Create cube placer engine

I thought I committed this yesterday
This commit is contained in:
Norbi Peti 2020-01-02 19:43:36 +01:00
parent 93b272f791
commit a122b38bf9
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GPG key ID: DBA4C4549A927E56
5 changed files with 252 additions and 0 deletions

104
GCMC/CubePlacerEngine.cs Normal file
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using System;
using DataLoader;
using RobocraftX.Blocks;
using RobocraftX.Blocks.Ghost;
using RobocraftX.Blocks.Scaling;
using RobocraftX.Character;
using RobocraftX.CommandLine.Custom;
using RobocraftX.Common;
using RobocraftX.Common.Input;
using RobocraftX.Common.Utilities;
using RobocraftX.CR.MachineEditing;
using RobocraftX.StateSync;
using Svelto.ECS;
using Svelto.ECS.EntityStructs;
using Unity.Jobs;
using Unity.Mathematics;
using uREPL;
namespace GCMC
{
public class CubePlacerEngine : IQueryingEntitiesEngine, IDeterministicSim
{
public void Ready()
{
RuntimeCommands.Register<string>("importWorld", ImportWorld, "Imports a Minecraft world.");
}
public IEntitiesDB entitiesDB { get; set; }
private readonly BlockEntityFactory _blockEntityFactory; //Injected from PlaceBlockEngine - TODO
private void ImportWorld(string name)
{
PlaceBlock(1, 1, 0);
}
private void PlaceBlock(ushort block, byte color, uint playerId)
{
BuildBlock(block, color).Init(new BlockPlacementInfoStruct()
{
loadedFromDisk = false,
placedBy = playerId
});
}
private EntityStructInitializer BuildBlock(ushort block, byte color)
{
//RobocraftX.CR.MachineEditing.PlaceBlockEngine
ScalingEntityStruct scaling = new ScalingEntityStruct {scale = new float3(1, 1, 1)};
RotationEntityStruct rotation = new RotationEntityStruct {rotation = quaternion.identity};
GridRotationStruct gridRotation = new GridRotationStruct
{position = float3.zero, rotation = quaternion.identity};
CubeCategoryStruct category = new CubeCategoryStruct
{category = CubeCategory.General, type = CubeType.Block};
uint dbid = block;
DBEntityStruct dbEntity = new DBEntityStruct {DBID = dbid};
uint num = PrefabsID.DBIDMAP[dbid];
GFXPrefabEntityStructGO gfx = new GFXPrefabEntityStructGO {prefabID = num};
BlockPlacementScaleEntityStruct placementScale = new BlockPlacementScaleEntityStruct
{
blockPlacementHeight = 1, blockPlacementWidth = 1, desiredScaleFactor = 1, snapGridScale = 1,
unitSnapOffset = 0, isUsingUnitSize = true
};
EquippedColourStruct colour = new EquippedColourStruct {indexInPalette = color};
EGID egid2;
switch (category.category)
{
case CubeCategory.SpawnPoint:
case CubeCategory.BuildingSpawnPoint:
egid2 = MachineEditingGroups.NewSpawnPointBlockID;
break;
default:
egid2 = MachineEditingGroups.NewBlockID;
break;
}
int cubeId = PrefabsID.GenerateDBID((ushort) category.category, block);
EntityStructInitializer structInitializer = _blockEntityFactory.Build(egid2, (uint) cubeId); //The ghost block index is only used for triggers
if (colour.indexInPalette != byte.MaxValue)
structInitializer.Init(new ColourParameterEntityStruct
{
indexInPalette = colour.indexInPalette
});
structInitializer.Init(new GFXPrefabEntityStructGPUI(gfx.prefabID));
structInitializer.Init(new PhysicsPrefabEntityStruct(gfx.prefabID));
structInitializer.Init(dbEntity);
structInitializer.Init(new PositionEntityStruct {position = 0});
structInitializer.Init(rotation);
structInitializer.Init(scaling);
structInitializer.Init(gridRotation);
structInitializer.Init(new UniformBlockScaleEntityStruct
{
scaleFactor = placementScale.desiredScaleFactor
});
return structInitializer;
}
public JobHandle SimulatePhysicsStep(in float deltaTime, in PhysicsUtility utility, in PlayerInput[] playerInputs)
{
return new JobHandle();
}
public string name { get; }
}
}

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<PackageReference Include="fNbt" Version="0.6.4" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony, Version=1.2.0.1, Culture=neutral, PublicKeyToken=null">
<HintPath>bin\Debug\netstandard2.0\0Harmony.dll</HintPath>
</Reference>
<Reference Include="BlockEntityFactory, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\BlockEntityFactory.dll</HintPath>
</Reference>
<Reference Include="CommandLine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\CommandLine.dll</HintPath>
</Reference>
<Reference Include="DataLoader, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\DataLoader.dll</HintPath>
</Reference>
<Reference Include="IllusionPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>IllusionPlugin.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.Blocks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.Blocks.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.Character, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.Character.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.Common, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.Common.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.Input, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.Input.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.MachineEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.MachineEditor.dll</HintPath>
</Reference>
<Reference Include="RobocraftX.StateSync, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\RobocraftX.StateSync.dll</HintPath>
</Reference>
<Reference Include="Svelto.Common, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\Svelto.Common.dll</HintPath>
</Reference>
<Reference Include="Svelto.ECS, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\Svelto.ECS.dll</HintPath>
</Reference>
<Reference Include="Unity.Entities, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\Unity.Entities.dll</HintPath>
</Reference>
<Reference Include="Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\Unity.Mathematics.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="uREPL, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>..\ref\uREPL.dll</HintPath>
</Reference>
</ItemGroup>
</Project>

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GCMC/GCMCPlugin.cs Normal file
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using System.Reflection;
using Harmony;
using IllusionPlugin;
using UnityEngine;
namespace GCMC
{
public class GCMCPlugin : IPlugin
{
public string Name { get; } = "GCMC";
public string Version { get; } = "v0.0.1";
public static HarmonyInstance harmony { get; protected set; }
public const string HarmonyID = "io.github.norbipeti.GCMC";
public void OnApplicationStart()
{
if (harmony == null)
{
harmony = HarmonyInstance.Create(HarmonyID);
harmony.PatchAll(Assembly.GetExecutingAssembly());
}
Debug.Log("GCMC loaded");
}
public void OnApplicationQuit()
{
harmony?.UnpatchAll(HarmonyID);
}
public void OnLevelWasLoaded(int level)
{
}
public void OnLevelWasInitialized(int level)
{
}
public void OnUpdate()
{
}
public void OnFixedUpdate()
{
}
}
}

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GCMC/IllusionPlugin.dll Normal file

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GCMC/PlaceBlockPatch.cs Normal file
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using System.Reflection;
using DataLoader;
using Harmony;
using RobocraftX.Blocks.GUI;
using RobocraftX.Common;
using RobocraftX.CR.MachineEditing;
using RobocraftX.StateSync;
using Svelto.ECS;
using Unity.Entities;
using UnityEngine;
namespace GCMC
{
[HarmonyPatch]
public class PlaceBlockPatch
{
static void Postfix(EnginesRoot enginesRoot, ref StateSyncRegistrationHelper stateSyncReg, bool isAuthoritative)
{
if (isAuthoritative)
{
stateSyncReg.AddEngine(new CubePlacerEngine());
Debug.Log($"Added Minecraft world import engine");
}
else
Debug.Log("Not authoritative, not adding MC engine");
}
static MethodBase TargetMethod(HarmonyInstance instance)
{
return _ComposeMethodInfo(MachineEditingCompositionRoot.StateSyncCompose);
}
private delegate void ComposeAction(EnginesRoot enginesRoot,
IDataDB dataDB,
RCXMode currentMode,
World physicsWorld,
ref StateSyncRegistrationHelper stateSyncReg,
bool isAuthoritative,
LabelResourceManager labelResourceManager,
LabelResourceManager textBlockLabelResourceManager,
MainGameOptions.Options mainGameOptions);
private static MethodInfo _ComposeMethodInfo(ComposeAction a)
{
return a.Method;
}
}
}