250 lines
No EOL
11 KiB
C#
250 lines
No EOL
11 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.Engines;
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using GamecraftModdingAPI.Players;
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using GamecraftModdingAPI.Utility;
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using HarmonyLib;
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using IllusionPlugin;
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using RobocraftX.Character.Weapons;
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using RobocraftX.CommandLine.Custom;
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using RobocraftX.Common.Players;
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using Svelto.ECS;
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using Svelto.ECS.Internal;
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using Unity.Mathematics;
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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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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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Block[] blocks = new Block[0];
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Block refBlock = null;
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CommandBuilder.Builder("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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" The command remembers the cluster of blocks, use forgetBlocks to forget it.")
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.Action<float, float, float>((scaleX, scaleY, scaleZ) =>
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{
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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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}).Build();
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CommandBuilder.Builder("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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.Action<float, float, float>((scaleX, scaleY, scaleZ) =>
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{
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if(CheckNoBlocks(blocks)) return;
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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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}).Build();
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CommandBuilder.Builder("moveBlocks", "Moves the blocks around.")
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.Action<float, float, float>((x, y, z) =>
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{
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if (CheckNoBlocks(blocks)) return;
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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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}).Build();
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CommandBuilder.Builder("colorBlocks", "Colors the blocks you're looking at")
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.Action<string, byte>((color, darkness) =>
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{
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if(CheckNoBlocks(blocks)) return;
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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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}).Build();
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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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ConsoleCommands.RegisterWithChannel("selectBlocksFromChannel", id =>
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{
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blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
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},
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BinaryChannelUtilities.ChannelType.Object);
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CommandBuilder.Builder("pushBlocks", "Adds velocity to the selected blocks. Only works in simulation.")
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.Action<float, float, float>((x, y, z) =>
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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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}).Build();
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CommandBuilder.Builder("pushRotateBlocks", "Adds angular velocity to the selected blocks. Only works in simulation.")
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.Action<float, float, float>((x, y, z) =>
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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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}).Build();
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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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GameEngineManager.AddGameEngine(new Test());
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}
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private class Test : IApiEngine
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{
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public void Ready()
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{
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try
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{
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CommandBuilder.Builder("weaponTest").Action(() =>
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{
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var type = AccessTools.TypeByName("RobocraftX.Character.Weapons.CharacterEquippedWeaponStruct");
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var dict = QueryEntitiesAndIndexInternal(
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new EGID(new Player(PlayerType.Local).Id, PlayersExclusiveGroups.LocalPlayers),
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out uint i, type);
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var dtype = typeof(ITypeSafeDictionary<>).MakeGenericType(type);
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var obj = Convert.ChangeType(dict, dtype);
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Array arr = (Array) AccessTools.PropertyGetter(dtype, "unsafeValues")
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.Invoke(obj, new object[0]);
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foreach (var element in arr)
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element.GetType().GetField("equippedWeaponType")
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.SetValue(element, WeaponType.PISTOL);
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}).Build();
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}
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catch
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{
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// ignored
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}
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}
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private ITypeSafeDictionary QueryEntitiesAndIndexInternal(EGID entityGID, out uint index, Type type)
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{
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index = 0U;
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ITypeSafeDictionary typeSafeDictionary;
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if (!QueryEntityDictionary(entityGID.groupID, out typeSafeDictionary, type))
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return null;
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return !typeSafeDictionary.TryFindIndex(entityGID.entityID, out index) ? null : typeSafeDictionary;
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}
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private bool QueryEntityDictionary(
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uint group,
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out ITypeSafeDictionary typeSafeDictionary,
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Type type)
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{
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object[] ps = {group, type, null};
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bool ret = (bool) AccessTools.Method("Svelto.ECS.EntitiesDB:UnsafeQueryEntityDictionary")
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.Invoke(entitiesDB, ps);
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typeSafeDictionary = (ITypeSafeDictionary) ps[2];
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return ret;
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}
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public EntitiesDB entitiesDB { get; set; }
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public void Dispose()
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{
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}
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public string Name { get; } = "TestEngine";
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public bool isRemovable { get; } = true;
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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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public IEnumerable<SimBody> GetSimBodies(Block[] blocks)
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=> blocks.Select(block => block.GetSimBody()).Distinct();
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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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} |