TechbloxModdingAPI/GamecraftModdingAPI/Block.cs
2020-08-03 12:45:38 -04:00

460 lines
17 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);
Placed += bl.OnPlacedInit;
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(LogicGate), new [] {CommonExclusiveGroups.BUILD_LOGIC_BLOCK_GROUP}},
{typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
{typeof(MusicBlock), new[] {CommonExclusiveGroups.BUILD_MUSIC_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}}
};
/// <summary>
/// Constructs a new instance of T with the given ID and group using dynamically created delegates.
/// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates.
/// </summary>
/// <param name="id">The block ID</param>
/// <param name="group">The block group</param>
/// <typeparam name="T">The block's type or Block itself</typeparam>
/// <returns>An instance of the provided type</returns>
/// <exception cref="BlockTypeException">The block group doesn't match or cannot be found</exception>
/// <exception cref="MissingMethodException">The block class doesn't have the needed constructor</exception>
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($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
}
if (initializers.TryGetValue(type, out var func))
{
var bl = (T) func(egid);
return bl;
}
//https://stackoverflow.com/a/10593806/2703239
var ctor = type.GetConstructor(new[] {typeof(EGID)});
if (ctor == null)
throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
DynamicMethod dynamic = new DynamicMethod(string.Empty,
type,
new[] {typeof(EGID)},
type);
ILGenerator il = dynamic.GetILGenerator();
il.DeclareLocal(type);
il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
il.Emit(OpCodes.Newobj, ctor); //Call constructor
//il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these
//il.Emit(OpCodes.Ldloc_0);
il.Emit(OpCodes.Ret);
func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
initializers.Add(type, func);
var block = (T) func(egid);
return block;
}
public Block(EGID id)
{
Id = id;
var type = GetType();
if (typeToGroup.TryGetValue(type, out var groups))
{
if (groups.All(gr => gr != id.groupID))
throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
" while the group is " + id.groupID);
}
else if (type != typeof(Block))
Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
}
/// <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 => MovementEngine.GetPosition(Id, InitData);
set
{
MovementEngine.MoveBlock(Id, InitData, value);
}
}
/// <summary>
/// The block's current rotation in degrees or zero if the block doesn't exist.
/// </summary>
public float3 Rotation
{
get => RotationEngine.GetRotation(Id, InitData);
set
{
RotationEngine.RotateBlock(Id, InitData, 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.
/// If the block was just placed, then this will also return false but the properties will work correctly.
/// </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 chunk 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 chunk or null if the block doesn't exist.</returns>
public SimBody GetSimBody()
{
return BlockEngine.GetBlockInfo(this,
(GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId));
}
private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e)
{ //Member method instead of lambda to avoid constantly creating delegates
if (e.ID != Id) return;
Placed -= OnPlacedInit; //And we can reference it
InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
}
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);
GameEngineManager.AddGameEngine(SignalEngine);
Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
}
/// <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);
}
}
}