Return block objects based on the group, not a type param
Replaced typeToGroup with GroupToConstructor The block object's type is determined by the exclusive group instead of a type parameter Removed the Specialise() method, the API should always return specialised objects This fixes the not supported exception but not the game crash that follows
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2 changed files with 32 additions and 163 deletions
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@ -39,45 +39,17 @@ namespace TechbloxModdingAPI
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="material">The block's material</param>
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/// <param name="position">The block's position - default block size is 0.2</param>
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/// <param name="rotation">The block's rotation in degrees</param>
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/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
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/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
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/// <param name="isFlipped">Whether the block should be flipped</param>
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/// <param name="autoWire">Whether the block should be auto-wired (if functional)</param>
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/// <param name="player">The player who placed the block</param>
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/// <returns>The placed block or null if failed</returns>
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public static Block PlaceNew(BlockIDs block, float3 position, bool autoWire = false, Player player = null)
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{
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return PlaceNew<Block>(block, position, autoWire, player);
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}
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/// <summary>
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/// 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.
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/// Place blocks next to each other to connect them.
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="material">The block's materialr</param>
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/// <param name="position">The block's position - default block size is 0.2</param>
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/// <param name="rotation">The block's rotation in degrees</param>
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/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
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/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
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/// <param name="isFlipped">Whether the block should be flipped</param>
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/// <param name="autoWire">Whether the block should be auto-wired (if functional)</param>
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/// <param name="player">The player who placed the block</param>
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/// <returns>The placed block or null if failed</returns>
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public static T PlaceNew<T>(BlockIDs block, float3 position, bool autoWire = false, Player player = null)
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where T : Block
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{
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if (PlacementEngine.IsInGame && GameState.IsBuildMode())
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{
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var initializer = PlacementEngine.PlaceBlock(block, position, player, autoWire);
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var egid = initializer.EGID;
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var bl = New<T>(egid.entityID, egid.groupID);
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var bl = New(egid);
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bl.InitData = initializer;
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Placed += bl.OnPlacedInit;
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return bl;
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@ -89,10 +61,11 @@ namespace TechbloxModdingAPI
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/// <summary>
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/// Returns the most recently placed block.
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/// </summary>
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/// <returns>The block object</returns>
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/// <returns>The block object or null if doesn't exist</returns>
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public static Block GetLastPlacedBlock()
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{
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return New<Block>(BlockIdentifiers.LatestBlockID);
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EGID? egid = BlockEngine.FindBlockEGID(BlockIdentifiers.LatestBlockID);
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return egid.HasValue ? New(egid.Value) : null;
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}
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/// <summary>
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@ -113,108 +86,35 @@ namespace TechbloxModdingAPI
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remove => BlockEventsEngine.Removed -= value;
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}
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private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();
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private static Dictionary<Type, ExclusiveBuildGroup[]> typeToGroup =
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new Dictionary<Type, ExclusiveBuildGroup[]>
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private static readonly Dictionary<ExclusiveBuildGroup, Func<EGID, Block>> GroupToConstructor =
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new Dictionary<ExclusiveBuildGroup, Func<EGID, Block>>
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{
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{typeof(LogicGate), new [] {CommonExclusiveGroups.LOGIC_BLOCK_GROUP}},
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{typeof(Motor), new[] {CommonExclusiveGroups.MOTOR_BLOCK_GROUP}},
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{typeof(MusicBlock), new[] {CommonExclusiveGroups.MUSIC_BLOCK_GROUP}},
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{typeof(ObjectIdentifier), new[]{CommonExclusiveGroups.OBJID_BLOCK_GROUP}},
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{typeof(Piston), new[] {CommonExclusiveGroups.PISTON_BLOCK_GROUP}},
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{typeof(Servo), new[] {CommonExclusiveGroups.SERVO_BLOCK_GROUP}},
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{
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typeof(SpawnPoint),
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new[]
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{
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CommonExclusiveGroups.SPAWNPOINT_BLOCK_GROUP,
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CommonExclusiveGroups.BUILDINGSPAWN_BLOCK_GROUP
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}
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},
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{
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typeof(SfxBlock),
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new[]
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{
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CommonExclusiveGroups.SIMPLESFX_BLOCK_GROUP,
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CommonExclusiveGroups.LOOPEDSFX_BLOCK_GROUP
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}
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},
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{typeof(DampedSpring), new [] {CommonExclusiveGroups.DAMPEDSPRING_BLOCK_GROUP}},
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{typeof(TextBlock), new[] {CommonExclusiveGroups.TEXT_BLOCK_GROUP}},
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{typeof(Timer), new[] {CommonExclusiveGroups.TIMER_BLOCK_GROUP}}
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};
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{CommonExclusiveGroups.LOGIC_BLOCK_GROUP, id => new LogicGate(id)},
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{CommonExclusiveGroups.MOTOR_BLOCK_GROUP, id => new Motor(id)},
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{CommonExclusiveGroups.MUSIC_BLOCK_GROUP, id => new MusicBlock(id)},
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{CommonExclusiveGroups.OBJID_BLOCK_GROUP, id => new ObjectIdentifier(id)},
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{CommonExclusiveGroups.PISTON_BLOCK_GROUP, id => new Piston(id)},
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{CommonExclusiveGroups.SERVO_BLOCK_GROUP, id => new Servo(id)},
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{CommonExclusiveGroups.SPAWNPOINT_BLOCK_GROUP, id => new SpawnPoint(id)},
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{CommonExclusiveGroups.BUILDINGSPAWN_BLOCK_GROUP, id => new SpawnPoint(id)},
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{CommonExclusiveGroups.SIMPLESFX_BLOCK_GROUP, id => new SfxBlock(id)},
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{CommonExclusiveGroups.LOOPEDSFX_BLOCK_GROUP, id => new SfxBlock(id)},
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{CommonExclusiveGroups.DAMPEDSPRING_BLOCK_GROUP, id => new DampedSpring(id)},
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{CommonExclusiveGroups.TEXT_BLOCK_GROUP, id => new TextBlock(id)},
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{CommonExclusiveGroups.TIMER_BLOCK_GROUP, id => new Timer(id)}
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};/*.SelectMany(kv => kv.Value.Select(v => (Key: v, Value: kv.Key)))
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.ToDictionary(kv => kv.Key, kv => kv.Value);*/
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/// <summary>
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/// Constructs a new instance of T with the given ID and group using dynamically created delegates.
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/// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates.
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/// </summary>
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/// <param name="id">The block ID</param>
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/// <param name="group">The block group</param>
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/// <typeparam name="T">The block's type or Block itself</typeparam>
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/// <returns>An instance of the provided type</returns>
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/// <exception cref="BlockTypeException">The block group doesn't match or cannot be found</exception>
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/// <exception cref="MissingMethodException">The block class doesn't have the needed constructor</exception>
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private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
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private static Block New(EGID egid)
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{
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var type = typeof(T);
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EGID egid;
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if (!group.HasValue)
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{
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if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
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egid = new EGID(id, gr[0]);
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else
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egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
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}
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else
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{
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egid = new EGID(id, group.Value);
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if (typeToGroup.TryGetValue(type, out var gr)
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&& gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
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throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => ((uint)g).ToString()).Aggregate((a, b) => a + ", " + b)} instead of {(uint)group.Value}");
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}
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if (initializers.TryGetValue(type, out var func))
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{
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var bl = (T) func(egid);
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return bl;
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}
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//https://stackoverflow.com/a/10593806/2703239
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var ctor = type.GetConstructor(new[] {typeof(EGID)});
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if (ctor == null)
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throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
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DynamicMethod dynamic = new DynamicMethod(string.Empty,
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type,
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new[] {typeof(EGID)},
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type);
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ILGenerator il = dynamic.GetILGenerator();
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//il.DeclareLocal(type);
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il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
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il.Emit(OpCodes.Newobj, ctor); //Call constructor
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//il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these
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//il.Emit(OpCodes.Ldloc_0);
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il.Emit(OpCodes.Ret);
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func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
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initializers.Add(type, func);
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var block = (T) func(egid);
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return block;
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return GroupToConstructor.ContainsKey(egid.groupID)
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? GroupToConstructor[egid.groupID](egid)
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: new Block(egid);
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}
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public Block(EGID id)
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{
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Id = id;
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var type = GetType();
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if (typeToGroup.TryGetValue(type, out var groups))
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{
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if (groups.All(gr => gr != id.groupID))
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throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
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" while the group is " + id.groupID);
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}
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else if (type != typeof(Block) && !typeof(CustomBlock).IsAssignableFrom(type))
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Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
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Id = id; //TODO: Check if block type is correct
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}
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/// <summary>
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@ -224,7 +124,9 @@ namespace TechbloxModdingAPI
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/// </summary>
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public Block(uint id)
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{
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Id = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find the appropriate group for the block. The block probably doesn't exist or hasn't been submitted.");
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Id = BlockEngine.FindBlockEGID(id)
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?? throw new BlockTypeException("Could not find the appropriate group for the block." +
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" The block probably doesn't exist or hasn't been submitted.");
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}
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/// <summary>
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@ -471,9 +373,9 @@ namespace TechbloxModdingAPI
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/// Creates a copy of the block in the game with the same properties, stats and wires.
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/// </summary>
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/// <returns></returns>
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public T Copy<T>() where T : Block
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public Block Copy()
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{
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var block = PlaceNew<T>(Type, Position);
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var block = PlaceNew(Type, Position);
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block.Rotation = Rotation;
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block.Color = Color;
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block.Material = Material;
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@ -535,38 +437,5 @@ namespace TechbloxModdingAPI
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GameEngineManager.AddGameEngine(BlockCloneEngine);
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Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
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}
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/// <summary>
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/// Convert the block to a specialised block class.
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/// </summary>
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/// <returns>The block.</returns>
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/// <typeparam name="T">The specialised block type.</typeparam>
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public T Specialise<T>() where T : Block
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{
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// What have I gotten myself into?
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// C# can't cast to a child of Block unless the object was originally that child type
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// And C# doesn't let me make implicit cast operators for child types
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// So thanks to Microsoft, we've got this horrible implementation using reflection
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//Lets improve that using delegates
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var block = New<T>(Id.entityID, Id.groupID);
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if (this.InitData.Valid)
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{
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block.InitData = this.InitData;
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Placed += block.OnPlacedInit; //Reset InitData of new object
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}
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return block;
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}
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#if DEBUG
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public static EntitiesDB entitiesDB
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{
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get
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{
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return BlockEngine.GetEntitiesDB();
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}
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}
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#endif
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}
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}
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@ -313,7 +313,7 @@ namespace TechbloxModdingAPI.Tests
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.Action((float x, float y, float z) =>
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{
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Logging.CommandLog("Block placed: " +
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Block.PlaceNew<TestBlock>((BlockIDs) 500, new float3(0, 0, 0)));
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Block.PlaceNew((BlockIDs) 500, new float3(0, 0, 0)));
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}).Build();
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GameClient.SetDebugInfo("InstalledMods", InstalledMods);
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