BuildingTools/BlockMod/BlockMod.cs

250 lines
No EOL
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Gamecraft.Wires.ChannelsCommon;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Commands;
using GamecraftModdingAPI.Engines;
using GamecraftModdingAPI.Players;
using GamecraftModdingAPI.Utility;
using HarmonyLib;
using IllusionPlugin;
using RobocraftX.Character.Weapons;
using RobocraftX.CommandLine.Custom;
using RobocraftX.Common.Players;
using Svelto.ECS;
using Svelto.ECS.Internal;
using Unity.Mathematics;
using Main = GamecraftModdingAPI.Main;
namespace BlockMod
{
public class BlockMod : IPlugin
{
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) =>
{
if(CheckNoBlocks(blocks)) return;
// ReSharper disable once PossibleNullReferenceException
float3 reference = refBlock.Position;
float3 scale = new float3(scaleX, scaleY, scaleZ);
foreach (var block in blocks)
{
block.Scale *= scale;
block.Position = reference + (block.Position - reference) * scale;
}
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) =>
{
if(CheckNoBlocks(blocks)) return;
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) =>
{
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.")
.Action<bool>(single =>
{
refBlock = new Player(PlayerType.Local).GetBlockLookedAt();
blocks = single ? new[] {refBlock} : refBlock?.GetConnectedCubes() ?? new Block[0];
Logging.CommandLog(blocks == null ? "Selection cleared." : blocks.Length + " blocks selected.");
}).Build();
CommandBuilder.Builder("selectBlocksWithID", "Selects blocks with a specific object ID.")
.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) =>
{
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) =>
{
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) =>
{
new Player(PlayerType.Local).Velocity += new float3(x, y, z);
}).Build();
CommandBuilder.Builder("pushRotatePlayer", "Adds angular velocity to the player.")
.Action<float, float, float>((x, y, z) =>
{
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())
{
var block = new Player(PlayerType.Local).GetBlockLookedAt();
float3 pos = block.Position;
float3 rot = block.Rotation;
float3 scale = block.Scale;
return $"Block: {block.Type} at {pos.x:F} {pos.y:F} {pos.z:F}\n" +
$"- Rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
$"- Color: {block.Color.Color} darkness: {block.Color.Darkness}\n" +
$"- Scale: {scale.x:F} {scale.y:F} {scale.z:F}\n" +
$"- Label: {block.Label}";
}
if (GameState.IsSimulationMode())
{
var body = new Player(PlayerType.Local).GetSimBodyLookedAt();
float3 pos = body.Position;
float3 rot = body.Rotation;
float3 vel = body.Velocity;
float3 ave = body.AngularVelocity;
float3 com = body.CenterOfMass;
return $"Body at {pos.x:F} {pos.y:F} {pos.z:F}\n" +
$"- Rotation: {rot.x:F}° {rot.y:F}° {rot.z:F}°\n" +
$"- Velocity: {vel.x:F} {vel.y:F} {vel.z:F}\n" +
$"- Angular velocity: {ave.x:F} {ave.y:F} {ave.z:F}\n" +
$"- {(body.Static ? "Static body" : $"Mass: {body.Mass:F} center: {com.x:F} {com.y:F} {com.z:F}")}";
}
return "Switching modes...";
}
private bool CheckNoBlocks(Block[] blocks)
{
if (blocks.Length == 0)
{
Logging.CommandLogWarning("No blocks selected. Use selectBlocks first.");
return true;
}
return false;
}
public IEnumerable<SimBody> GetSimBodies(Block[] blocks)
=> blocks.Select(block => block.GetSimBody()).Distinct();
public void OnApplicationQuit()
{
}
public void OnLevelWasLoaded(int level)
{
}
public void OnLevelWasInitialized(int level)
{
}
public void OnUpdate()
{
}
public void OnFixedUpdate()
{
}
public string Name { get; } = "BlockMod";
public string Version { get; } = "v1.0.0";
}
}