224 lines
No EOL
9.7 KiB
C#
224 lines
No EOL
9.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Gamecraft.Wires.ChannelsCommon;
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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.Players;
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using GamecraftModdingAPI.Utility;
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using IllusionPlugin;
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using RobocraftX.CommandLine.Custom;
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using Unity.Mathematics;
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using uREPL;
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using Main = GamecraftModdingAPI.Main;
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namespace BlockMod
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{
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public class BlockMod : IPlugin
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{
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private Block[] blocks = new Block[0];
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private Block refBlock;
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public void OnApplicationStart()
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{
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Main.Init();
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GameClient.SetDebugInfo("BlockModInfo", GetBlockInfo);
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RegisterBlockCommand("scaleBlocks",
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"Scales the blocks you're looking at, 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) =>
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{
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if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
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if (CheckNoBlocks(blocks)) return;
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// ReSharper disable once PossibleNullReferenceException
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float3 reference = refBlock.Position;
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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 = 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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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. Look at a block previously scaled to scale all of the blocks that were connected to it.",
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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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RegisterBlockCommand("moveBlocks", "Moves the blocks around.", (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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RegisterBlockCommand("colorBlocks", "Colors the blocks you're looking at",
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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", "Selects blocks (1 or more) to change. Only works in build mode, however the blocks can be changed afterwards." +
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" Paramter: 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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refBlock = new Player(PlayerType.Local).GetBlockLookedAt();
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blocks = single ? new[] {refBlock} : refBlock?.GetConnectedCubes() ?? new Block[0];
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Logging.CommandLog(blocks == null ? "Selection cleared." : 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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blocks = (refBlock = ObjectIdentifier.GetByID(id).FirstOrDefault())?.GetConnectedCubes() ??
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new Block[0]).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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blocks = new Player(PlayerType.Local).GetSelectedBlocks();
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refBlock = blocks.Length > 0 ? blocks[0] : null;
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}).Build();
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RegisterBlockCommand("pushBlocks", "Adds 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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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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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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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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new Player(PlayerType.Local).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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new Player(PlayerType.Local).AngularVelocity += new float3(x, y, z);
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}).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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{
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var block = new Player(PlayerType.Local).GetBlockLookedAt();
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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}";
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}
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if (GameState.IsSimulationMode())
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{
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var body = new Player(PlayerType.Local).GetSimBodyLookedAt();
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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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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}")}";
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}
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return "Switching modes...";
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}
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private bool CheckNoBlocks(Block[] blocks)
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{
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if (blocks.Length == 0)
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{
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Logging.CommandLogWarning("No blocks selected. Use selectBlocks first.");
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return true;
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}
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return false;
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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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private Block[] SelectBlocks(byte id)
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{
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var blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
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return blocks;
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}
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private void RegisterBlockCommand(string name, string desc, Action<string, byte, Block[], Block> action)
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{
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RuntimeCommands.Register<string, byte>(name, (a1, a2) =>
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{
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if (CheckNoBlocks(blocks)) return;
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action(a1, a2, blocks, refBlock);
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}, desc);
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ConsoleCommands.RegisterWithChannel<string, byte>(name, (a1, a2, ch) =>
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{
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var blks = SelectBlocks(ch);
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if (CheckNoBlocks(blks)) return;
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action(a1, a2, blks, blks[0]);
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}, BinaryChannelUtilities.ChannelType.Object, desc);
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}
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private void RegisterBlockCommand(string name, string desc, Action<float, float, float, Block[], Block> action)
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{
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RuntimeCommands.Register<float, float, float>(name, (x, y, z) =>
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{
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if (CheckNoBlocks(blocks)) return;
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action(x, y, z, blocks, refBlock);
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},
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desc);
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ConsoleCommands.RegisterWithChannel<float, float, float>(name, (x, y, z, ch) =>
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{
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var blks = SelectBlocks(ch);
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if (CheckNoBlocks(blks)) return;
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action(x, y, z, blks, blks[0]);
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}, BinaryChannelUtilities.ChannelType.Object, desc);
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}
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public void OnApplicationQuit()
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{
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}
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public void OnLevelWasLoaded(int level)
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{
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}
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public void OnLevelWasInitialized(int level)
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{
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}
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public void OnUpdate()
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{
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}
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public void OnFixedUpdate()
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{
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}
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public string Name { get; } = "BlockMod";
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public string Version { get; } = "v1.0.0";
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}
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} |