using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using HarmonyLib; using IllusionInjector; // test using GPUInstancer; using Svelto.ECS; using RobocraftX.Blocks; using RobocraftX.Common; using RobocraftX.SimulationModeState; using RobocraftX.FrontEnd; using Unity.Mathematics; using UnityEngine; using RobocraftX.Schedulers; using Svelto.Tasks.ExtraLean; using uREPL; using GamecraftModdingAPI.Commands; using GamecraftModdingAPI.Events; using GamecraftModdingAPI.Utility; using GamecraftModdingAPI.Blocks; using GamecraftModdingAPI.Players; using EventType = GamecraftModdingAPI.Events.EventType; namespace GamecraftModdingAPI.Tests { #if DEBUG // unused by design /// /// Modding API implemented as a standalone IPA Plugin. /// Ideally, GamecraftModdingAPI should be loaded by another mod; not itself /// public class GamecraftModdingAPIPluginTest : IllusionPlugin.IEnhancedPlugin { private static Harmony harmony { get; set; } public override string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; public override string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); public string HarmonyID { get; } = "org.git.exmods.modtainers.gamecraftmoddingapi"; public override void OnApplicationQuit() { GamecraftModdingAPI.Main.Shutdown(); } public override 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 #pragma warning disable 0612 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(); #pragma warning restore 0612 /*HandlerBuilder.Builder("enter game from menu test") .Handle(EventType.Menu) .OnActivation(() => { Tasks.Scheduler.Schedule(new Tasks.Repeatable(enterGame, shouldRetry, 0.2f)); }) .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((float x, float y, float z) => { var block = Block.PlaceNew(BlockIDs.AluminiumCube, new float3(x, y, z)); Logging.CommandLog("Block placed with type: " + block.Type); }) .Build(); CommandBuilder.Builder() .Name("PlaceAluminiumLots") .Description("Place a lot of blocks of aluminium at the given coordinates") .Action((float x, float y, float z) => { Logging.CommandLog("Starting..."); var sw = Stopwatch.StartNew(); for (int i = 0; i < 100; i++) for (int j = 0; j < 100; j++) Block.PlaceNew(BlockIDs.AluminiumCube, new float3(x + i, y, z + j)); //Block.Sync(); sw.Stop(); Logging.CommandLog("Finished in " + sw.ElapsedMilliseconds + "ms"); }) .Build(); Block b = null; CommandBuilder.Builder("moveBlockInSim", "Run in build mode first while looking at a block, then in sim to move it up") .Action(() => { if (b == null) { b = new Player(PlayerType.Local).GetBlockLookedAt(); Logging.CommandLog("Block saved: " + b); } else Logging.CommandLog("Block moved to: " + (b.GetSimBody().Position += new float3(0, 2, 0))); }).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(); CommandBuilder.Builder("GetBlockByID", "Gets a block based on its object identifier and teleports it up.") .Action(ch => { foreach (var body in SimBody.GetFromObjectID(ch)) { Logging.CommandLog("SimBody: " + body); body.Position += new float3(0, 10, 0); foreach (var bodyConnectedBody in body.GetConnectedBodies()) { Logging.CommandLog("Moving " + bodyConnectedBody); bodyConnectedBody.Position += new float3(0, 10, 0); } } }).Build(); CommandBuilder.Builder() .Name("PlaceConsole") .Description("Place a bunch of console block with a given text - entering simulation with them crashes the game as the cmd doesn't exist") .Action((float x, float y, float z) => { Stopwatch sw = new Stopwatch(); sw.Start(); for (int i = 0; i < 100; i++) { for (int j = 0; j < 100; j++) { var block = Block.PlaceNew(BlockIDs.ConsoleBlock, new float3(x + i, y, z + j)); block.Command = "test_command"; } } sw.Stop(); Logging.CommandLog($"Blocks placed in {sw.ElapsedMilliseconds} ms"); }) .Build(); CommandBuilder.Builder() .Name("WireTest") .Description("Place two blocks and then wire them together") .Action(() => { LogicGate notBlock = Block.PlaceNew(BlockIDs.NOTLogicBlock, new float3(1, 2, 0)); LogicGate andBlock = Block.PlaceNew(BlockIDs.ANDLogicBlock, new float3(2, 2, 0)); // connect NOT Gate output to AND Gate input #2 (ports are zero-indexed, so 1 is 2nd position and 0 is 1st position) Wire conn = notBlock.Connect(0, andBlock, 1); Logging.CommandLog(conn.ToString()); }) .Build(); CommandBuilder.Builder("TestChunkHealth", "Sets the chunk looked at to the given health.") .Action((float val, float max) => { var body = new Player(PlayerType.Local).GetSimBodyLookedAt(); if (body == null) return; body.CurrentHealth = val; body.InitialHealth = max; Logging.CommandLog("Health set to: " + val); }).Build(); CommandBuilder.Builder("placeBlockGroup", "Places some blocks in a group") .Action((float x, float y, float z) => { var pos = new float3(x, y, z); var group = BlockGroup.Create(Block.PlaceNew(BlockIDs.AluminiumCube, pos, color: BlockColors.Aqua)); Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Blue) .BlockGroup = group; Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Green) .BlockGroup = group; Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Lime) .BlockGroup = group; }).Build(); GameClient.SetDebugInfo("InstalledMods", InstalledMods); Block.Placed += (sender, args) => Logging.MetaDebugLog("Placed block " + args.Type + " with ID " + args.ID); Block.Removed += (sender, args) => Logging.MetaDebugLog("Removed block " + args.Type + " with ID " + args.ID); /* 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($"Did the thing on {count} inputs"); }, () => { return GameState.IsSimulationMode(); }); Tasks.Scheduler.Schedule(task); }, "RandomizeSignalsInputs", "Do the thing")); */ } // dependency test if (Dependency.Hell("GamecraftScripting", new Version("0.0.1.0"))) { Logging.LogWarning("You're in GamecraftScripting dependency hell"); } else { Logging.Log("Compatible GamecraftScripting detected"); } CommandBuilder.Builder("enableCompletions") .Action(() => { var p = Window.selected.main.parameters; p.useCommandCompletion = true; p.useMonoCompletion = true; p.useGlobalClassCompletion = true; Log.Output("Submitted: " + Window.selected.submittedCode); }) .Build(); /*JObject o1 = JObject.Parse(File.ReadAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json")); JObject o2 = JObject.Parse(File.ReadAllText(@"customCatalog.json")); o1.Merge(o2, new JsonMergeSettings {MergeArrayHandling = MergeArrayHandling.Union}); File.WriteAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json", o1.ToString());*/ CustomBlock.Prep().RunOn(ExtraLean.UIScheduler); #if TEST TestRoot.RunTests(); #endif } private string modsString; private string InstalledMods() { if (modsString != null) return modsString; StringBuilder sb = new StringBuilder("Installed mods:"); foreach (var plugin in PluginManager.Plugins) sb.Append("\n" + plugin.Name + " - " + plugin.Version); return modsString = sb.ToString(); } private bool retry = true; private bool shouldRetry() { return retry; } private void enterGame() { App.Client app = new App.Client(); App.Game[] myGames = app.MyGames; Logging.MetaDebugLog($"MyGames count {myGames.Length}"); if (myGames.Length != 0) { Logging.MetaDebugLog($"MyGames[0] EGID {myGames[0].EGID}"); retry = false; try { //myGames[0].Description = "test msg pls ignore"; // make sure game exists first Logging.MetaDebugLog($"Entering game {myGames[0].Name}"); myGames[0].EnterGame(); } catch (Exception e) { Logging.MetaDebugLog($"Failed to enter game; exception: {e}"); retry = true; } } else { Logging.MetaDebugLog("MyGames not populated yet :("); } } [HarmonyPatch] public class MinimumSpecsPatch { public static bool Prefix() { return false; } public static MethodInfo TargetMethod() { return ((Action) MinimumSpecsCheck.CheckRequirementsMet).Method; } } } #endif }