using System;
using System.Reflection;
using System.Threading.Tasks;
using Svelto.ECS;
using Svelto.ECS.EntityStructs;
using RobocraftX.Common;
using RobocraftX.Blocks;
using Unity.Mathematics;
using Gamecraft.Blocks.GUI;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI
{
///
/// 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.
///
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 SignalEngine SignalEngine = new SignalEngine();
protected static readonly BlockEventsEngine BlockEventsEngine = new BlockEventsEngine();
protected internal static readonly BlockEngine BlockEngine = new BlockEngine();
///
/// 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.
///
/// When placing multiple blocks, do not access properties immediately after creation as this
/// triggers a sync each time which can affect performance and may cause issues with the game.
/// You may either use AsyncUtils.WaitForSubmission() after placing all of the blocks
/// or simply access the block properties which will trigger the synchronization the first time a property is used.
///
/// The block's type
/// The block's color
/// The block color's darkness (0-9) - 0 is default color
/// The block's position in the grid - default block size is 0.2
/// The block's rotation in degrees
/// The block's uniform scale - default scale is 1 (with 0.2 width)
/// The block's non-uniform scale - 0 means is used
/// The player who placed the block
/// The placed block or null if failed
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())
{
return new Block(PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation));
}
return null;
}
///
/// 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.
///
/// This method waits for the block to be constructed in the game which may take a significant amount of time.
/// Only use this to place a single block.
/// For placing multiple blocks, use PlaceNew() then AsyncUtils.WaitForSubmission() when done with placing blocks.
///
/// The block's type
/// The block's color
/// The block color's darkness (0-9) - 0 is default color
/// The block's position in the grid - default block size is 0.2
/// The block's rotation in degrees
/// The block's uniform scale - default scale is 1 (with 0.2 width)
/// The block's non-uniform scale - 0 means is used
/// The player who placed the block
/// The placed block or null if failed
public static async Task PlaceNewAsync(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
{
var ret = new Block(PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation));
await AsyncUtils.WaitForSubmission();
return ret;
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}
return null;
}
///
/// Returns the most recently placed block.
///
/// The block object
public static Block GetLastPlacedBlock()
{
return new Block(BlockIdentifiers.LatestBlockID);
}
///
/// An event that fires each time a block is placed.
///
public static event EventHandler Placed
{
add => BlockEventsEngine.Placed += value;
remove => BlockEventsEngine.Placed -= value;
}
///
/// An event that fires each time a block is removed.
///
public static event EventHandler Removed
{
add => BlockEventsEngine.Removed += value;
remove => BlockEventsEngine.Removed -= value;
}
public Block(EGID id)
{
Id = id;
}
public Block(uint id) : this(new EGID(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP))
{
}
public EGID Id { get; protected set; }
///
/// 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.
///
public float3 Position
{
get => Exists ? MovementEngine.GetPosition(Id.entityID) : float3.zero;
set
{
if (Exists) MovementEngine.MoveBlock(Id.entityID, value);
}
}
///
/// The block's current rotation in degrees or zero if the block doesn't exist.
///
public float3 Rotation
{
get => Exists ? RotationEngine.GetRotation(Id.entityID) : float3.zero;
set
{
if (Exists) RotationEngine.RotateBlock(Id.entityID, value);
}
}
///
/// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
/// The default scale of 1 means 0.2 in terms of position.
///
public float3 Scale
{
get => BlockEngine.GetBlockInfo(Id).scale;
set
{
BlockEngine.GetBlockInfo(Id).scale = value;
}
}
///
/// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
/// The default scale of 1 means 0.2 in terms of position.
///
public int UniformScale
{
get => BlockEngine.GetBlockInfo(Id).scaleFactor;
set
{
ref var scaleStruct = ref BlockEngine.GetBlockInfo(Id);
scaleStruct.scaleFactor = value;
Scale = new float3(value, value, value);
}
}
///
/// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
///
public BlockIDs Type
{
get
{
var id = (BlockIDs) BlockEngine.GetBlockInfo(Id, out var exists).DBID;
return exists ? id : BlockIDs.Invalid;
}
}
///
/// The block's color. Returns BlockColors.Default if the block no longer exists.
///
public BlockColor Color
{
get
{
byte index = BlockEngine.GetBlockInfo(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(Id);
color.indexInPalette = (byte)(value.Color + value.Darkness * 10);
color.overridePaletteColour = false;
color.needsUpdate = true;
BlockEngine.SetBlockColorFromPalette(ref color);
}
}
///
/// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
///
public float4 CustomColor
{
get => BlockEngine.GetBlockInfo(Id).overriddenColour;
set
{
ref var color = ref BlockEngine.GetBlockInfo(Id);
color.overriddenColour = value;
color.overridePaletteColour = true;
color.needsUpdate = true;
}
}
///
/// The short text displayed on the block if applicable, or null.
/// Setting it is temporary to the session, it won't be saved.
///
public string Label
{
get => BlockEngine.GetBlockInfo(Id).textLabelComponent?.text;
set
{
ref var text = ref BlockEngine.GetBlockInfo(Id);
if (text.textLabelComponent != null) text.textLabelComponent.text = value;
}
}
///
/// Whether the block exists. The other properties will return a default value if the block doesn't exist.
///
public bool Exists => BlockEngine.BlockExists(Id);
///
/// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
///
public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
///
/// Removes this block.
///
/// True if the block exists and could be removed.
public bool Remove() => RemovalEngine.RemoveBlock(Id);
///
/// Returns the rigid body of the cluster of blocks this one belongs to during simulation.
/// Can be used to apply forces or move the block around while the simulation is running.
///
/// The SimBody of the cluster or null if the block doesn't exist.
public SimBody GetSimBody()
{
uint id = BlockEngine.GetBlockInfo(Id, out var exists).machineRigidBodyId;
return exists ? new SimBody(id) : null;
}
public override string ToString()
{
return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
}
public static void Init()
{
GameEngineManager.AddGameEngine(PlacementEngine);
GameEngineManager.AddGameEngine(MovementEngine);
GameEngineManager.AddGameEngine(RotationEngine);
GameEngineManager.AddGameEngine(RemovalEngine);
GameEngineManager.AddGameEngine(BlockEngine);
GameEngineManager.AddGameEngine(BlockEventsEngine);
}
///
/// Convert the block to a specialised block class.
///
/// The block.
/// The specialised block type.
public T Specialise() 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");
}
return (T)ctor.Invoke(new object[] { Id });
}
#if DEBUG
public static EntitiesDB entitiesDB
{
get
{
return BlockEngine.GetEntitiesDB();
}
}
#endif
}
}