TechbloxModdingAPI/GamecraftModdingAPI/BlockGroup.cs
Norbi Peti 4580ae3b66 Add ability to create & move block groups & other stuff
Added a way to store block groups as blueprints
Blocks can be added/removed from block groups, although it doesn't work well atm
Added some patches to the test class in an attempt to debug an unrelated issue
Added a command to test placing a block group
Added a SelectedBlueprint property to the Player class
2020-11-12 02:39:58 +01:00

183 lines
6.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Gamecraft.Blocks.BlockGroups;
using Unity.Mathematics;
using UnityEngine;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI
{
/// <summary>
/// A group of blocks that can be selected together. The placed version of blueprints.
/// </summary>
public class BlockGroup : ICollection<Block>
{
internal static BlueprintEngine _engine = new BlueprintEngine();
public int Id { get; }
private readonly Block sourceBlock;
private readonly List<Block> blocks;
private float3 position, rotation;
internal bool PosAndRotCalculated;
internal BlockGroup(int id, Block block)
{
if (id == BlockGroupUtility.GROUP_UNASSIGNED)
throw new BlockException("Cannot create a block group for blocks without a group!");
Id = id;
sourceBlock = block;
blocks = new List<Block>(GetBlocks());
}
/// <summary>
/// The position of the block group (center). Recalculated if blocks have been added/removed since the last query.
/// </summary>
public float3 Position
{
get
{
if (!PosAndRotCalculated)
Refresh();
return position;
}
set
{
var diff = value - position;
foreach (var block in blocks)
block.Position += diff;
if (!PosAndRotCalculated) //The condition can only be true if a block has been added/removed manually
Refresh(); //So the blocks array is up to date
else
position += diff;
}
}
/// <summary>
/// The rotation of the block group. Recalculated if blocks have been added/removed since the last query.
/// </summary>
public float3 Rotation
{
get
{
if (!PosAndRotCalculated)
Refresh();
return rotation;
}
set
{
var diff = value - rotation;
var qdiff = Quaternion.Euler(diff);
foreach (var block in blocks)
{
block.Rotation += diff;
block.Position = qdiff * block.Position;
}
if (!PosAndRotCalculated)
Refresh();
else
rotation += diff;
}
}
/*/// <summary>
/// Removes all of the blocks in this group from the world.
/// </summary>
public void RemoveBlocks()
{
_engine.RemoveBlockGroup(Id); - TODO: Causes a hard crash
}*/
/// <summary>
/// Creates a new block group consisting of a single block.
/// You can add more blocks using the Add() method or by setting the BlockGroup property of the blocks.<br />
/// Note that only newly placed blocks should be added to groups.
/// </summary>
/// <param name="block">The block to add</param>
/// <returns>A new block group containing the given block</returns>
public static BlockGroup Create(Block block)
{
return new BlockGroup(_engine.CreateBlockGroup(default, default), block);
}
/// <summary>
/// Collects each block that is a part of this group. Also sets the position and rotation.
/// </summary>
/// <returns>An array of blocks</returns>
private Block[] GetBlocks()
{
if (!sourceBlock.Exists) return new[] {sourceBlock}; //The block must exist to get the others
var ret = _engine.GetBlocksFromGroup(sourceBlock.Id, out var pos, out var rot);
position = pos;
rotation = ((Quaternion) rot).eulerAngles;
PosAndRotCalculated = true;
return ret;
}
private void Refresh()
{
blocks.Clear();
blocks.AddRange(GetBlocks());
}
internal static void Init()
{
GameEngineManager.AddGameEngine(_engine);
}
public IEnumerator<Block> GetEnumerator() => blocks.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => blocks.GetEnumerator();
/// <summary>
/// Adds a block to the group. You should only add newly placed blocks
/// so that the game initializes the group membership properly.
/// </summary>
/// <param name="item"></param>
/// <exception cref="NullReferenceException"></exception>
public void Add(Block item)
{
if (item == null) throw new NullReferenceException("Cannot add null to a block group");
item.BlockGroup = this; //Calls AddInternal
}
internal void AddInternal(Block item) => blocks.Add(item);
/// <summary>
/// Removes all blocks from this group.
/// You should not remove blocks that have been initialized, only those that you placed recently.
/// </summary>
public void Clear()
{
while (blocks.Count > 0)
Remove(blocks[blocks.Count - 1]);
}
public bool Contains(Block item) => blocks.Contains(item);
public void CopyTo(Block[] array, int arrayIndex) => blocks.CopyTo(array, arrayIndex);
/// <summary>
/// Removes a block from this group.
/// You should not remove blocks that have been initialized, only those that you placed recently.
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
/// <exception cref="NullReferenceException"></exception>
public bool Remove(Block item)
{
if (item == null) throw new NullReferenceException("Cannot remove null from a block group");
bool ret = item.BlockGroup == this;
if (ret)
item.BlockGroup = null; //Calls RemoveInternal
return ret;
}
internal void RemoveInternal(Block item) => blocks.Remove(item);
public int Count => blocks.Count;
public bool IsReadOnly { get; } = false;
public Block this[int index] => blocks[index]; //Setting is not supported, since the order doesn't matter
}
}