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- using System;
- using System.Collections.Generic;
-
- using DataLoader;
- using Gamecraft.Blocks.BlockGroups;
- using Svelto.ECS;
- using Svelto.ECS.EntityStructs;
- using RobocraftX.Common;
- using RobocraftX.Blocks;
- using Unity.Mathematics;
- using RobocraftX.PilotSeat;
- using RobocraftX.Rendering;
- using Techblox.BlockLabelsServer;
- using TechbloxModdingAPI.Blocks;
- using TechbloxModdingAPI.Blocks.Engines;
- using TechbloxModdingAPI.Client.App;
- using TechbloxModdingAPI.Common;
- using TechbloxModdingAPI.Common.Engines;
- using TechbloxModdingAPI.Common.Traits;
- using TechbloxModdingAPI.Tests;
- using TechbloxModdingAPI.Utility;
- using Unity.Transforms;
- using UnityEngine;
-
- namespace TechbloxModdingAPI
- {
- /// <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 TechbloxModdingAPI.Blocks namespace.
- /// </summary>
- public class Block : EcsObjectBase<BlockEntityDescriptor>, IHasPhysics, IEquatable<Block>, IEquatable<EGID>
- {
- protected static readonly PlacementEngine PlacementEngine = new();
- protected static readonly RemovalEngine RemovalEngine = new();
- protected static readonly SignalEngine SignalEngine = new();
- protected static readonly BlockEventsEngine BlockEventsEngine = new();
- protected static readonly ScalingEngine ScalingEngine = new();
- protected static readonly BlockCloneEngine BlockCloneEngine = new();
-
- protected internal static readonly BlockEngine BlockEngine = new();
-
- /// <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.
- /// </summary>
- /// <param name="block">The block's type</param>
- /// <param name="position">The block's position - default block size is 0.2</param>
- /// <param name="autoWire">Whether the block should be auto-wired (if functional)</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, bool autoWire = false, Player player = null)
- {
- if (PlacementEngine.IsInGame && GameClient.IsBuildMode)
- {
- var initializer = PlacementEngine.PlaceBlock(block, position, player, autoWire);
- var bl = New(initializer);
- Placed += bl.OnPlacedInit;
- return bl;
- }
-
- return null;
- }
-
- /// <summary>
- /// Returns the most recently placed block.
- /// </summary>
- /// <returns>The block object or null if doesn't exist</returns>
- public static Block GetLastPlacedBlock()
- {
- uint lastBlockID = CommonExclusiveGroups.blockIDGeneratorClient.Peek() - 1;
- EGID? egid = BlockEngine.FindBlockEGID(lastBlockID);
- return egid.HasValue ? New(egid.Value) : null;
- }
-
- /*public static Block CreateGhostBlock()
- {
- return BlockGroup._engine.BuildGhostChild();
- }*/
-
- /// <summary>
- /// An event that fires each time a block is placed.
- /// </summary>
- public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
- { //TODO: Rename and add instance version in 3.0
- 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;
- }
-
- private static readonly Dictionary<ExclusiveBuildGroup, (Func<EGID, Block> Constructor, Type Type)> GroupToConstructor =
- new()
- {
- {CommonExclusiveGroups.DAMPEDSPRING_BLOCK_GROUP, (id => new DampedSpring(id), typeof(DampedSpring))},
- {CommonExclusiveGroups.ENGINE_BLOCK_BUILD_GROUP, (id => new Engine(id), typeof(Engine))},
- {CommonExclusiveGroups.LOGIC_BLOCK_GROUP, (id => new LogicGate(id), typeof(LogicGate))},
- {CommonExclusiveGroups.PISTON_BLOCK_GROUP, (id => new Piston(id), typeof(Piston))},
- {CommonExclusiveGroups.SERVO_BLOCK_GROUP, (id => new Servo(id), typeof(Servo))},
- {CommonExclusiveGroups.WHEELRIG_BLOCK_BUILD_GROUP, (id => new WheelRig(id), typeof(WheelRig))}
- };
-
- static Block()
- {
- foreach (var group in SeatGroups.SEATS_BLOCK_GROUPS) // Adds driver and passenger seats, occupied and unoccupied
- GroupToConstructor.Add(group, (id => new Seat(id), typeof(Seat)));
- }
-
- /// <summary>
- /// Returns a correctly typed instance of this block. The instances are shared for a specific block.
- /// If an instance is no longer referenced a new instance is returned.
- /// </summary>
- /// <param name="egid">The EGID of the block</param>
- /// <param name="signaling">Whether the block is definitely a signaling block</param>
- /// <returns></returns>
- internal static Block New(EGID egid, bool signaling = false)
- {
- return New(egid, default, signaling);
- }
-
- private static Block New(EcsInitData initData, bool signaling = false)
- {
- return New(initData.EGID, initData, signaling);
- }
-
- private static Block New(EGID egid, EcsInitData initData, bool signaling)
- {
- if (egid == default) return null;
- Func<EGID, Block> constructor;
- Type type = null;
- if (GroupToConstructor.TryGetValue(egid.groupID, out var value))
- (constructor, type) = value;
- else
- constructor = signaling ? e => new SignalingBlock(e) : e => new Block(e);
-
- return initData != default
- ? GetInstanceNew(initData, constructor, type)
- : GetInstanceExisting(egid, constructor, type);
- }
-
- public Block(EGID id) : base(id)
- {
- Type expectedType;
- if (GroupToConstructor.ContainsKey(id.groupID) &&
- !GetType().IsAssignableFrom(expectedType = GroupToConstructor[id.groupID].Type))
- throw new BlockSpecializationException($"Incorrect block type! Expected: {expectedType} Actual: {GetType()}");
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public Block(uint id) : this(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."))
- {
- }
-
- private EGID copiedFrom;
-
- /// <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 => GetComponent<PositionEntityStruct>().position;
- set
- {
- // main (persistent) position
- GetComponent<PositionEntityStruct>().position = value;
- // placement grid position
- GetComponent<GridRotationStruct>().position = value;
- // rendered position
- GetComponent<LocalTransformEntityStruct>().position = value;
- this.UpdatePhysicsUECSComponent(new Translation { Value = value });
-
- GetComponent<GridConnectionsEntityStruct>().areConnectionsAssigned = false;
- if (blockGroup != null)
- blockGroup.PosAndRotCalculated = false;
- BlockEngine.UpdateDisplayData(Id);
- }
- }
-
- /// <summary>
- /// The block's current rotation in degrees or zero if the block doesn't exist.
- /// </summary>
- public float3 Rotation
- {
- get => ((Quaternion)GetComponent<RotationEntityStruct>().rotation).eulerAngles;
- set
- {
- // main (persistent) rotation
- Quaternion newRotation = GetComponent<RotationEntityStruct>().rotation;
- newRotation.eulerAngles = value;
- GetComponent<RotationEntityStruct>().rotation = newRotation;
- // placement grid rotation
- GetComponent<GridRotationStruct>().rotation = newRotation;
- // rendered rotation
- GetComponent<LocalTransformEntityStruct>().rotation = newRotation;
- this.UpdatePhysicsUECSComponent(new Rotation { Value = newRotation });
-
- // They are assigned during machine processing anyway
- GetComponent<GridConnectionsEntityStruct>().areConnectionsAssigned = false;
- if (blockGroup != null)
- blockGroup.PosAndRotCalculated = false;
- BlockEngine.UpdateDisplayData(Id);
- }
- }
-
- /// <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 => GetComponent<ScalingEntityStruct>().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;
- GetComponent<ScalingEntityStruct>().scale = value;
- GetComponent<GridConnectionsEntityStruct>().areConnectionsAssigned = false;
- //BlockEngine.GetBlockInfo<GridScaleStruct>(this).gridScale = value - (int3) value + 1;
- if (!Exists) return; //UpdateCollision needs the block to exist
- ScalingEngine.UpdateCollision(Id);
- BlockEngine.UpdateDisplayData(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 => GetComponent<UniformBlockScaleEntityStruct>().scaleFactor;
- set
- {
- //It appears that only the non-uniform scale has any visible effect so we'll set that as well
- if (value < 1) value = 1;
- GetComponent<UniformBlockScaleEntityStruct>().scaleFactor = value;
- Scale = new float3(value, value, value);
- }
- }
-
- /**
- * Whether the block is flipped.
- */
- public bool Flipped
- {
- get => GetComponent<ScalingEntityStruct>().scale.x < 0;
- set
- {
- ref var st = ref GetComponent<ScalingEntityStruct>();
- st.scale.x = math.abs(st.scale.x) * (value ? -1 : 1);
- BlockEngine.UpdateDisplayedPrefab(this, (byte) Material, value);
- }
- }
-
- /// <summary>
- /// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
- /// </summary>
- public BlockIDs Type
- {
- get
- {
- var opt = GetComponentOptional<DBEntityStruct>();
- return opt ? (BlockIDs) opt.Get().DBID : BlockIDs.Invalid;
- }
- }
-
- /// <summary>
- /// The block's color. Returns BlockColors.Default if the block no longer exists.
- /// </summary>
- public BlockColor Color
- {
- get
- {
- var opt = GetComponentOptional<ColourParameterEntityStruct>();
- return new BlockColor(opt ? opt.Get().indexInPalette : byte.MaxValue);
- }
- set
- {
- // TODO: Expose CubeListData in the API
- if (value.Color == BlockColors.Default)
- value = new BlockColor(FullGameFields._dataDb.TryGetValue((int) Type, out CubeListData cld)
- ? cld.DefaultColour
- : throw new BlockTypeException("Unknown block type! Could not set default color."));
- ref var color = ref GetComponent<ColourParameterEntityStruct>();
- color.indexInPalette = value.Index;
- color.hasNetworkChange = true;
- color.paletteColour = BlockEngine.ConvertBlockColor(color.indexInPalette); //Setting to 255 results in black
- BlockEngine.UpdateBlockColor(Id);
- }
- }
-
- /// <summary>
- /// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
- /// </summary>
- public float4 CustomColor
- {
- get => GetComponent<ColourParameterEntityStruct>().paletteColour;
- set
- {
- ref var color = ref GetComponent<ColourParameterEntityStruct>();
- color.paletteColour = value;
- color.hasNetworkChange = true;
- }
- }
-
- /**
- * The block's material.
- */
- public BlockMaterial Material
- {
- get
- {
- var opt = GetComponentOptional<CubeMaterialStruct>();
- return opt ? (BlockMaterial) opt.Get().materialId : BlockMaterial.Default;
- }
- set
- {
- byte val = (byte) value;
- if (value == BlockMaterial.Default)
- val = FullGameFields._dataDb.TryGetValue((int) Type, out CubeListData cld)
- ? cld.DefaultMaterialID
- : throw new BlockTypeException("Unknown block type! Could not set default material.");
- if (!FullGameFields._dataDb.ContainsKey<MaterialPropertiesData>(val))
- throw new BlockException($"Block material {value} does not exist!");
- ref var comp = ref GetComponent<CubeMaterialStruct>();
- if (comp.materialId == val)
- return;
- comp.materialId = val;
- BlockEngine.UpdateDisplayedPrefab(this, val, Flipped); //The default causes the screen to go black
- }
- }
-
- /// <summary>
- /// The text displayed on the block if applicable, or null.
- /// Setting it is temporary to the session, it won't be saved.
- /// </summary>
- [TestValue(null)]
- public string Label
- {
- get
- {
- var opt = GetComponentOptional<LabelResourceIDComponent>();
- return opt ? FullGameFields._managers.blockLabelResourceManager.GetText(opt.Get().instanceID) : null;
- }
- set
- {
- var opt = GetComponentOptional<LabelResourceIDComponent>();
- if (opt) FullGameFields._managers.blockLabelResourceManager.SetText(opt.Get().instanceID, value);
- }
- }
-
- private BlockGroup blockGroup;
- /// <summary>
- /// 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, although all blocks should have their own by default.<br />
- /// 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.<br />
- /// To set it for existing blocks, you can use the Copy() method and set the property on the resulting block
- /// (and remove this block).
- /// </summary>
- public BlockGroup BlockGroup
- {
- get
- {
- if (blockGroup != null) return blockGroup;
- if (!GameClient.IsBuildMode) return null; // Breaks in simulation
- var bgec = GetComponent<BlockGroupEntityComponent>();
- return blockGroup = bgec.currentBlockGroup == -1
- ? null
- : GetInstanceExisting(new EGID((uint)bgec.currentBlockGroup, BlockGroupExclusiveGroups.BlockGroupEntityGroup),
- egid => new BlockGroup((int)egid.entityID, 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);
- if (!InitData.Valid)
- return;
- GetComponent<BlockGroupEntityComponent>().currentBlockGroup = (int?) value?.Id.entityID ?? -1;
- value?.AddInternal(this);
- blockGroup = value;
- }
- }
-
- /// <summary>
- /// Whether the block should be static in simulation. If set, it cannot be moved. The effect is temporary, it will not be saved with the block.
- /// </summary>
- public bool Static
- {
- get => GetComponent<BlockStaticComponent>().isStatic;
- set => GetComponent<BlockStaticComponent>().isStatic = value;
- }
-
- /// <summary>
- /// The mass of the block.
- /// </summary>
- public float Mass
- {
- get => GetComponent<MassStruct>().mass;
- }
-
- /// <summary>
- /// Block complexity used for build rules. Determines the 'cost' of the block.
- /// </summary>
- public BlockComplexity Complexity
- {
- get => new(GetComponent<BlockComplexityComponent>());
- set => GetComponent<BlockComplexityComponent>() = value;
- }
-
- /// <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 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.
- /// </summary>
- /// <returns>The SimBody of the chunk or null if the block doesn't exist or not in simulation mode.</returns>
- public SimBody GetSimBody()
- {
- var st = GetComponent<GridConnectionsEntityStruct>();
- /*return st.machineRigidBodyId != uint.MaxValue
- ? new SimBody(st.machineRigidBodyId, st.clusterId) - TODO:
- : null;*/
- return null;
- }
-
- /// <summary>
- /// Creates a copy of the block in the game with the same properties, stats and wires.
- /// </summary>
- /// <returns></returns>
- public Block Copy()
- {
- 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
- if (copiedFrom != default)
- 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()
- {
- EngineManager.AddEngine(PlacementEngine, ApiEngineType.Build);
- EngineManager.AddEngine(RemovalEngine, ApiEngineType.Build);
- EngineManager.AddEngine(BlockEngine, ApiEngineType.Build, ApiEngineType.PlayServer, ApiEngineType.PlayClient);
- EngineManager.AddEngine(BlockEventsEngine, ApiEngineType.Build);
- EngineManager.AddEngine(ScalingEngine, ApiEngineType.Build);
- EngineManager.AddEngine(SignalEngine, ApiEngineType.Build);
- EngineManager.AddEngine(BlockCloneEngine, ApiEngineType.Build);
- Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
- }
- }
- }
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