Pixi/Pixi/Robots/RobotCommands.cs

220 lines
8.1 KiB
C#

using System;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Text;
using Unity.Mathematics;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Commands;
using GamecraftModdingAPI.Players;
using GamecraftModdingAPI.Utility;
using Pixi.Common;
namespace Pixi.Robots
{
public static class RobotCommands
{
internal const double blockSize = 0.2;
public static int CubeSize = 3;
public static void CreateRobotFileCommand()
{
CommandBuilder.Builder()
.Name("PixiBotFile")
.Description("Converts a robot file from RCBUP into Gamecraft blocks. Larger robots will freeze your game until conversion completes.")
.Action<string>(ImportRobotFile)
.Build();
}
public static void CreateRobotCRFCommand()
{
CommandBuilder.Builder()
.Name("PixiBot")
.Description("Downloads a robot from Robocraft's Factory and converts it into Gamecraft blocks. Larger robots will freeze your game until conversion completes.")
.Action<string>(ImportRobotOnline)
.Build();
}
public static void CreatePartDumpCommand()
{
CommandBuilder.Builder()
.Name("DumpVON")
.Description("Dump a block structure to a JSON file compatible with Pixi's internal VON format")
.Action<string>(DumpBlockStructure)
.Build();
}
private static void ImportRobotFile(string filepath)
{
string file;
try
{
file = File.ReadAllText(filepath);
}
catch (Exception e)
{
Logging.CommandLogError($"Failed to load robot data. Reason: {e.Message}");
Logging.MetaLog(e);
return;
}
RobotStruct? robot = CubeUtility.ParseRobotInfo(file);
if (!robot.HasValue)
{
Logging.CommandLogError($"Failed to parse robot data. File format was not recognised.");
return;
}
float3 position = new Player(PlayerType.Local).Position;
position.y += (float)(blockSize * CubeSize * 3); // 3 is roughly the max height of any cube in RC
CubeInfo[] cubes = CubeUtility.ParseCubes(robot.Value);
// move origin closer to player (since bots are rarely built at the garage bay origin)
if (cubes.Length == 0)
{
Logging.CommandLogError($"Robot data contains no cubes");
return;
}
float3 minPosition = cubes[0].position;
for (int c = 0; c < cubes.Length; c++)
{
float3 cubePos = cubes[c].position;
if (cubePos.x < minPosition.x)
{
minPosition.x = cubePos.x;
}
if (cubePos.y < minPosition.y)
{
minPosition.y = cubePos.y;
}
if (cubePos.z < minPosition.z)
{
minPosition.z = cubePos.z;
}
}
Block[][] blocks = new Block[cubes.Length][];
for (int c = 0; c < cubes.Length; c++) // sometimes I wish this were C++
{
CubeInfo cube = cubes[c];
float3 realPosition = ((cube.position - minPosition) * (float)blockSize * CubeSize) + position;
if (cube.block == BlockIDs.TextBlock && !string.IsNullOrEmpty(cube.name))
{
// TextBlock block ID means it's a placeholder
blocks[c] = CubeUtility.BuildBlueprintOrTextBlock(cube, realPosition, CubeSize);
}
else
{
blocks[c] = new Block[] { Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, CubeSize) };
}
}
int blockCount = 0;
for (int c = 0; c < cubes.Length; c++)
{
CubeInfo cube = cubes[c];
// the goal is for this to never evaluate to true (ie all cubes are translated correctly)
if (!string.IsNullOrEmpty(cube.name) && cube.block == BlockIDs.TextBlock && blocks[c].Length == 1)
{
//Logging.MetaLog($"Block is {blocks[c][0].Type} and was placed as {cube.block}");
blocks[c][0].Specialise<TextBlock>().Text = cube.name;
}
blockCount += blocks[c].Length;
}
Logging.CommandLog($"Placed {robot?.name} by {robot?.addedByDisplayName} beside you ({cubes.Length}RC -> {blockCount}GC)");
}
private static void ImportRobotOnline(string robotName)
{
Stopwatch timer = Stopwatch.StartNew();
// download robot data
RobotStruct robot;
try
{
RobotBriefStruct[] botList = RoboAPIUtility.ListRobots(robotName);
if (botList.Length == 0)
throw new Exception("Failed to find robot");
robot = RoboAPIUtility.QueryRobotInfo(botList[0].itemId);
}
catch (Exception e)
{
Logging.CommandLogError($"Failed to download robot data. Reason: {e.Message}");
Logging.MetaLog(e);
timer.Stop();
return;
}
timer.Stop();
Logging.MetaLog($"Completed API calls in {timer.ElapsedMilliseconds}ms");
float3 position = new Player(PlayerType.Local).Position;
position.y += (float)(blockSize * CubeSize * 3); // 3 is roughly the max height of any cube in RC
CubeInfo[] cubes = CubeUtility.ParseCubes(robot);
// move origin closer to player (since bots are rarely built at the garage bay origin)
if (cubes.Length == 0)
{
Logging.CommandLogError($"Robot data contains no cubes");
return;
}
float3 minPosition = cubes[0].position;
for (int c = 0; c < cubes.Length; c++)
{
float3 cubePos = cubes[c].position;
if (cubePos.x < minPosition.x)
{
minPosition.x = cubePos.x;
}
if (cubePos.y < minPosition.y)
{
minPosition.y = cubePos.y;
}
if (cubePos.z < minPosition.z)
{
minPosition.z = cubePos.z;
}
}
Block[][] blocks = new Block[cubes.Length][];
for (int c = 0; c < cubes.Length; c++) // sometimes I wish this were C++
{
CubeInfo cube = cubes[c];
float3 realPosition = ((cube.position - minPosition) * (float)blockSize * CubeSize) + position;
if (cube.block == BlockIDs.TextBlock && !string.IsNullOrEmpty(cube.name))
{
// TextBlock block ID means it's a placeholder
blocks[c] = CubeUtility.BuildBlueprintOrTextBlock(cube, realPosition, CubeSize);
}
else
{
blocks[c] = new Block[] { Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, CubeSize) };
}
}
int blockCount = 0;
for (int c = 0; c < cubes.Length; c++)
{
CubeInfo cube = cubes[c];
// the goal is for this to never evaluate to true (ie all cubes are translated correctly)
if (!string.IsNullOrEmpty(cube.name) && cube.block == BlockIDs.TextBlock && blocks[c].Length == 1)
{
//Logging.MetaLog($"Block is {blocks[c][0].Type} and was placed as {cube.block}");
blocks[c][0].Specialise<TextBlock>().Text = cube.name;
}
blockCount += blocks[c].Length;
}
Logging.CommandLog($"Placed {robot.name} by {robot.addedByDisplayName} beside you ({cubes.Length}RC -> {blockCount}GC)");
}
private static void DumpBlockStructure(string filename)
{
Player local = new Player(PlayerType.Local);
Block baseBlock = local.GetBlockLookedAt();
Block[] blocks = baseBlock.GetConnectedCubes();
bool isBaseScaled = !(baseBlock.Scale.x > 0 && baseBlock.Scale.x < 2 && baseBlock.Scale.y > 0 && baseBlock.Scale.y < 2 && baseBlock.Scale.z > 0 && baseBlock.Scale.z < 2);
if (isBaseScaled)
{
Logging.CommandLogWarning($"Detected scaled base block. This is not currently supported");
}
float3 basePos = baseBlock.Position;
string von = VoxelObjectNotationUtility.SerializeBlocks(blocks, new float[] { basePos.x, basePos.y, basePos.z });
File.WriteAllText(filename, von);
}
}
}