TechbloxModdingAPI/GamecraftModdingAPI/Player.cs
NorbiPeti f30dcd251f Displaying blueprint before placing, enums, ToString()s
Added support for getting the player's current building mode (build, color, config, blueprint)
Added support for getting the current game's mode (building, playing, prefab etc.)
2020-11-14 02:52:16 +01:00

451 lines
13 KiB
C#

using System;
using Unity.Mathematics;
using RobocraftX.Common;
using RobocraftX.Common.Players;
using Svelto.ECS;
using GamecraftModdingAPI.Players;
using GamecraftModdingAPI.Blocks;
namespace GamecraftModdingAPI
{
/// <summary>
/// An in-game player character. Any Leo you see is a player.
/// </summary>
public class Player : IEquatable<Player>, IEquatable<EGID>
{
// static functionality
private static PlayerEngine playerEngine = new PlayerEngine();
private static Player localPlayer;
/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">Player type.</param>
public static bool Exists(PlayerType player)
{
switch (player)
{
case PlayerType.Remote:
return playerEngine.GetRemotePlayer() != uint.MaxValue;
case PlayerType.Local:
return playerEngine.GetLocalPlayer() != uint.MaxValue;
}
return false;
}
/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">The player's unique identifier.</param>
public static bool Exists(uint player)
{
return playerEngine.ExistsById(player);
}
/// <summary>
/// The amount of Players in the current game.
/// </summary>
/// <returns>The count.</returns>
public static uint Count()
{
return (uint) playerEngine.GetAllPlayerCount();
}
/// <summary>
/// Returns the current player belonging to this client.
/// </summary>
public static Player LocalPlayer
{
get
{
if (localPlayer == null || localPlayer.Id != playerEngine.GetLocalPlayer())
localPlayer = new Player(PlayerType.Local);
return localPlayer;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
/// </summary>
/// <param name="id">The player's unique identifier.</param>
public Player(uint id)
{
this.Id = id;
if (!Exists(id))
{
throw new PlayerNotFoundException($"No player with id {id} exists");
}
this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
}
/// <summary>
/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
/// </summary>
/// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
public Player(PlayerType player)
{
switch (player)
{
case PlayerType.Local:
this.Id = playerEngine.GetLocalPlayer();
break;
case PlayerType.Remote:
this.Id = playerEngine.GetRemotePlayer();
break;
}
if (this.Id == uint.MaxValue)
{
throw new PlayerNotFoundException($"No player of {player} type exists");
}
this.Type = player;
}
// object fields & properties
/// <summary>
/// The player's type.
/// The player type is always relative to the current client, not the game host.
/// </summary>
/// <value>The enumerated player type.</value>
public PlayerType Type { get; }
/// <summary>
/// The player's unique identifier.
/// </summary>
/// <value>The identifier.</value>
public uint Id { get; }
/// <summary>
/// The player's current position.
/// </summary>
/// <value>The position.</value>
public float3 Position
{
get
{
return playerEngine.GetLocation(Id);
}
set
{
playerEngine.SetLocation(Id, value, false);
}
}
/// <summary>
/// The player's current rotation.
/// </summary>
/// <value>The rotation.</value>
public float3 Rotation
{
get
{
return playerEngine.GetRotation(Id);
}
set
{
playerEngine.SetRotation(Id, value);
}
}
/// <summary>
/// The player's current velocity.
/// </summary>
/// <value>The velocity.</value>
public float3 Velocity
{
get
{
return playerEngine.GetLinearVelocity(Id);
}
set
{
playerEngine.SetLinearVelocity(Id, value);
}
}
/// <summary>
/// The player's current angular velocity.
/// </summary>
/// <value>The angular velocity.</value>
public float3 AngularVelocity
{
get
{
return playerEngine.GetAngularVelocity(Id);
}
set
{
playerEngine.SetAngularVelocity(Id, value);
}
}
/// <summary>
/// The player's mass.
/// </summary>
/// <value>The mass.</value>
public float Mass
{
get
{
return 1f / playerEngine.GetMass(Id).InverseMass;
}
// FIXME: Setting mass doesn't do anything
/*set
{
playerEngine.SetInverseMass(Id, 1f / value);
}*/
}
private float _ping = -1f;
/// <summary>
/// The player's latest network ping time.
/// </summary>
/// <value>The ping (s).</value>
public float Ping
{
get
{
float? temp = playerEngine.GetLastPingTime(Id, Type);
if (temp.HasValue)
{
_ping = temp.Value;
}
return _ping;
}
}
/// <summary>
/// The player's initial health when entering Simulation (aka Time Running) mode.
/// </summary>
/// <value>The initial health.</value>
public float InitialHealth
{
get => playerEngine.GetInitialHealth(Id);
set
{
playerEngine.SetInitialHealth(Id, value);
}
}
/// <summary>
/// The player's current health in Simulation (aka Time Running) mode.
/// </summary>
/// <value>The current health.</value>
public float CurrentHealth
{
get => playerEngine.GetCurrentHealth(Id);
set
{
playerEngine.DamagePlayer(Id, CurrentHealth - value);
}
}
/// <summary>
/// Whether this <see cref="T:GamecraftModdingAPI.Player"/> is damageable.
/// </summary>
/// <value><c>true</c> if damageable; otherwise, <c>false</c>.</value>
public bool Damageable
{
get => playerEngine.GetDamageable(Id);
set
{
playerEngine.SetDamageable(Id, value);
}
}
/// <summary>
/// The player's lives when initially entering Simulation (aka Time Running) mode.
/// </summary>
/// <value>The initial lives.</value>
public uint InitialLives
{
get => playerEngine.GetInitialLives(Id);
set => playerEngine.SetInitialLives(Id, value);
}
/// <summary>
/// The player's current lives in Simulation (aka Time Running) mode.
/// </summary>
/// <value>The current lives.</value>
public uint CurrentLives
{
get => playerEngine.GetCurrentLives(Id);
set => playerEngine.SetCurrentLives(Id, value);
}
/// <summary>
/// Whether the Game Over screen is displayed for the player.
/// </summary>
/// <value><c>true</c> if game over; otherwise, <c>false</c>.</value>
public bool GameOver
{
get => playerEngine.GetGameOverScreen(Id);
}
/// <summary>
/// Whether the player is dead.
/// If <c>true</c>, hopefully it was quick.
/// </summary>
/// <value><c>true</c> if dead; otherwise, <c>false</c>.</value>
public bool Dead
{
get => playerEngine.IsDead(Id);
}
/// <summary>
/// The player's selected block ID in their hand.
/// </summary>
/// <value>The selected block.</value>
public BlockIDs SelectedBlock
{
get
{
return (BlockIDs)playerEngine.GetSelectedBlock(Id);
}
}
/// <summary>
/// The player's selected block color in their hand.
/// </summary>
/// <value>The selected block's color.</value>
public BlockColor SelectedColor
{
get
{
return new BlockColor(playerEngine.GetSelectedColor(Id));
}
}
/// <summary>
/// The player's selected block colour in their hand.
/// </summary>
/// <value>The selected block's colour.</value>
public BlockColor SelectedColour
{
get
{
return new BlockColor(playerEngine.GetSelectedColor(Id));
}
}
/// <summary>
/// The player's selected blueprint in their hand. Set to null to clear. Dispose after usage.
/// </summary>
public Blueprint SelectedBlueprint
{
get => playerEngine.GetPlayerStruct(Id, out LocalBlueprintInputStruct lbis)
? new Blueprint(lbis.selectedBlueprintId)
: null;
set => BlockGroup._engine.SelectBlueprint(value?.Id ?? uint.MaxValue);
}
/// <summary>
/// The player's mode in time stopped mode, determining what they place.
/// </summary>
public PlayerBuildingMode BuildingMode => (PlayerBuildingMode) playerEngine
.GetCharacterStruct<PlayerInputTimeStoppedContextStruct>(Id, out _).timeStoppedContext;
// object methods
/// <summary>
/// Teleport the player to the specified coordinates.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
/// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
/// <param name="exitSeat">If set to <c>true</c> exit any seat the player is in.</param>
public void Teleport(float x, float y, float z, bool relative = true, bool exitSeat = true)
{
float3 location = new float3(x, y, z);
if (relative)
{
location += playerEngine.GetLocation(Id);
}
playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
}
/// <summary>
/// Returns the block the player is currently looking at in build mode.
/// </summary>
/// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
/// <returns>The block or null if not found</returns>
public Block GetBlockLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid.HasValue && egid.Value.groupID != CommonExclusiveGroups.SIMULATION_BODIES_GROUP
? new Block(egid.Value)
: null;
}
/// <summary>
/// Returns the rigid body the player is currently looking at during simulation.
/// </summary>
/// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
/// <returns>The block or null if not found</returns>
public SimBody GetSimBodyLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid.HasValue && egid.Value.groupID == CommonExclusiveGroups.SIMULATION_BODIES_GROUP
? new SimBody(egid.Value)
: null;
}
/// <summary>
/// Returns the blocks that are in the player's current selection.
/// </summary>
/// <returns>An array of blocks or an empty array</returns>
public Block[] GetSelectedBlocks()
{
return playerEngine.GetSelectedBlocks(Id);
}
public bool Equals(Player other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Id == other.Id;
}
public bool Equals(EGID other)
{
return Id == other.entityID && other.groupID == (Type == PlayerType.Local
? PlayersExclusiveGroups.LocalPlayers
: PlayersExclusiveGroups.RemotePlayers);
}
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((Player) obj);
}
public override int GetHashCode()
{
return (int) Id;
}
// internal methods
internal static void Init()
{
Utility.GameEngineManager.AddGameEngine(playerEngine);
}
}
}