519 lines
No EOL
18 KiB
C#
519 lines
No EOL
18 KiB
C#
using System;
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using System.Collections.Generic;
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using DataLoader;
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using Gamecraft.Blocks.BlockGroups;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using RobocraftX.Common;
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using RobocraftX.Blocks;
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using Unity.Mathematics;
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using HarmonyLib;
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using RobocraftX.PilotSeat;
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using RobocraftX.Rendering;
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using Techblox.BlockLabelsServer;
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using TechbloxModdingAPI.Blocks;
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using TechbloxModdingAPI.Blocks.Engines;
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using TechbloxModdingAPI.Tests;
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using TechbloxModdingAPI.Utility;
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namespace TechbloxModdingAPI
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{
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/// <summary>
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/// A single (perhaps scaled) block. Properties may return default values if the block is removed and then setting them is ignored.
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/// For specific block type operations, use the specialised block classes in the TechbloxModdingAPI.Blocks namespace.
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/// </summary>
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public class Block : EcsObjectBase, IEquatable<Block>, IEquatable<EGID>
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{
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protected static readonly PlacementEngine PlacementEngine = new PlacementEngine();
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protected static readonly MovementEngine MovementEngine = new MovementEngine();
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protected static readonly RotationEngine RotationEngine = new RotationEngine();
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protected static readonly RemovalEngine RemovalEngine = new RemovalEngine();
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protected static readonly SignalEngine SignalEngine = new SignalEngine();
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protected static readonly BlockEventsEngine BlockEventsEngine = new BlockEventsEngine();
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protected static readonly ScalingEngine ScalingEngine = new ScalingEngine();
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protected static readonly BlockCloneEngine BlockCloneEngine = new BlockCloneEngine();
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protected internal static readonly BlockEngine BlockEngine = new BlockEngine();
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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="position">The block's position - default block size is 0.2</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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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(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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}
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return null;
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}
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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 or null if doesn't exist</returns>
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public static Block GetLastPlacedBlock()
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{
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uint lastBlockID = CommonExclusiveGroups.blockIDGeneratorClient.Peek() - 1;
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EGID? egid = BlockEngine.FindBlockEGID(lastBlockID);
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return egid.HasValue ? New(egid.Value) : null;
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}
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/*public static Block CreateGhostBlock()
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{
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return BlockGroup._engine.BuildGhostChild();
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}*/
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/// <summary>
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/// An event that fires each time a block is placed.
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/// </summary>
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public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
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{ //TODO: Rename and add instance version in 3.0
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add => BlockEventsEngine.Placed += value;
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remove => BlockEventsEngine.Placed -= value;
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}
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/// <summary>
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/// An event that fires each time a block is removed.
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/// </summary>
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public static event EventHandler<BlockPlacedRemovedEventArgs> Removed
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{
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add => BlockEventsEngine.Removed += value;
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remove => BlockEventsEngine.Removed -= value;
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}
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private static readonly Dictionary<ExclusiveBuildGroup, (Func<EGID, Block> Constructor, Type Type)> GroupToConstructor =
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new Dictionary<ExclusiveBuildGroup, (Func<EGID, Block>, Type)>
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{
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{CommonExclusiveGroups.DAMPEDSPRING_BLOCK_GROUP, (id => new DampedSpring(id), typeof(DampedSpring))},
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{CommonExclusiveGroups.ENGINE_BLOCK_BUILD_GROUP, (id => new Engine(id), typeof(Engine))},
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{CommonExclusiveGroups.LOGIC_BLOCK_GROUP, (id => new LogicGate(id), typeof(LogicGate))},
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{CommonExclusiveGroups.PISTON_BLOCK_GROUP, (id => new Piston(id), typeof(Piston))},
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{CommonExclusiveGroups.SERVO_BLOCK_GROUP, (id => new Servo(id), typeof(Servo))},
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{CommonExclusiveGroups.WHEELRIG_BLOCK_BUILD_GROUP, (id => new WheelRig(id), typeof(WheelRig))}
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};
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static Block()
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{
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foreach (var group in SeatGroups.SEATS_BLOCK_GROUPS) // Adds driver and passenger seats, occupied and unoccupied
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GroupToConstructor.Add(group, (id => new Seat(id), typeof(Seat)));
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}
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/// <summary>
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/// Returns a correctly typed instance of this block. The instances are shared for a specific block.
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/// If an instance is no longer referenced a new instance is returned.
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/// </summary>
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/// <param name="egid">The EGID of the block</param>
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/// <param name="signaling">Whether the block is definitely a signaling block</param>
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/// <returns></returns>
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internal static Block New(EGID egid, bool signaling = false)
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{
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if (egid == default) return null;
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if (GroupToConstructor.ContainsKey(egid.groupID))
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{
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var (constructor, type) = GroupToConstructor[egid.groupID];
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return GetInstance(egid, constructor, type);
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}
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return signaling
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? GetInstance(egid, e => new SignalingBlock(e))
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: GetInstance(egid, e => new Block(e));
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}
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public Block(EGID id) : base(id)
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{
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Type expectedType;
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if (GroupToConstructor.ContainsKey(id.groupID) &&
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!GetType().IsAssignableFrom(expectedType = GroupToConstructor[id.groupID].Type))
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throw new BlockSpecializationException($"Incorrect block type! Expected: {expectedType} Actual: {GetType()}");
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}
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/// <summary>
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/// This overload searches for the correct group the block is in.
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/// It will throw an exception if the block doesn't exist.
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/// Use the EGID constructor where possible or subclasses of Block as those specify the group.
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/// </summary>
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public Block(uint id) : this(BlockEngine.FindBlockEGID(id)
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?? throw new BlockTypeException(
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"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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}
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/// <summary>
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/// Places a new block in the world.
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/// </summary>
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/// <param name="type">The block's type</param>
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/// <param name="position">The block's position (a block is 0.2 wide in terms of position)</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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public Block(BlockIDs type, float3 position, bool autoWire = false, Player player = null)
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: base(block =>
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{
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if (!PlacementEngine.IsInGame || !GameState.IsBuildMode())
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throw new BlockException("Blocks can only be placed in build mode.");
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var initializer = PlacementEngine.PlaceBlock(type, position, player, autoWire);
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block.InitData = initializer;
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Placed += ((Block)block).OnPlacedInit;
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return initializer.EGID;
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})
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{
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}
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private EGID copiedFrom;
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/// <summary>
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/// The block's current position or zero if the block no longer exists.
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/// A block is 0.2 wide by default in terms of position.
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/// </summary>
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public float3 Position
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{
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get => MovementEngine.GetPosition(this);
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set
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{
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MovementEngine.MoveBlock(this, value);
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if (blockGroup != null)
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blockGroup.PosAndRotCalculated = false;
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BlockEngine.UpdateDisplayedBlock(Id);
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}
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}
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/// <summary>
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/// The block's current rotation in degrees or zero if the block doesn't exist.
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/// </summary>
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public float3 Rotation
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{
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get => RotationEngine.GetRotation(this);
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set
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{
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RotationEngine.RotateBlock(this, value);
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if (blockGroup != null)
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blockGroup.PosAndRotCalculated = false;
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BlockEngine.UpdateDisplayedBlock(Id);
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}
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}
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/// <summary>
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/// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
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/// The default scale of 1 means 0.2 in terms of position.
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/// </summary>
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public float3 Scale
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{
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get => BlockEngine.GetBlockInfo<ScalingEntityStruct>(this).scale;
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set
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{
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int uscale = UniformScale;
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if (value.x < 4e-5) value.x = uscale;
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if (value.y < 4e-5) value.y = uscale;
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if (value.z < 4e-5) value.z = uscale;
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BlockEngine.GetBlockInfo<ScalingEntityStruct>(this).scale = value;
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//BlockEngine.GetBlockInfo<GridScaleStruct>(this).gridScale = value - (int3) value + 1;
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if (!Exists) return; //UpdateCollision needs the block to exist
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ScalingEngine.UpdateCollision(Id);
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BlockEngine.UpdateDisplayedBlock(Id);
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}
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}
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/// <summary>
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/// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
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/// The default scale of 1 means 0.2 in terms of position.
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/// </summary>
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public int UniformScale
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{
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get => BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(this).scaleFactor;
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set
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{
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if (value < 1) value = 1;
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BlockEngine.GetBlockInfo<UniformBlockScaleEntityStruct>(this).scaleFactor = value;
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Scale = new float3(value, value, value);
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}
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}
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/**
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* Whether the block is flipped.
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*/
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public bool Flipped
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{
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get => BlockEngine.GetBlockInfo<ScalingEntityStruct>(this).scale.x < 0;
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set
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{
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ref var st = ref BlockEngine.GetBlockInfo<ScalingEntityStruct>(this);
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st.scale.x = math.abs(st.scale.x) * (value ? -1 : 1);
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BlockEngine.UpdatePrefab(this, (byte) Material, value);
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}
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}
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/// <summary>
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/// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
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/// </summary>
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public BlockIDs Type
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{
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get
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{
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var opt = BlockEngine.GetBlockInfoOptional<DBEntityStruct>(this);
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return opt ? (BlockIDs) opt.Get().DBID : BlockIDs.Invalid;
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}
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}
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/// <summary>
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/// The block's color. Returns BlockColors.Default if the block no longer exists.
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/// </summary>
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public BlockColor Color
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{
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get
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{
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var opt = BlockEngine.GetBlockInfoOptional<ColourParameterEntityStruct>(this);
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return new BlockColor(opt ? opt.Get().indexInPalette : byte.MaxValue);
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}
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set
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{
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if (value.Color == BlockColors.Default)
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value = new BlockColor(FullGameFields._dataDb.TryGetValue((int) Type, out CubeListData cld)
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? cld.DefaultColour
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: throw new BlockTypeException("Unknown block type! Could not set default color."));
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ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(this);
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color.indexInPalette = value.Index;
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color.hasNetworkChange = true;
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color.paletteColour = BlockEngine.ConvertBlockColor(color.indexInPalette); //Setting to 255 results in black
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BlockEngine.UpdateBlockColor(Id);
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}
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}
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/// <summary>
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/// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
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/// </summary>
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public float4 CustomColor
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{
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get => BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(this).paletteColour;
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set
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{
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ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(this);
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color.paletteColour = value;
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color.hasNetworkChange = true;
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}
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}
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/**
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* The block's material.
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*/
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public BlockMaterial Material
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{
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get
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{
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var opt = BlockEngine.GetBlockInfoOptional<CubeMaterialStruct>(this);
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return opt ? (BlockMaterial) opt.Get().materialId : BlockMaterial.Default;
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}
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set
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{
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byte val = (byte) value;
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if (value == BlockMaterial.Default)
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val = FullGameFields._dataDb.TryGetValue((int) Type, out CubeListData cld)
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? cld.DefaultMaterialID
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: throw new BlockTypeException("Unknown block type! Could not set default material.");
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if (!FullGameFields._dataDb.ContainsKey<MaterialPropertiesData>(val))
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throw new BlockException($"Block material {value} does not exist!");
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ref var comp = ref BlockEngine.GetBlockInfo<CubeMaterialStruct>(this);
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if (comp.materialId == val)
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return;
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comp.materialId = val;
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BlockEngine.UpdatePrefab(this, val, Flipped); //The default causes the screen to go black
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}
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}
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/// <summary>
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/// The text displayed on the block if applicable, or null.
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/// Setting it is temporary to the session, it won't be saved.
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/// </summary>
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[TestValue(null)]
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public string Label
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{
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get
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{
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var opt = BlockEngine.GetBlockInfoOptional<LabelResourceIDComponent>(this);
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return opt ? FullGameFields._managers.blockLabelResourceManager.GetText(opt.Get().instanceID) : null;
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}
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set
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{
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var opt = BlockEngine.GetBlockInfoOptional<LabelResourceIDComponent>(this);
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if (opt) FullGameFields._managers.blockLabelResourceManager.SetText(opt.Get().instanceID, value);
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}
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}
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private BlockGroup blockGroup;
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/// <summary>
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/// Returns the block group this block is a part of. Block groups can also be placed using blueprints.
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/// Returns null if not part of a group, although all blocks should have their own by default.<br />
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/// Setting the group after the block has been initialized will not update everything properly,
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/// so you can only set this property on blocks newly placed by your code.<br />
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/// To set it for existing blocks, you can use the Copy() method and set the property on the resulting block
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/// (and remove this block).
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/// </summary>
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public BlockGroup BlockGroup
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{
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get
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{
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if (blockGroup != null) return blockGroup;
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if (!GameState.IsBuildMode()) return null; // Breaks in simulation
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var bgec = BlockEngine.GetBlockInfo<BlockGroupEntityComponent>(this);
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return blockGroup = bgec.currentBlockGroup == -1
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? null
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: GetInstance(new EGID((uint)bgec.currentBlockGroup, BlockGroupExclusiveGroups.BlockGroupEntityGroup),
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egid => new BlockGroup((int)egid.entityID, this));
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}
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set
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{
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if (Exists)
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{
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Logging.LogWarning("Attempted to set group of existing block. This is not supported."
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+ " Copy the block and set the group of the resulting block.");
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return;
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}
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blockGroup?.RemoveInternal(this);
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if (!InitData.Valid)
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return;
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BlockEngine.GetBlockInfo<BlockGroupEntityComponent>(this).currentBlockGroup = (int?) value?.Id.entityID ?? -1;
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value?.AddInternal(this);
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blockGroup = value;
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}
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}
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/// <summary>
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/// Whether the block should be static in simulation. If set, it cannot be moved. The effect is temporary, it will not be saved with the block.
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/// </summary>
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public bool Static
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{
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get => BlockEngine.GetBlockInfo<BlockStaticComponent>(this).isStatic;
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set => BlockEngine.GetBlockInfo<BlockStaticComponent>(this).isStatic = value;
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}
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/// <summary>
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/// The mass of the block.
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/// </summary>
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public float Mass
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{
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get => BlockEngine.GetBlockInfo<MassStruct>(this).mass;
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}
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/// <summary>
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/// Block complexity used for build rules. Determines the 'cost' of the block.
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/// </summary>
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public BlockComplexity Complexity
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{
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get => new(BlockEngine.GetBlockInfo<BlockComplexityComponent>(this));
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set => BlockEngine.GetBlockInfo<BlockComplexityComponent>(this) = value;
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}
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/// <summary>
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/// Whether the block exists. The other properties will return a default value if the block doesn't exist.
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/// If the block was just placed, then this will also return false but the properties will work correctly.
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/// </summary>
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public bool Exists => BlockEngine.BlockExists(Id);
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/// <summary>
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/// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
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/// </summary>
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public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
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/// <summary>
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/// Removes this block.
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/// </summary>
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/// <returns>True if the block exists and could be removed.</returns>
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public bool Remove() => RemovalEngine.RemoveBlock(Id);
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/// <summary>
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/// Returns the rigid body of the chunk of blocks this one belongs to during simulation.
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/// Can be used to apply forces or move the block around while the simulation is running.
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/// </summary>
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/// <returns>The SimBody of the chunk or null if the block doesn't exist or not in simulation mode.</returns>
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public SimBody GetSimBody()
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{
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var st = BlockEngine.GetBlockInfo<GridConnectionsEntityStruct>(this);
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/*return st.machineRigidBodyId != uint.MaxValue
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? new SimBody(st.machineRigidBodyId, st.clusterId) - TODO:
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: null;*/
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return null;
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}
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/// <summary>
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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 Block Copy()
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{
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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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block.UniformScale = UniformScale;
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block.Scale = Scale;
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block.copiedFrom = Id;
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return block;
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}
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private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e)
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{ //Member method instead of lambda to avoid constantly creating delegates
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if (e.ID != Id) return;
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Placed -= OnPlacedInit; //And we can reference it
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InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
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if (copiedFrom != default)
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BlockCloneEngine.CopyBlockStats(copiedFrom, Id);
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}
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public override string ToString()
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{
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return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
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}
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public bool Equals(Block other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return Id.Equals(other.Id);
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}
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public bool Equals(EGID other)
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{
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return Id.Equals(other);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != this.GetType()) return false;
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return Equals((Block) obj);
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}
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|
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public override int GetHashCode()
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|
{
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|
return Id.GetHashCode();
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|
}
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public static void Init()
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|
{
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|
GameEngineManager.AddGameEngine(PlacementEngine);
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GameEngineManager.AddGameEngine(MovementEngine);
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|
GameEngineManager.AddGameEngine(RotationEngine);
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GameEngineManager.AddGameEngine(RemovalEngine);
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|
GameEngineManager.AddGameEngine(BlockEngine);
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|
GameEngineManager.AddGameEngine(BlockEventsEngine);
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|
GameEngineManager.AddGameEngine(ScalingEngine);
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|
GameEngineManager.AddGameEngine(SignalEngine);
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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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|
}
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|
} |