NorbiPeti
3592c6f464
Newly created blocks use the initializer to set properties, allowing the user to set per-block properties
428 lines
No EOL
15 KiB
C#
428 lines
No EOL
15 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Reflection.Emit;
|
|
|
|
using Svelto.ECS;
|
|
using Svelto.ECS.EntityStructs;
|
|
using RobocraftX.Common;
|
|
using RobocraftX.Blocks;
|
|
using Unity.Mathematics;
|
|
using Unity.Entities;
|
|
using Gamecraft.Blocks.GUI;
|
|
|
|
using GamecraftModdingAPI.Blocks;
|
|
using GamecraftModdingAPI.Utility;
|
|
|
|
namespace GamecraftModdingAPI
|
|
{
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public class Block : IEquatable<Block>, IEquatable<EGID>
|
|
{
|
|
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 static readonly ScalingEngine ScalingEngine = new ScalingEngine();
|
|
|
|
protected internal static readonly BlockEngine BlockEngine = new BlockEngine();
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// <para></para>
|
|
/// <para>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.</para>
|
|
/// </summary>
|
|
/// <param name="block">The block's type</param>
|
|
/// <param name="color">The block's color</param>
|
|
/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
|
|
/// <param name="position">The block's position in the grid - default block size is 0.2</param>
|
|
/// <param name="rotation">The block's rotation in degrees</param>
|
|
/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
|
|
/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
|
|
/// <param name="player">The player who placed the block</param>
|
|
/// <returns>The placed block or null if failed</returns>
|
|
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)
|
|
{
|
|
return PlaceNew<Block>(block, position, rotation, color, darkness, uscale, scale, player);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <param name="block">The block's type</param>
|
|
/// <param name="color">The block's color</param>
|
|
/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
|
|
/// <param name="position">The block's position in the grid - default block size is 0.2</param>
|
|
/// <param name="rotation">The block's rotation in degrees</param>
|
|
/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
|
|
/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
|
|
/// <param name="player">The player who placed the block</param>
|
|
/// <returns>The placed block or null if failed</returns>
|
|
public static T PlaceNew<T>(BlockIDs block, float3 position,
|
|
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
|
|
int uscale = 1, float3 scale = default, Player player = null) where T : Block
|
|
{
|
|
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
|
|
{
|
|
var egid = PlacementEngine.PlaceBlock(block, color, darkness,
|
|
position, uscale, scale, player, rotation, out var initializer);
|
|
var bl = New<T>(egid.entityID, egid.groupID);
|
|
bl.InitData.Group = BlockEngine.InitGroup(initializer);
|
|
return bl;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the most recently placed block.
|
|
/// </summary>
|
|
/// <returns>The block object</returns>
|
|
public static Block GetLastPlacedBlock()
|
|
{
|
|
return New<Block>(BlockIdentifiers.LatestBlockID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// An event that fires each time a block is placed.
|
|
/// </summary>
|
|
public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
|
|
{
|
|
add => BlockEventsEngine.Placed += value;
|
|
remove => BlockEventsEngine.Placed -= value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// An event that fires each time a block is removed.
|
|
/// </summary>
|
|
public static event EventHandler<BlockPlacedRemovedEventArgs> Removed
|
|
{
|
|
add => BlockEventsEngine.Removed += value;
|
|
remove => BlockEventsEngine.Removed -= value;
|
|
}
|
|
|
|
private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();
|
|
|
|
private static Dictionary<Type, ExclusiveGroupStruct[]> typeToGroup =
|
|
new Dictionary<Type, ExclusiveGroupStruct[]>
|
|
{
|
|
{typeof(ConsoleBlock), new[] {CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP}},
|
|
{typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
|
|
{typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
|
|
{typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
|
|
{
|
|
typeof(SpawnPoint),
|
|
new[]
|
|
{
|
|
CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
|
|
CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
|
|
}
|
|
},
|
|
{typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
|
|
{typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
|
|
};
|
|
|
|
private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
|
|
{
|
|
var type = typeof(T);
|
|
EGID egid;
|
|
if (!group.HasValue)
|
|
{
|
|
if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
|
|
egid = new EGID(id, gr[0]);
|
|
else
|
|
egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
|
|
}
|
|
else
|
|
{
|
|
egid = new EGID(id, group.Value);
|
|
if (typeToGroup.TryGetValue(type, out var gr)
|
|
&& gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
|
|
throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
|
|
}
|
|
|
|
if (initializers.TryGetValue(type, out var func))
|
|
{
|
|
var bl = (T) func(egid);
|
|
return bl;
|
|
}
|
|
|
|
//https://stackoverflow.com/a/10593806/2703239
|
|
var ctor = type.GetConstructor(new[] {typeof(EGID)});
|
|
if (ctor == null)
|
|
throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
|
|
DynamicMethod dynamic = new DynamicMethod(string.Empty,
|
|
type,
|
|
new[] {typeof(EGID)},
|
|
type);
|
|
ILGenerator il = dynamic.GetILGenerator();
|
|
|
|
il.DeclareLocal(type);
|
|
il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
|
|
il.Emit(OpCodes.Newobj, ctor); //Call constructor
|
|
il.Emit(OpCodes.Stloc_0);
|
|
il.Emit(OpCodes.Ldloc_0);
|
|
il.Emit(OpCodes.Ret);
|
|
|
|
func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
|
|
initializers.Add(type, func);
|
|
var block = (T) func(egid);
|
|
return block;
|
|
}
|
|
|
|
public Block(EGID id)
|
|
{
|
|
Id = id;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This overload searches for the correct group the block is in.
|
|
/// It will throw an exception if the block doesn't exist.
|
|
/// Use the EGID constructor where possible or subclasses of Block as those specify the group.
|
|
/// </summary>
|
|
public Block(uint id)
|
|
{
|
|
Id = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find the appropriate group for the block. The block probably doesn't exist or hasn't been submitted.");
|
|
}
|
|
|
|
public EGID Id { get; }
|
|
|
|
internal BlockEngine.BlockInitData InitData;
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public float3 Position
|
|
{
|
|
get => Exists ? MovementEngine.GetPosition(Id) : float3.zero;
|
|
set
|
|
{
|
|
if (Exists) MovementEngine.MoveBlock(Id, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The block's current rotation in degrees or zero if the block doesn't exist.
|
|
/// </summary>
|
|
public float3 Rotation
|
|
{
|
|
get => Exists ? RotationEngine.GetRotation(Id) : float3.zero;
|
|
set
|
|
{
|
|
if (Exists) RotationEngine.RotateBlock(Id, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public float3 Scale
|
|
{
|
|
get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale);
|
|
set
|
|
{
|
|
BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value);
|
|
if (!Exists) return; //UpdateCollision needs the block to exist
|
|
ScalingEngine.UpdateCollision(Id);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public int UniformScale
|
|
{
|
|
get => BlockEngine.GetBlockInfo(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor);
|
|
set
|
|
{
|
|
BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val,
|
|
value);
|
|
Scale = new float3(value, value, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
|
|
/// </summary>
|
|
public BlockIDs Type
|
|
{
|
|
get
|
|
{
|
|
return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, BlockIDs.Invalid);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The block's color. Returns BlockColors.Default if the block no longer exists.
|
|
/// </summary>
|
|
public BlockColor Color
|
|
{
|
|
get
|
|
{
|
|
byte index = BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.indexInPalette,
|
|
byte.MaxValue);
|
|
return new BlockColor(index);
|
|
}
|
|
set
|
|
{
|
|
BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) =>
|
|
{
|
|
color.indexInPalette = (byte) (val.Color + val.Darkness * 10);
|
|
color.overridePaletteColour = false;
|
|
color.needsUpdate = true;
|
|
BlockEngine.SetBlockColorFromPalette(ref color);
|
|
}, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
|
|
/// </summary>
|
|
public float4 CustomColor
|
|
{
|
|
get => BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.overriddenColour);
|
|
set
|
|
{
|
|
BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) =>
|
|
{
|
|
color.overriddenColour = val;
|
|
color.overridePaletteColour = true;
|
|
color.needsUpdate = true;
|
|
}, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The text displayed on the block if applicable, or null.
|
|
/// Setting it is temporary to the session, it won't be saved.
|
|
/// </summary>
|
|
public string Label
|
|
{
|
|
get => BlockEngine.GetBlockInfo(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text);
|
|
set
|
|
{
|
|
BlockEngine.SetBlockInfo(this, (ref TextLabelEntityViewStruct text, string val) =>
|
|
{
|
|
if (text.textLabelComponent != null) text.textLabelComponent.text = val;
|
|
}, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the block exists. The other properties will return a default value if the block doesn't exist.
|
|
/// </summary>
|
|
public bool Exists => BlockEngine.BlockExists(Id);
|
|
|
|
/// <summary>
|
|
/// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
|
|
/// </summary>
|
|
public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
|
|
|
|
/// <summary>
|
|
/// Removes this block.
|
|
/// </summary>
|
|
/// <returns>True if the block exists and could be removed.</returns>
|
|
public bool Remove() => RemovalEngine.RemoveBlock(Id);
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <returns>The SimBody of the cluster or null if the block doesn't exist.</returns>
|
|
public SimBody GetSimBody()
|
|
{
|
|
return BlockEngine.GetBlockInfo(this,
|
|
(GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId));
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
|
|
}
|
|
|
|
public bool Equals(Block other)
|
|
{
|
|
if (ReferenceEquals(null, other)) return false;
|
|
if (ReferenceEquals(this, other)) return true;
|
|
return Id.Equals(other.Id);
|
|
}
|
|
|
|
public bool Equals(EGID other)
|
|
{
|
|
return Id.Equals(other);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (ReferenceEquals(null, obj)) return false;
|
|
if (ReferenceEquals(this, obj)) return true;
|
|
if (obj.GetType() != this.GetType()) return false;
|
|
return Equals((Block) obj);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return Id.GetHashCode();
|
|
}
|
|
|
|
public static void Init()
|
|
{
|
|
GameEngineManager.AddGameEngine(PlacementEngine);
|
|
GameEngineManager.AddGameEngine(MovementEngine);
|
|
GameEngineManager.AddGameEngine(RotationEngine);
|
|
GameEngineManager.AddGameEngine(RemovalEngine);
|
|
GameEngineManager.AddGameEngine(BlockEngine);
|
|
GameEngineManager.AddGameEngine(BlockEventsEngine);
|
|
GameEngineManager.AddGameEngine(ScalingEngine);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert the block to a specialised block class.
|
|
/// </summary>
|
|
/// <returns>The block.</returns>
|
|
/// <typeparam name="T">The specialised block type.</typeparam>
|
|
public T Specialise<T>() 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
|
|
|
|
//Lets improve that using delegates
|
|
var block = New<T>(Id.entityID, Id.groupID);
|
|
block.InitData = this.InitData;
|
|
return block;
|
|
}
|
|
|
|
#if DEBUG
|
|
public static EntitiesDB entitiesDB
|
|
{
|
|
get
|
|
{
|
|
return BlockEngine.GetEntitiesDB();
|
|
}
|
|
}
|
|
#endif
|
|
internal static void Setup(World physicsWorld)
|
|
{
|
|
ScalingEngine.Setup(physicsWorld.EntityManager);
|
|
}
|
|
}
|
|
} |