using System; using System.Linq; using System.Reflection; using HarmonyLib; // test using Svelto.ECS; using RobocraftX.Blocks; using RobocraftX.Common; using RobocraftX.SimulationModeState; using RobocraftX.FrontEnd; using Unity.Mathematics; using GamecraftModdingAPI.Commands; using GamecraftModdingAPI.Events; using GamecraftModdingAPI.Utility; using GamecraftModdingAPI.Blocks; using GamecraftModdingAPI.Players; namespace GamecraftModdingAPI.Tests { // unused by design /// /// Modding API implemented as a standalone IPA Plugin. /// Ideally, GamecraftModdingAPI should be loaded by another mod; not itself /// public class GamecraftModdingAPIPluginTest #if DEBUG : IllusionPlugin.IEnhancedPlugin #endif { private static Harmony harmony { get; set; } public string[] Filter { get; } = new string[] { "Gamecraft", "GamecraftPreview" }; public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; public string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); public string HarmonyID { get; } = "org.git.exmods.modtainers.gamecraftmoddingapi"; public void OnApplicationQuit() { GamecraftModdingAPI.Main.Shutdown(); } public void OnApplicationStart() { FileLog.Reset(); Harmony.DEBUG = true; GamecraftModdingAPI.Main.Init(); Logging.MetaDebugLog($"Version group id {(uint)ApiExclusiveGroups.versionGroup}"); // in case Steam is not installed/running // this will crash the game slightly later during startup //SteamInitPatch.ForcePassSteamCheck = true; // in case running in a VM //MinimumSpecsCheckPatch.ForcePassMinimumSpecCheck = true; // disable some Gamecraft analytics //AnalyticsDisablerPatch.DisableAnalytics = true; // disable background music Logging.MetaDebugLog("Audio Mixers: "+string.Join(",", AudioTools.GetMixers())); //AudioTools.SetVolume(0.0f, "Music"); // The game now sets this from settings again after this is called :( //Utility.VersionTracking.Enable();//(very) unstable // debug/test handlers HandlerBuilder.Builder() .Name("appinit API debug") .Handle(EventType.ApplicationInitialized) .OnActivation(() => { Logging.Log("App Inited event!"); }) .Build(); HandlerBuilder.Builder("menuact API debug") .Handle(EventType.Menu) .OnActivation(() => { Logging.Log("Menu Activated event!"); }) .OnDestruction(() => { Logging.Log("Menu Destroyed event!"); }) .Build(); HandlerBuilder.Builder("menuswitch API debug") .Handle(EventType.MenuSwitchedTo) .OnActivation(() => { Logging.Log("Menu Switched To event!"); }) .Build(); HandlerBuilder.Builder("gameact API debug") .Handle(EventType.Menu) .OnActivation(() => { Logging.Log("Game Activated event!"); }) .OnDestruction(() => { Logging.Log("Game Destroyed event!"); }) .Build(); HandlerBuilder.Builder("gamerel API debug") .Handle(EventType.GameReloaded) .OnActivation(() => { Logging.Log("Game Reloaded event!"); }) .Build(); HandlerBuilder.Builder("gameswitch API debug") .Handle(EventType.GameSwitchedTo) .OnActivation(() => { Logging.Log("Game Switched To event!"); }) .Build(); HandlerBuilder.Builder("simulationswitch API debug") .Handle(EventType.SimulationSwitchedTo) .OnActivation(() => { Logging.Log("Game Mode Simulation Switched To event!"); }) .Build(); HandlerBuilder.Builder("buildswitch API debug") .Handle(EventType.BuildSwitchedTo) .OnActivation(() => { Logging.Log("Game Mode Build Switched To event!"); }) .Build(); HandlerBuilder.Builder("menu activated API error thrower test") .Handle(EventType.Menu) .OnActivation(() => { throw new Exception("Event Handler always throws an exception!"); }) .Build(); // debug/test commands if (Dependency.Hell("ExtraCommands")) { CommandBuilder.Builder() .Name("Exit") .Description("Close Gamecraft immediately, without any prompts") .Action(() => { UnityEngine.Application.Quit(); }) .Build(); CommandBuilder.Builder() .Name("SetFOV") .Description("Set the player camera's field of view") .Action((float d) => { UnityEngine.Camera.main.fieldOfView = d; }) .Build(); CommandBuilder.Builder() .Name("MoveLastBlock") .Description("Move the most-recently-placed block, and any connected blocks by the given offset") .Action((float x, float y, float z) => { if (GameState.IsBuildMode()) foreach (var block in Block.GetLastPlacedBlock().GetConnectedCubes()) block.Position += new Unity.Mathematics.float3(x, y, z); else GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!"); }).Build(); CommandBuilder.Builder() .Name("PlaceAluminium") .Description("Place a block of aluminium at the given coordinates") .Action(async (float x, float y, float z) => { var block = await Block.PlaceNewAsync(BlockIDs.AluminiumCube, new float3(x, y, z)); Logging.MetaDebugLog("Block placed with type: " + block.Type); }) .Build(); CommandBuilder.Builder("getBlock") .Action(() => uREPL.Log.Output(new Player(Players.PlayerType.Local).GetBlockLookedAt()+"")).Build(); CommandBuilder.Builder("Error", "Throw an error to make sure SimpleCustomCommandEngine's wrapper catches it.") .Action(() => { throw new Exception("Error Command always throws an error"); }) .Build(); CommandBuilder.Builder("ColorBlock", "Change color of the block looked at if there's any.") .Action(str => { if (!Enum.TryParse(str, out BlockColors color)) { Logging.CommandLog("Color " + str + " not found! Interpreting as 4 color values."); var s = str.Split(' '); new Player(PlayerType.Local).GetBlockLookedAt().CustomColor = new float4(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]), float.Parse(s[3])); return; } new Player(PlayerType.Local).GetBlockLookedAt().Color = new BlockColor {Color = color}; Logging.CommandLog("Colored block to " + color); }).Build(); GameClient.SetDebugInfo("lookedAt", LookedAt); /* CommandManager.AddCommand(new SimpleCustomCommandEngine((float d) => { UnityEngine.Camera.main.fieldOfView = d; }, "SetFOV", "Set the player camera's field of view")); CommandManager.AddCommand(new SimpleCustomCommandEngine( (x, y, z) => { bool success = GamecraftModdingAPI.Blocks.Movement.MoveConnectedBlocks( GamecraftModdingAPI.Blocks.BlockIdentifiers.LatestBlockID, new Unity.Mathematics.float3(x, y, z)); if (!success) { GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!"); } }, "MoveLastBlock", "Move the most-recently-placed block, and any connected blocks by the given offset")); CommandManager.AddCommand(new SimpleCustomCommandEngine( (x, y, z) => { Blocks.Placement.PlaceBlock(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); }, "PlaceAluminium", "Place a block of aluminium at the given coordinates")); System.Random random = new System.Random(); // for command below CommandManager.AddCommand(new SimpleCustomCommandEngine( () => { if (!GameState.IsSimulationMode()) { Logging.CommandLogError("You must be in simulation mode for this to work!"); return; } Tasks.Repeatable task = new Tasks.Repeatable(() => { uint count = 0; EGID[] eBlocks = Blocks.Signals.GetElectricBlocks(); for (uint i = 0u; i < eBlocks.Length; i++) { uint[] ids = Blocks.Signals.GetSignalIDs(eBlocks[i]); for (uint j = 0u; j < ids.Length; j++) { Blocks.Signals.SetSignalByID(ids[j], (float)random.NextDouble()); count++; } } Logging.MetaDebugLog($"Did the thing on {count} inputs"); }, () => { return GameState.IsSimulationMode(); }); Tasks.Scheduler.Schedule(task); }, "RandomizeSignalsInputs", "Do the thing")); */ } // dependency test if (Dependency.Hell("GamecraftScripting", new Version("0.0.1.0"))) { Logging.LogWarning("You're in GamecraftScripting dependency hell"); } else { Logging.Log("Compatible GamecraftScripting detected"); } } private Player player; private string LookedAt() { if (player == null) player = new Player(Players.PlayerType.Local); Block block = player.GetBlockLookedAt(); if (block == null) return "Block: none"; return "Block: " + block.Type + "\nColor: " + block.Color + "\n" + "At: " + block.Position; } public void OnFixedUpdate() { } public void OnLateUpdate() { } public void OnLevelWasInitialized(int level) { } public void OnLevelWasLoaded(int level) { } public void OnUpdate() { } [HarmonyPatch] public class MinimumSpecsPatch { public static bool Prefix(ref bool __result) { __result = true; return false; } public static MethodInfo TargetMethod() { return ((Func)MinimumSpecsCheck.CheckRequirementsMet).Method; } } } }