using System; using System.Linq; using System.Reflection; using HarmonyLib; // test using Svelto.ECS; using RobocraftX.Blocks; using RobocraftX.Common; using RobocraftX.SimulationModeState; using GamecraftModdingAPI.Commands; using GamecraftModdingAPI.Events; using GamecraftModdingAPI.Utility; 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(); // debug/test handlers EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("App Inited event!"); }, () => { }, EventType.ApplicationInitialized, "appinit API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Activated event!"); }, () => { Logging.Log("Menu Destroyed event!"); }, EventType.Menu, "menuact API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Switched To event!"); }, () => { }, EventType.MenuSwitchedTo, "menuswitch API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Activated event!"); }, () => { Logging.Log("Game Destroyed event!"); }, EventType.Game, "gameact API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Reloaded event!"); }, () => { }, EventType.GameReloaded, "gamerel API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Switched To event!"); }, () => { }, EventType.GameSwitchedTo, "gameswitch API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Mode Simulation Switched To event!"); }, () => { }, EventType.SimulationSwitchedTo, "simulationswitch API debug")); EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Mode Build Switched To event!"); }, () => { }, EventType.BuildSwitchedTo, "buildswitch API debug")); // 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().ConnectedCubes) 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) => { Block.PlaceNew(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); }) .Build(); System.Random random = new System.Random(); // for command below CommandBuilder.Builder() .Name("RandomizeSignalsInputs") .Description("Do the thing") .Action(() => { 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); }).Build(); /* 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"); } } public void OnFixedUpdate() { } public void OnLateUpdate() { } public void OnLevelWasInitialized(int level) { } public void OnLevelWasLoaded(int level) { } public void OnUpdate() { } } }