234 lines
No EOL
12 KiB
C#
234 lines
No EOL
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using GamecraftModdingAPI;
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using GamecraftModdingAPI.Blocks;
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using GamecraftModdingAPI.Commands;
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using GamecraftModdingAPI.Utility;
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using IllusionPlugin;
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using Unity.Mathematics;
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using Main = GamecraftModdingAPI.Main;
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namespace BuildingTools
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{
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public class BuildingTools : IEnhancedPlugin
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{
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private readonly CommandUtils _commandUtils;
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private readonly BlockSelections _blockSelections;
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public BuildingTools()
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{
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_blockSelections = new BlockSelections();
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_commandUtils = new CommandUtils(_blockSelections);
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}
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public override void OnApplicationStart()
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{
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Main.Init();
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GameClient.SetDebugInfo("PlayerInfo", GetPlayerInfo);
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GameClient.SetDebugInfo("BlockModInfo", GetBlockInfo);
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_commandUtils.RegisterBlockCommand("scaleBlocks",
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"Scales the selected blocks, relative to current size (current scale * new scale)." +
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" The block you're looking at stays where it is, everything else is moved next to it.",
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(scaleX, scaleY, scaleZ, blocks, refBlock) => //TODO: Either remove refBlock or add commands for changing it
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{
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if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
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if (_blockSelections.CheckNoBlocks(blocks)) return;
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// ReSharper disable once PossibleNullReferenceException
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float3? reference = Player.LocalPlayer.GetBlockLookedAt()?.Position;
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if (!reference.HasValue)
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{
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Logging.CommandLogError("Look at a block (not too far away) to be used as reference.");
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return;
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}
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float3 scale = new float3(scaleX, scaleY, scaleZ);
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foreach (var block in blocks)
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{
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block.Scale *= scale;
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block.Position = (float3) (reference + (block.Position - reference) * scale);
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}
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Logging.CommandLog("Blocks scaled.");
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});
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_commandUtils.RegisterBlockCommand("scaleIndividually", "Scales the blocks you're looking at, but doesn't move them." +
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" The scale is relative, 1 means no change.",
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(scaleX, scaleY, scaleZ, blocks, refBlock) =>
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{
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if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
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float3 scale = new float3(scaleX, scaleY, scaleZ);
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foreach (var block in blocks)
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block.Scale *= scale;
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});
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_commandUtils.RegisterBlockCommand("moveBlocks", "Moves (teleports) the selected blocks around both in time stopped and running. The latter will be reset as expected.", (x, y, z, blocks, refBlock) =>
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{
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if (GameState.IsBuildMode())
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foreach (var block in blocks)
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block.Position += new float3(x, y, z);
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else if (GameState.IsSimulationMode())
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foreach (var body in GetSimBodies(blocks))
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body.Position += new float3(x, y, z);
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});
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_commandUtils.RegisterBlockCommand("colorBlocks", "Colors the selected blocks permanently both in time stopped and running. It won't be reset when stopping time.",
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(color, darkness, blocks, refBlock) =>
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{
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if (!Enum.TryParse(color, true, out BlockColors clr))
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{
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Logging.CommandLogWarning("Color " + color + " not found");
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}
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foreach (var block in blocks)
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block.Color = new BlockColor {Color = clr, Darkness = darkness};
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});
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CommandBuilder.Builder("selectBlocksLookedAt",
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"Selects blocks (1 or more) to change. Only works in time stopped mode, however the blocks can be changed afterwards in both modes." +
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" Parameter: whether one (true) or all connected (false) blocks should be selected.")
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.Action<bool>(single =>
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{
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if (!GameState.IsBuildMode())
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{
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Logging.CommandLogError("This command can only be used in time stopped mode.");
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return;
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}
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var refBlock = Player.LocalPlayer.GetBlockLookedAt();
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if (refBlock == null)
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{
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Logging.CommandLogError("Block not found. Make sure to be close enough to the block.");
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return;
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}
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_blockSelections.refBlock = refBlock;
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_blockSelections.blocks = single ? new[] {refBlock} : refBlock.GetConnectedCubes() ?? new Block[0];
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var blocks = _blockSelections.blocks;
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Logging.CommandLog(blocks.Length + " blocks selected.");
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}).Build();
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CommandBuilder.Builder("selectBlocksWithID", "Selects blocks with a specific object ID.")
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.Action<char>(id =>
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{
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_blockSelections.blocks =
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(_blockSelections.refBlock = ObjectIdentifier.GetByID(id).FirstOrDefault())
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?.GetConnectedCubes() ?? new Block[0];
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Logging.CommandLog(_blockSelections.blocks.Length + " blocks selected.");
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}).Build();
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CommandBuilder.Builder("selectSelectedBlocks", "Selects blocks that are box selected by the player.")
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.Action(() =>
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{
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_blockSelections.blocks = Player.LocalPlayer.GetSelectedBlocks();
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_blockSelections.refBlock = _blockSelections.blocks.Length > 0 ? _blockSelections.blocks[0] : null;
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Logging.CommandLog(_blockSelections.blocks.Length + " blocks selected.");
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}).Build();
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/*ConsoleCommands.RegisterWithChannel("selectSendSignal", ch => { }, ChannelType.Object,
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"Sends a signal for selecting a given object ID for a command block.");*/
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_commandUtils.RegisterBlockCommand("pushBlocks", "Adds velocity to the selected blocks. Only works in time running mode.",
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(x, y, z, blocks, refBlock) =>
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{
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if (!GameState.IsSimulationMode())
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{
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Logging.CommandLogError("This command can only be used in time running mode.");
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return;
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}
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foreach (var block in GetSimBodies(blocks))
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block.Velocity += new float3(x, y, z);
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});
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_commandUtils.RegisterBlockCommand("pushRotateBlocks",
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"Adds angular velocity to the selected blocks. Only works in simulation.",
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(x, y, z, blocks, refBlock) =>
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{
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if (!GameState.IsSimulationMode())
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{
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Logging.CommandLogError("This command can only be used in time running mode.");
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return;
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}
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foreach (var block in GetSimBodies(blocks))
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block.AngularVelocity += new float3(x, y, z);
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});
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CommandBuilder.Builder("pushPlayer", "Adds velocity to the player.")
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.Action<float, float, float>((x, y, z) =>
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{
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Player.LocalPlayer.Velocity += new float3(x, y, z);
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}).Build();
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CommandBuilder.Builder("pushRotatePlayer", "Adds angular velocity to the player.")
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.Action<float, float, float>((x, y, z) =>
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{
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Player.LocalPlayer.AngularVelocity += new float3(x, y, z);
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}).Build();
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var noClip = new NoClipCommand();
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GameEngineManager.AddGameEngine(noClip);
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CommandBuilder.Builder("noClip", "Allows you to go through blocks. Run again to disable.")
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.Action(noClip.Toggle).Build();
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}
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private string GetBlockInfo()
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{
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if (GameState.IsBuildMode())
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return GetBlockInfoInBuildMode();
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if (GameState.IsSimulationMode())
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return GetBodyInfoInSimMode();
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return "Switching modes...";
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}
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private static string GetBlockInfoInBuildMode()
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{
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var block = Player.LocalPlayer.GetBlockLookedAt();
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if (block == null) return "";
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float3 pos = block.Position;
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float3 rot = block.Rotation;
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float3 scale = block.Scale;
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return $"Block: {block.Type} at {pos.x:F} {pos.y:F} {pos.z:F}\n" +
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$"- Rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
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$"- Color: {block.Color.Color} darkness: {block.Color.Darkness}\n" +
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$"- Scale: {scale.x:F} {scale.y:F} {scale.z:F}\n" +
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$"- Label: {block.Label}\n" +
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$"- ID: {block.Id}";
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}
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private static string GetBodyInfoInSimMode()
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{
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var body = Player.LocalPlayer.GetSimBodyLookedAt();
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if (body == null) return GetBlockInfoInBuildMode();
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float3 pos = body.Position;
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float3 rot = body.Rotation;
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float3 vel = body.Velocity;
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float3 ave = body.AngularVelocity;
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float3 com = body.CenterOfMass;
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Cluster cluster = body.Cluster;
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return $"Body at {pos.x:F} {pos.y:F} {pos.z:F}\n" +
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$"- Rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
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$"- Velocity: {vel.x:F} {vel.y:F} {vel.z:F}\n" +
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$"- Angular velocity: {ave.x:F} {ave.y:F} {ave.z:F}\n" +
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$"- {(body.Static ? "Static body" : $"Mass: {body.Mass:F} center: {com.x:F} {com.y:F} {com.z:F}")}\n" +
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$"- Volume: {body.Volume:F}\n" +
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$"- Chunk health: {body.CurrentHealth:F} / {body.InitialHealth:F} - Multiplier: {body.HealthMultiplier:F}\n" +
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(cluster == null
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? ""
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: $"- Cluster health: {cluster.CurrentHealth:F} / {cluster.InitialHealth:F} - Multiplier: {cluster.HealthMultiplier:F}"
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);
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}
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private string GetPlayerInfo()
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{
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var player = Player.LocalPlayer;
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if (player == null) return GetBlockInfoInBuildMode();
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float3 pos = player.Position;
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float3 rot = player.Rotation;
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float3 vel = player.Velocity;
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float3 ave = player.AngularVelocity;
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return $"Player rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
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$"- Velocity: {vel.x:F} {vel.y:F} {vel.z:F}\n" +
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$"- Angular velocity: {ave.x:F} {ave.y:F} {ave.z:F}\n" +
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$"- Mass: {player.Mass:F}\n" +
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$"- Health: {player.CurrentHealth:F} / {player.InitialHealth:F}";
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}
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private IEnumerable<SimBody> GetSimBodies(Block[] blocks)
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=> blocks.Select(block => block.GetSimBody()).Distinct();
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public override void OnApplicationQuit() => Main.Shutdown();
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public override string Name { get; } = "BuildingTools";
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public override string Version { get; } = "v1.0.0";
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}
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} |