Use identified objects in console blocks
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1 changed files with 85 additions and 100 deletions
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@ -16,25 +16,26 @@ 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 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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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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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(CheckNoBlocks(blocks)) return;
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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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@ -45,38 +46,36 @@ namespace BlockMod
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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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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(CheckNoBlocks(blocks)) return;
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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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}).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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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 (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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});
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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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@ -90,24 +89,20 @@ namespace BlockMod
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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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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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}).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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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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}).Build();
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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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@ -118,66 +113,8 @@ namespace BlockMod
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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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@ -221,9 +158,57 @@ namespace BlockMod
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return false;
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}
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public IEnumerable<SimBody> GetSimBodies(Block[] blocks)
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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<T>(string name, string desc, T action) where T : Delegate
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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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/*switch (action)
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{
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case Action<Block[], Block> act
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break;
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case Action<float, float, float, Block[], Block> act:
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break;
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default:
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Logging.LogWarning("Unexpected parameters for command: " + name);
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break;
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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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