TechbloxModdingAPI/GamecraftModdingAPI/Block.cs

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using System;
using System.Reflection;
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using Svelto.ECS;
using Svelto.ECS.EntityStructs;
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using RobocraftX.Common;
using RobocraftX.Blocks;
using Unity.Mathematics;
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using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI
{
/// <summary>
/// A single (perhaps scaled) block. Properties may return default values if the block is removed and then setting them is ignored.
/// For specific block type operations, use the specialised block classes in the GamecraftModdingAPI.Blocks namespace.
/// </summary>
public class Block
{
protected static readonly PlacementEngine PlacementEngine = new PlacementEngine();
protected static readonly MovementEngine MovementEngine = new MovementEngine();
protected static readonly RotationEngine RotationEngine = new RotationEngine();
protected static readonly RemovalEngine RemovalEngine = new RemovalEngine();
protected static readonly BlockEngine BlockEngine = new BlockEngine();
/// <summary>
/// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
/// Place blocks next to each other to connect them.
/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
/// </summary>
/// <param name="block">The block's type</param>
/// <param name="color">The block's color</param>
/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
/// <param name="position">The block's position in the grid - default block size is 0.2</param>
/// <param name="rotation">The block's rotation in degrees</param>
/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
/// <param name="player">The player who placed the block</param>
/// <returns>The placed block or null if failed</returns>
public static Block PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
return new Block(PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation));
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}
return null;
}
/// <summary>
/// Returns the most recently placed block.
/// </summary>
/// <returns>The block object</returns>
public static Block GetLastPlacedBlock()
{
return new Block(BlockIdentifiers.LatestBlockID);
}
public Block(EGID id)
{
Id = id;
}
public Block(uint id)
{
Id = new EGID(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
}
protected static void Sync()
{
DeterministicStepCompositionRootPatch.SubmitEntitiesNow();
}
public EGID Id { get; protected set; }
/// <summary>
/// The block's current position or zero if the block no longer exists.
/// A block is 0.2 wide by default in terms of position.
/// </summary>
public float3 Position
{
get => Exists ? MovementEngine.GetPosition(Id.entityID) : float3.zero;
set
{
if (Exists) MovementEngine.MoveBlock(Id.entityID, value);
}
}
/// <summary>
/// The block's current rotation in degrees or zero if the block doesn't exist.
/// </summary>
public float3 Rotation
{
get => Exists ? RotationEngine.GetRotation(Id.entityID) : float3.zero;
set
{
if (Exists) RotationEngine.RotateBlock(Id.entityID, value);
}
}
/// <summary>
/// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
/// </summary>
public float3 Scale
{
get => BlockEngine.GetBlockInfo<ScalingEntityStruct>(Id).scale;
set
{
BlockEngine.GetBlockInfo<ScalingEntityStruct>(Id).scale = value;
}
}
/// <summary>
/// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
/// </summary>
public int UniformScale
{
get => BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(Id).scaleFactor;
set
{
ref var scaleStruct = ref BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(Id);
scaleStruct.scaleFactor = value;
Scale = new float3(value, value, value);
}
}
/// <summary>
/// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
/// </summary>
public BlockIDs Type
{
get
{
var id = (BlockIDs) BlockEngine.GetBlockInfo<DBEntityStruct>(Id, out var exists).DBID;
return exists ? id : BlockIDs.Invalid;
}
}
/// <summary>
/// The block's color. Returns BlockColors.Default if the block no longer exists.
/// </summary>
public BlockColor Color
{
get
{
byte index = BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id, out var exists).indexInPalette;
if (!exists) index = byte.MaxValue;
if (index == byte.MaxValue) return new BlockColor { Color = BlockColors.Default };
return new BlockColor { Color = (BlockColors)(index % 10), Darkness = (byte)(index / 10) };
}
set
{
ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
color.indexInPalette = (byte)(value.Color + value.Darkness * 10);
color.overridePaletteColour = false;
color.needsUpdate = true;
BlockEngine.SetBlockColorFromPalette(ref color);
}
}
/// <summary>
/// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
/// </summary>
public float4 CustomColor
{
get => BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id).overriddenColour;
set
{
ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
color.overriddenColour = value;
color.overridePaletteColour = true;
color.needsUpdate = true;
}
}
/// <summary>
/// Whether the block exists. The other properties will return a default value if the block doesn't exist.
/// </summary>
public bool Exists => BlockEngine.BlockExists(Id);
/// <summary>
/// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
/// </summary>
public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
/// <summary>
/// Removes this block.
/// </summary>
/// <returns>True if the block exists and could be removed.</returns>
public bool Remove() => RemovalEngine.RemoveBlock(Id);
public override string ToString()
{
return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Rotation)}: {Rotation}";
}
public static void Init()
{
GameEngineManager.AddGameEngine(PlacementEngine);
GameEngineManager.AddGameEngine(MovementEngine);
GameEngineManager.AddGameEngine(RotationEngine);
GameEngineManager.AddGameEngine(RemovalEngine);
GameEngineManager.AddGameEngine(BlockEngine);
}
/// <summary>
/// Convert the block to a specialised block class.
/// </summary>
/// <returns>The block.</returns>
/// <param name="sameTick">Force an entity sync when <c>true</c>.
/// Only set this to <c>false</c> when the block was not placed the same tick this was called.</param>
/// <typeparam name="T">The specialised block type.</typeparam>
public T Specialise<T>(bool sameTick = true) where T : Block
{
// What have I gotten myself into?
// C# can't cast to a child of Block unless the object was originally that child type
// And C# doesn't let me make implicit cast operators for child types
// So thanks to Microsoft, we've got this horrible implementation using reflection
ConstructorInfo ctor = typeof(T).GetConstructor(types: new System.Type[] { typeof(EGID) });
if (ctor == null)
{
throw new BlockSpecializationException("Specialized block constructor does not accept an EGID");
}
if (sameTick) Sync();
return (T)ctor.Invoke(new object[] { Id });
}
#if DEBUG
public static EntitiesDB entitiesDB
{
get
{
return BlockEngine.GetEntitiesDB();
}
}
#endif
}
}