Use identified objects in console blocks

This commit is contained in:
Norbi Peti 2020-06-06 02:47:53 +02:00
parent dbb65ac65a
commit 0b42884f3a

View file

@ -16,25 +16,26 @@ using RobocraftX.Common.Players;
using Svelto.ECS;
using Svelto.ECS.Internal;
using Unity.Mathematics;
using uREPL;
using Main = GamecraftModdingAPI.Main;
namespace BlockMod
{
public class BlockMod : IPlugin
{
private Block[] blocks = new Block[0];
private Block refBlock;
public void OnApplicationStart()
{
Main.Init();
GameClient.SetDebugInfo("BlockModInfo", GetBlockInfo);
Block[] blocks = new Block[0];
Block refBlock = null;
CommandBuilder.Builder("scaleBlocks",
"Scales the blocks you're looking at, relative to current size (current scale * new scale)." +
" The block you're looking at stays where it is, everything else is moved next to it." +
" The command remembers the cluster of blocks, use forgetBlocks to forget it.")
.Action<float, float, float>((scaleX, scaleY, scaleZ) =>
RegisterBlockCommand("scaleBlocks",
"Scales the blocks you're looking at, relative to current size (current scale * new scale)." +
" The block you're looking at stays where it is, everything else is moved next to it.",
(scaleX, scaleY, scaleZ, blocks, refBlock) =>
{
if(CheckNoBlocks(blocks)) return;
if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
if (CheckNoBlocks(blocks)) return;
// ReSharper disable once PossibleNullReferenceException
float3 reference = refBlock.Position;
float3 scale = new float3(scaleX, scaleY, scaleZ);
@ -45,38 +46,36 @@ namespace BlockMod
}
Logging.CommandLog("Blocks scaled.");
}).Build();
CommandBuilder.Builder("scaleIndividually", "Scales the blocks you're looking at, but doesn't move them." +
"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.")
.Action<float, float, float>((scaleX, scaleY, scaleZ) =>
});
RegisterBlockCommand("scaleIndividually", "Scales the blocks you're looking at, but doesn't move them." +
"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.",
(scaleX, scaleY, scaleZ, blocks, refBlock) =>
{
if(CheckNoBlocks(blocks)) return;
if (!GameState.IsBuildMode()) return; //Scaling & positioning is weird in simulation
float3 scale = new float3(scaleX, scaleY, scaleZ);
foreach (var block in blocks)
block.Scale *= scale;
}).Build();
CommandBuilder.Builder("moveBlocks", "Moves the blocks around.")
.Action<float, float, float>((x, y, z) =>
});
RegisterBlockCommand("moveBlocks", "Moves the blocks around.", (x, y, z, blocks, refBlock) =>
{
if (GameState.IsBuildMode())
foreach (var block in blocks)
block.Position += new float3(x, y, z);
else if (GameState.IsSimulationMode())
foreach (var body in GetSimBodies(blocks))
body.Position += new float3(x, y, z);
});
RegisterBlockCommand("colorBlocks", "Colors the blocks you're looking at",
(color, darkness, blocks, refBlock) =>
{
if (CheckNoBlocks(blocks)) return;
if (GameState.IsBuildMode())
foreach (var block in blocks)
block.Position += new float3(x, y, z);
else if (GameState.IsSimulationMode())
foreach (var body in GetSimBodies(blocks))
body.Position += new float3(x, y, z);
}).Build();
CommandBuilder.Builder("colorBlocks", "Colors the blocks you're looking at")
.Action<string, byte>((color, darkness) =>
{
if(CheckNoBlocks(blocks)) return;
if (!Enum.TryParse(color, true, out BlockColors clr))
{
Logging.CommandLogWarning("Color " + color + " not found");
}
foreach (var block in blocks)
block.Color = new BlockColor {Color = clr, Darkness = darkness};
}).Build();
});
CommandBuilder.Builder("selectBlocksLookedAt", "Selects blocks (1 or more) to change. Only works in build mode, however the blocks can be changed afterwards." +
" Paramter: whether one (true) or all connected (false) blocks should be selected.")
@ -90,24 +89,20 @@ namespace BlockMod
.Action<char>(id =>
blocks = (refBlock = ObjectIdentifier.GetByID(id).FirstOrDefault())?.GetConnectedCubes() ??
new Block[0]).Build();
ConsoleCommands.RegisterWithChannel("selectBlocksFromChannel", id =>
{
blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
},
BinaryChannelUtilities.ChannelType.Object);
CommandBuilder.Builder("pushBlocks", "Adds velocity to the selected blocks. Only works in simulation.")
.Action<float, float, float>((x, y, z) =>
RegisterBlockCommand("pushBlocks", "Adds velocity to the selected blocks. Only works in simulation.",
(x, y, z, blocks, refBlock) =>
{
foreach (var block in GetSimBodies(blocks))
block.Velocity += new float3(x, y, z);
}).Build();
CommandBuilder.Builder("pushRotateBlocks", "Adds angular velocity to the selected blocks. Only works in simulation.")
.Action<float, float, float>((x, y, z) =>
});
RegisterBlockCommand("pushRotateBlocks",
"Adds angular velocity to the selected blocks. Only works in simulation.",
(x, y, z, blocks, refBlock) =>
{
foreach (var block in GetSimBodies(blocks))
block.AngularVelocity += new float3(x, y, z);
}).Build();
});
CommandBuilder.Builder("pushPlayer", "Adds velocity to the player.")
.Action<float, float, float>((x, y, z) =>
{
@ -118,66 +113,8 @@ namespace BlockMod
{
new Player(PlayerType.Local).AngularVelocity += new float3(x, y, z);
}).Build();
GameEngineManager.AddGameEngine(new Test());
}
private class Test : IApiEngine
{
public void Ready()
{
try
{
CommandBuilder.Builder("weaponTest").Action(() =>
{
var type = AccessTools.TypeByName("RobocraftX.Character.Weapons.CharacterEquippedWeaponStruct");
var dict = QueryEntitiesAndIndexInternal(
new EGID(new Player(PlayerType.Local).Id, PlayersExclusiveGroups.LocalPlayers),
out uint i, type);
var dtype = typeof(ITypeSafeDictionary<>).MakeGenericType(type);
var obj = Convert.ChangeType(dict, dtype);
Array arr = (Array) AccessTools.PropertyGetter(dtype, "unsafeValues")
.Invoke(obj, new object[0]);
foreach (var element in arr)
element.GetType().GetField("equippedWeaponType")
.SetValue(element, WeaponType.PISTOL);
}).Build();
}
catch
{
// ignored
}
}
private ITypeSafeDictionary QueryEntitiesAndIndexInternal(EGID entityGID, out uint index, Type type)
{
index = 0U;
ITypeSafeDictionary typeSafeDictionary;
if (!QueryEntityDictionary(entityGID.groupID, out typeSafeDictionary, type))
return null;
return !typeSafeDictionary.TryFindIndex(entityGID.entityID, out index) ? null : typeSafeDictionary;
}
private bool QueryEntityDictionary(
uint group,
out ITypeSafeDictionary typeSafeDictionary,
Type type)
{
object[] ps = {group, type, null};
bool ret = (bool) AccessTools.Method("Svelto.ECS.EntitiesDB:UnsafeQueryEntityDictionary")
.Invoke(entitiesDB, ps);
typeSafeDictionary = (ITypeSafeDictionary) ps[2];
return ret;
}
public EntitiesDB entitiesDB { get; set; }
public void Dispose()
{
}
public string Name { get; } = "TestEngine";
public bool isRemovable { get; } = true;
}
private string GetBlockInfo()
{
if (GameState.IsBuildMode())
@ -221,9 +158,57 @@ namespace BlockMod
return false;
}
public IEnumerable<SimBody> GetSimBodies(Block[] blocks)
private IEnumerable<SimBody> GetSimBodies(Block[] blocks)
=> blocks.Select(block => block.GetSimBody()).Distinct();
private Block[] SelectBlocks(byte id)
{
var blocks = ObjectIdentifier.GetBySimID(id).SelectMany(block => block.GetConnectedCubes()).ToArray();
return blocks;
}
//private void RegisterBlockCommand<T>(string name, string desc, T action) where T : Delegate
private void RegisterBlockCommand(string name, string desc, Action<string, byte, Block[], Block> action)
{
/*switch (action)
{
case Action<Block[], Block> act
break;
case Action<float, float, float, Block[], Block> act:
break;
default:
Logging.LogWarning("Unexpected parameters for command: " + name);
break;
}*/
RuntimeCommands.Register<string, byte>(name, (a1, a2) =>
{
if (CheckNoBlocks(blocks)) return;
action(a1, a2, blocks, refBlock);
}, desc);
ConsoleCommands.RegisterWithChannel<string, byte>(name, (a1, a2, ch) =>
{
var blks = SelectBlocks(ch);
if (CheckNoBlocks(blks)) return;
action(a1, a2, blks, blks[0]);
}, BinaryChannelUtilities.ChannelType.Object, desc);
}
private void RegisterBlockCommand(string name, string desc, Action<float, float, float, Block[], Block> action)
{
RuntimeCommands.Register<float, float, float>(name, (x, y, z) =>
{
if (CheckNoBlocks(blocks)) return;
action(x, y, z, blocks, refBlock);
},
desc);
ConsoleCommands.RegisterWithChannel<float, float, float>(name, (x, y, z, ch) =>
{
var blks = SelectBlocks(ch);
if (CheckNoBlocks(blks)) return;
action(x, y, z, blks, blks[0]);
}, BinaryChannelUtilities.ChannelType.Object, desc);
}
public void OnApplicationQuit()
{
}