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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection.Emit;
-
- 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 : IEquatable<Block>, IEquatable<EGID>
- {
- 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)
- {
- return PlaceNew<Block>(block, position, rotation, color, darkness, uscale, scale, player);
- }
-
- /// <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="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 T PlaceNew<T>(BlockIDs block, float3 position,
- float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
- int uscale = 1, float3 scale = default, Player player = null) where T : Block
- {
- if (PlacementEngine.IsInGame && GameState.IsBuildMode())
- {
- var egid = PlacementEngine.PlaceBlock(block, color, darkness,
- position, uscale, scale, player, rotation, out var initializer);
- var bl = New<T>(egid.entityID, egid.groupID);
- bl.InitData.Group = BlockEngine.InitGroup(initializer);
- Placed += bl.OnPlacedInit;
- return bl;
- }
-
- 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;
- }
-
- private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();
-
- private static Dictionary<Type, ExclusiveGroupStruct[]> typeToGroup =
- new Dictionary<Type, ExclusiveGroupStruct[]>
- {
- {typeof(ConsoleBlock), new[] {CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP}},
- {typeof(LogicGate), new [] {CommonExclusiveGroups.BUILD_LOGIC_BLOCK_GROUP}},
- {typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
- {typeof(MusicBlock), new[] {CommonExclusiveGroups.BUILD_MUSIC_BLOCK_GROUP}},
- {typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
- {typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
- {
- typeof(SpawnPoint),
- new[]
- {
- CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
- CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
- }
- },
- {typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
- {typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
- };
-
- /// <summary>
- /// Constructs a new instance of T with the given ID and group using dynamically created delegates.
- /// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates.
- /// </summary>
- /// <param name="id">The block ID</param>
- /// <param name="group">The block group</param>
- /// <typeparam name="T">The block's type or Block itself</typeparam>
- /// <returns>An instance of the provided type</returns>
- /// <exception cref="BlockTypeException">The block group doesn't match or cannot be found</exception>
- /// <exception cref="MissingMethodException">The block class doesn't have the needed constructor</exception>
- private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
- {
- var type = typeof(T);
- EGID egid;
- if (!group.HasValue)
- {
- if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
- egid = new EGID(id, gr[0]);
- else
- egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
- }
- else
- {
- egid = new EGID(id, group.Value);
- if (typeToGroup.TryGetValue(type, out var gr)
- && gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
- throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
- }
-
- if (initializers.TryGetValue(type, out var func))
- {
- var bl = (T) func(egid);
- return bl;
- }
-
- //https://stackoverflow.com/a/10593806/2703239
- var ctor = type.GetConstructor(new[] {typeof(EGID)});
- if (ctor == null)
- throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
- DynamicMethod dynamic = new DynamicMethod(string.Empty,
- type,
- new[] {typeof(EGID)},
- type);
- ILGenerator il = dynamic.GetILGenerator();
-
- il.DeclareLocal(type);
- il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
- il.Emit(OpCodes.Newobj, ctor); //Call constructor
- //il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these
- //il.Emit(OpCodes.Ldloc_0);
- il.Emit(OpCodes.Ret);
-
- func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
- initializers.Add(type, func);
- var block = (T) func(egid);
- return block;
- }
-
- public Block(EGID id)
- {
- Id = id;
- var type = GetType();
- if (typeToGroup.TryGetValue(type, out var groups))
- {
- if (groups.All(gr => gr != id.groupID))
- throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
- " while the group is " + id.groupID);
- }
- else if (type != typeof(Block))
- Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
- }
-
- /// <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)
- {
- 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.");
- }
-
- public EGID Id { get; }
-
- internal BlockEngine.BlockInitData InitData;
-
- /// <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 => MovementEngine.GetPosition(Id, InitData);
- set
- {
- MovementEngine.MoveBlock(Id, InitData, value);
- }
- }
-
- /// <summary>
- /// The block's current rotation in degrees or zero if the block doesn't exist.
- /// </summary>
- public float3 Rotation
- {
- get => RotationEngine.GetRotation(Id, InitData);
- set
- {
- RotationEngine.RotateBlock(Id, InitData, 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(this, (ScalingEntityStruct st) => st.scale);
- set
- {
- BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value);
- if (!Exists) return; //UpdateCollision needs the block to exist
- 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(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor);
- set
- {
- BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val,
- 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
- {
- return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, 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(this, (ColourParameterEntityStruct st) => st.indexInPalette,
- byte.MaxValue);
- return new BlockColor(index);
- }
- set
- {
- BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) =>
- {
- color.indexInPalette = (byte) (val.Color + val.Darkness * 10);
- color.overridePaletteColour = false;
- color.needsUpdate = true;
- BlockEngine.SetBlockColorFromPalette(ref color);
- }, value);
- }
- }
-
- /// <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(this, (ColourParameterEntityStruct st) => st.overriddenColour);
- set
- {
- BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) =>
- {
- color.overriddenColour = val;
- color.overridePaletteColour = true;
- color.needsUpdate = true;
- }, value);
- }
- }
-
- /// <summary>
- /// The 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.GetBlockInfoViewStruct(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text);
- set
- {
- BlockEngine.SetBlockInfoViewStruct(this, (ref TextLabelEntityViewStruct text, string val) =>
- {
- if (text.textLabelComponent != null) text.textLabelComponent.text = val;
- }, value);
- }
- }
-
- /// <summary>
- /// Whether the block exists. The other properties will return a default value if the block doesn't exist.
- /// If the block was just placed, then this will also return false but the properties will work correctly.
- /// </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 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.</returns>
- public SimBody GetSimBody()
- {
- return BlockEngine.GetBlockInfo(this,
- (GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId, st.clusterId));
- }
-
- 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
- InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
- }
-
- 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()
- {
- GameEngineManager.AddGameEngine(PlacementEngine);
- GameEngineManager.AddGameEngine(MovementEngine);
- GameEngineManager.AddGameEngine(RotationEngine);
- GameEngineManager.AddGameEngine(RemovalEngine);
- GameEngineManager.AddGameEngine(BlockEngine);
- GameEngineManager.AddGameEngine(BlockEventsEngine);
- GameEngineManager.AddGameEngine(ScalingEngine);
- GameEngineManager.AddGameEngine(SignalEngine);
- Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
- }
-
- /// <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
-
- //Lets improve that using delegates
- var block = New<T>(Id.entityID, Id.groupID);
- block.InitData = this.InitData;
- return block;
- }
-
- #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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