {
- get => BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id).overriddenColour;
- set
- {
- ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
- color.overriddenColour = value;
- color.overridePaletteColour = true;
- color.needsUpdate = true;
- }
- }
-
- /// <summary>
- /// The short text displayed on the block if applicable, or null.
- /// Setting it is temporary to the session, it won't be saved.
- /// </summary>
- public string Label
- {
- get => BlockEngine.GetBlockInfo<TextLabelEntityViewStruct>(Id).textLabelComponent?.text;
- set
- {
- ref var text = ref BlockEngine.GetBlockInfo<TextLabelEntityViewStruct>(Id);
- if (text.textLabelComponent != null) text.textLabelComponent.text = value;
- }
- }
-
- /// <summary>
- /// Whether the block exists. The other properties will return a default value if the block doesn't exist.
- /// </summary>
- public bool Exists => BlockEngine.BlockExists(Id);
-
- /// <summary>
- /// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
- /// </summary>
- public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
-
- /// <summary>
- /// Removes this block.
- /// </summary>
- /// <returns>True if the block exists and could be removed.</returns>
- public bool Remove() => RemovalEngine.RemoveBlock(Id);
-
- /// <summary>
- /// Returns the rigid body of the cluster of blocks this one belongs to during simulation.
- /// Can be used to apply forces or move the block around while the simulation is running.
- /// </summary>
- /// <returns>The SimBody of the cluster or null if the block doesn't exist.</returns>
- public SimBody GetSimBody()
- {
- uint id = BlockEngine.GetBlockInfo<GridConnectionsEntityStruct>(Id, out var exists).machineRigidBodyId;
- return exists ? new SimBody(id) : null;
- }
-
- public override string ToString()
- {
- return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
- }
-
- 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);
- }
-
- /// <summary>
- /// Convert the block to a specialised block class.
- /// </summary>
- /// <returns>The block.</returns>
- /// <typeparam name="T">The specialised block type.</typeparam>
- public T Specialise<T>() 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
- ConstructorInfo ctor = typeof(T).GetConstructor(types: new System.Type[] { typeof(EGID) });
- if (ctor == null)
- {
- throw new BlockSpecializationException("Specialized block constructor does not accept an EGID");
- }
- return (T)ctor.Invoke(new object[] { Id });
- }
-
- #if DEBUG
- public static EntitiesDB entitiesDB
- {
- get
- {
- return BlockEngine.GetEntitiesDB();
- }
- }
- #endif
- internal static void Setup(World physicsWorld)
- {
- ScalingEngine.Setup(physicsWorld.EntityManager);
- }
- }
- }
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