TechbloxModdingAPI/GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs

496 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using GamecraftModdingAPI.App;
using HarmonyLib;
using IllusionInjector;
// test
using GPUInstancer;
using Svelto.ECS;
using RobocraftX.Blocks;
using RobocraftX.Common;
using RobocraftX.SimulationModeState;
using RobocraftX.FrontEnd;
using Unity.Mathematics;
using UnityEngine;
using RobocraftX.Schedulers;
using Svelto.Tasks.ExtraLean;
using uREPL;
using GamecraftModdingAPI.Commands;
using GamecraftModdingAPI.Events;
using GamecraftModdingAPI.Utility;
using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Interface.IMGUI;
using GamecraftModdingAPI.Players;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using UnityEngine.ResourceManagement.ResourceProviders;
using Debug = FMOD.Debug;
using EventType = GamecraftModdingAPI.Events.EventType;
using Label = GamecraftModdingAPI.Interface.IMGUI.Label;
using ScalingPermission = DataLoader.ScalingPermission;
namespace GamecraftModdingAPI.Tests
{
#if DEBUG
// unused by design
/// <summary>
/// Modding API implemented as a standalone IPA Plugin.
/// Ideally, GamecraftModdingAPI should be loaded by another mod; not itself
/// </summary>
public class GamecraftModdingAPIPluginTest : IllusionPlugin.IEnhancedPlugin
{
private static Harmony harmony { get; set; }
public override string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name;
public override string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString();
public string HarmonyID { get; } = "org.git.exmods.modtainers.gamecraftmoddingapi";
public override void OnApplicationQuit()
{
GamecraftModdingAPI.Main.Shutdown();
}
public override void OnApplicationStart()
{
FileLog.Reset();
Harmony.DEBUG = true;
GamecraftModdingAPI.Main.Init();
Logging.MetaDebugLog($"Version group id {(uint)ApiExclusiveGroups.versionGroup}");
// in case Steam is not installed/running
// this will crash the game slightly later during startup
//SteamInitPatch.ForcePassSteamCheck = true;
// in case running in a VM
//MinimumSpecsCheckPatch.ForcePassMinimumSpecCheck = true;
// disable some Techblox analytics
//AnalyticsDisablerPatch.DisableAnalytics = true;
// disable background music
Logging.MetaDebugLog("Audio Mixers: " + string.Join(",", AudioTools.GetMixers()));
//AudioTools.SetVolume(0.0f, "Music"); // The game now sets this from settings again after this is called :(
//Utility.VersionTracking.Enable();//(very) unstable
// debug/test handlers
#pragma warning disable 0612
HandlerBuilder.Builder()
.Name("appinit API debug")
.Handle(EventType.ApplicationInitialized)
.OnActivation(() => { Logging.Log("App Inited event!"); })
.Build();
HandlerBuilder.Builder("menuact API debug")
.Handle(EventType.Menu)
.OnActivation(() => { Logging.Log("Menu Activated event!"); })
.OnDestruction(() => { Logging.Log("Menu Destroyed event!"); })
.Build();
HandlerBuilder.Builder("menuswitch API debug")
.Handle(EventType.MenuSwitchedTo)
.OnActivation(() => { Logging.Log("Menu Switched To event!"); })
.Build();
HandlerBuilder.Builder("gameact API debug")
.Handle(EventType.Menu)
.OnActivation(() => { Logging.Log("Game Activated event!"); })
.OnDestruction(() => { Logging.Log("Game Destroyed event!"); })
.Build();
HandlerBuilder.Builder("gamerel API debug")
.Handle(EventType.GameReloaded)
.OnActivation(() => { Logging.Log("Game Reloaded event!"); })
.Build();
HandlerBuilder.Builder("gameswitch API debug")
.Handle(EventType.GameSwitchedTo)
.OnActivation(() => { Logging.Log("Game Switched To event!"); })
.Build();
HandlerBuilder.Builder("simulationswitch API debug")
.Handle(EventType.SimulationSwitchedTo)
.OnActivation(() => { Logging.Log("Game Mode Simulation Switched To event!"); })
.Build();
HandlerBuilder.Builder("buildswitch API debug")
.Handle(EventType.BuildSwitchedTo)
.OnActivation(() => { Logging.Log("Game Mode Build Switched To event!"); })
.Build();
HandlerBuilder.Builder("menu activated API error thrower test")
.Handle(EventType.Menu)
.OnActivation(() => { throw new Exception("Event Handler always throws an exception!"); })
.Build();
#pragma warning restore 0612
/*HandlerBuilder.Builder("enter game from menu test")
.Handle(EventType.Menu)
.OnActivation(() =>
{
Tasks.Scheduler.Schedule(new Tasks.Repeatable(enterGame, shouldRetry, 0.2f));
})
.Build();*/
// debug/test commands
if (Dependency.Hell("ExtraCommands"))
{
CommandBuilder.Builder()
.Name("Exit")
.Description("Close Techblox immediately, without any prompts")
.Action(() => { UnityEngine.Application.Quit(); })
.Build();
CommandBuilder.Builder()
.Name("SetFOV")
.Description("Set the player camera's field of view")
.Action((float d) => { UnityEngine.Camera.main.fieldOfView = d; })
.Build();
CommandBuilder.Builder()
.Name("MoveLastBlock")
.Description("Move the most-recently-placed block, and any connected blocks by the given offset")
.Action((float x, float y, float z) =>
{
if (GameState.IsBuildMode())
foreach (var block in Block.GetLastPlacedBlock().GetConnectedCubes())
block.Position += new Unity.Mathematics.float3(x, y, z);
else
GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!");
}).Build();
CommandBuilder.Builder()
.Name("PlaceAluminium")
.Description("Place a block of aluminium at the given coordinates")
.Action((float x, float y, float z) =>
{
var block = Block.PlaceNew(BlockIDs.AluminiumCube, new float3(x, y, z));
Logging.CommandLog("Block placed with type: " + block.Type);
})
.Build();
CommandBuilder.Builder()
.Name("PlaceAluminiumLots")
.Description("Place a lot of blocks of aluminium at the given coordinates")
.Action((float x, float y, float z) =>
{
Logging.CommandLog("Starting...");
var sw = Stopwatch.StartNew();
for (int i = 0; i < 100; i++)
for (int j = 0; j < 100; j++)
Block.PlaceNew(BlockIDs.AluminiumCube, new float3(x + i, y, z + j));
//Block.Sync();
sw.Stop();
Logging.CommandLog("Finished in " + sw.ElapsedMilliseconds + "ms");
})
.Build();
Block b = null;
CommandBuilder.Builder("moveBlockInSim", "Run in build mode first while looking at a block, then in sim to move it up")
.Action(() =>
{
if (b == null)
{
b = new Player(PlayerType.Local).GetBlockLookedAt();
Logging.CommandLog("Block saved: " + b);
}
else
Logging.CommandLog("Block moved to: " + (b.GetSimBody().Position += new float3(0, 2, 0)));
}).Build();
CommandBuilder.Builder("Error", "Throw an error to make sure SimpleCustomCommandEngine's wrapper catches it.")
.Action(() => { throw new Exception("Error Command always throws an error"); })
.Build();
CommandBuilder.Builder("ColorBlock",
"Change color of the block looked at if there's any.")
.Action<string>(str =>
{
if (!Enum.TryParse(str, out BlockColors color))
{
Logging.CommandLog("Color " + str + " not found! Interpreting as 4 color values.");
var s = str.Split(' ');
new Player(PlayerType.Local).GetBlockLookedAt().CustomColor = new float4(float.Parse(s[0]),
float.Parse(s[1]), float.Parse(s[2]), float.Parse(s[3]));
return;
}
new Player(PlayerType.Local).GetBlockLookedAt().Color =
new BlockColor { Color = color };
Logging.CommandLog("Colored block to " + color);
}).Build();
CommandBuilder.Builder("GetBlockByID", "Gets a block based on its object identifier and teleports it up.")
.Action<char>(ch =>
{
foreach (var body in SimBody.GetFromObjectID(ch))
{
Logging.CommandLog("SimBody: " + body);
body.Position += new float3(0, 10, 0);
foreach (var bodyConnectedBody in body.GetConnectedBodies())
{
Logging.CommandLog("Moving " + bodyConnectedBody);
bodyConnectedBody.Position += new float3(0, 10, 0);
}
}
}).Build();
/*CommandBuilder.Builder()
.Name("PlaceConsole")
.Description("Place a bunch of console block with a given text - entering simulation with them crashes the game as the cmd doesn't exist")
.Action((float x, float y, float z) =>
{
Stopwatch sw = new Stopwatch();
sw.Start();
for (int i = 0; i < 100; i++)
{
for (int j = 0; j < 100; j++)
{
var block = Block.PlaceNew<ConsoleBlock>(BlockIDs.ConsoleBlock,
new float3(x + i, y, z + j));
block.Command = "test_command";
}
}
sw.Stop();
Logging.CommandLog($"Blocks placed in {sw.ElapsedMilliseconds} ms");
})
.Build();*/
CommandBuilder.Builder()
.Name("WireTest")
.Description("Place two blocks and then wire them together")
.Action(() =>
{
LogicGate notBlock = Block.PlaceNew<LogicGate>(BlockIDs.NOTLogicBlock, new float3(1, 2, 0));
LogicGate andBlock = Block.PlaceNew<LogicGate>(BlockIDs.ANDLogicBlock, new float3(2, 2, 0));
// connect NOT Gate output to AND Gate input #2 (ports are zero-indexed, so 1 is 2nd position and 0 is 1st position)
Wire conn = notBlock.Connect(0, andBlock, 1);
Logging.CommandLog(conn.ToString());
})
.Build();
CommandBuilder.Builder("TestChunkHealth", "Sets the chunk looked at to the given health.")
.Action((float val, float max) =>
{
var body = new Player(PlayerType.Local).GetSimBodyLookedAt();
if (body == null) return;
body.CurrentHealth = val;
body.InitialHealth = max;
Logging.CommandLog("Health set to: " + val);
}).Build();
CommandBuilder.Builder("placeBlockGroup", "Places some blocks in a group")
.Action((float x, float y, float z) =>
{
var pos = new float3(x, y, z);
var group = BlockGroup.Create(Block.PlaceNew(BlockIDs.AluminiumCube, pos,
color: BlockColors.Aqua));
Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Blue)
.BlockGroup = group;
Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Green)
.BlockGroup = group;
Block.PlaceNew(BlockIDs.AluminiumCube, pos += new float3(1, 0, 0), color: BlockColors.Lime)
.BlockGroup = group;
}).Build();
CommandBuilder.Builder("placeCustomBlock", "Places a custom block, needs a custom catalog and assets.")
.Action((float x, float y, float z) =>
{
Logging.CommandLog("Block placed: " +
Block.PlaceNew<TestBlock>((BlockIDs) 500, new float3(0, 0, 0)));
}).Build();
GameClient.SetDebugInfo("InstalledMods", InstalledMods);
Block.Placed += (sender, args) =>
Logging.MetaDebugLog("Placed block " + args.Type + " with ID " + args.ID);
Block.Removed += (sender, args) =>
Logging.MetaDebugLog("Removed block " + args.Type + " with ID " + args.ID);
/*
CommandManager.AddCommand(new SimpleCustomCommandEngine<float>((float d) => { UnityEngine.Camera.main.fieldOfView = d; },
"SetFOV", "Set the player camera's field of view"));
CommandManager.AddCommand(new SimpleCustomCommandEngine<float, float, float>(
(x, y, z) => {
bool success = GamecraftModdingAPI.Blocks.Movement.MoveConnectedBlocks(
GamecraftModdingAPI.Blocks.BlockIdentifiers.LatestBlockID,
new Unity.Mathematics.float3(x, y, z));
if (!success)
{
GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!");
}
}, "MoveLastBlock", "Move the most-recently-placed block, and any connected blocks by the given offset"));
CommandManager.AddCommand(new SimpleCustomCommandEngine<float, float, float>(
(x, y, z) => { Blocks.Placement.PlaceBlock(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); },
"PlaceAluminium", "Place a block of aluminium at the given coordinates"));
System.Random random = new System.Random(); // for command below
CommandManager.AddCommand(new SimpleCustomCommandEngine(
() => {
if (!GameState.IsSimulationMode())
{
Logging.CommandLogError("You must be in simulation mode for this to work!");
return;
}
Tasks.Repeatable task = new Tasks.Repeatable(() => {
uint count = 0;
EGID[] eBlocks = Blocks.Signals.GetElectricBlocks();
for (uint i = 0u; i < eBlocks.Length; i++)
{
uint[] ids = Blocks.Signals.GetSignalIDs(eBlocks[i]);
for (uint j = 0u; j < ids.Length; j++)
{
Blocks.Signals.SetSignalByID(ids[j], (float)random.NextDouble());
count++;
}
}
Logging.MetaDebugLog($"Did the thing on {count} inputs");
},
() => { return GameState.IsSimulationMode(); });
Tasks.Scheduler.Schedule(task);
}, "RandomizeSignalsInputs", "Do the thing"));
*/
}
// dependency test
if (Dependency.Hell("GamecraftScripting", new Version("0.0.1.0")))
{
Logging.LogWarning("You're in GamecraftScripting dependency hell");
}
else
{
Logging.Log("Compatible GamecraftScripting detected");
}
// Interface test
Interface.IMGUI.Group uiGroup = new Group(new Rect(20, 20, 200, 500), "GamecraftModdingAPI_UITestGroup", true);
Interface.IMGUI.Button button = new Button("TEST");
button.OnClick += (b, __) => { Logging.MetaDebugLog($"Click on {((Interface.IMGUI.Button)b).Name}");};
Interface.IMGUI.Button button2 = new Button("TEST2");
button2.OnClick += (b, __) => { Logging.MetaDebugLog($"Click on {((Interface.IMGUI.Button)b).Name}");};
Text uiText = new Text("This is text!", multiline: true);
uiText.OnEdit += (t, txt) => { Logging.MetaDebugLog($"Text in {((Text)t).Name} is now '{txt}'"); };
Label uiLabel = new Label("Label!");
Image uiImg = new Image(name:"Behold this texture!");
uiImg.Enabled = false;
uiGroup.AddElement(button);
uiGroup.AddElement(button2);
uiGroup.AddElement(uiText);
uiGroup.AddElement(uiLabel);
uiGroup.AddElement(uiImg);
Addressables.LoadAssetAsync<Texture2D>("Assets/Art/Textures/UI/FrontEndMap/RCX_Blue_Background_5k.jpg")
.Completed +=
handle =>
{
uiImg.Texture = handle.Result;
uiImg.Enabled = true;
Logging.MetaDebugLog($"Got blue bg asset {handle.Result}");
};
CommandBuilder.Builder("enableCompletions")
.Action(() =>
{
var p = Window.selected.main.parameters;
p.useCommandCompletion = true;
p.useMonoCompletion = true;
p.useGlobalClassCompletion = true;
Log.Output("Submitted: " + Window.selected.submittedCode);
})
.Build();
try
{
CustomBlock.RegisterCustomBlock<TestBlock>();
Logging.MetaDebugLog("Registered test custom block");
}
catch (FileNotFoundException)
{
Logging.MetaDebugLog("Test custom block catalog not found");
}
CustomBlock.ChangeExistingBlock((ushort) BlockIDs.TyreS,
cld => cld.scalingPermission = ScalingPermission.NonUniform);
#if TEST
TestRoot.RunTests();
#endif
}
private string modsString;
private string InstalledMods()
{
if (modsString != null) return modsString;
StringBuilder sb = new StringBuilder("Installed mods:");
foreach (var plugin in PluginManager.Plugins)
sb.Append("\n" + plugin.Name + " - " + plugin.Version);
return modsString = sb.ToString();
}
private bool retry = true;
private bool shouldRetry()
{
return retry;
}
private void enterGame()
{
App.Client app = new App.Client();
App.Game[] myGames = app.MyGames;
Logging.MetaDebugLog($"MyGames count {myGames.Length}");
if (myGames.Length != 0)
{
Logging.MetaDebugLog($"MyGames[0] EGID {myGames[0].EGID}");
retry = false;
try
{
//myGames[0].Description = "test msg pls ignore"; // make sure game exists first
Logging.MetaDebugLog($"Entering game {myGames[0].Name}");
myGames[0].EnterGame();
}
catch (Exception e)
{
Logging.MetaDebugLog($"Failed to enter game; exception: {e}");
retry = true;
}
}
else
{
Logging.MetaDebugLog("MyGames not populated yet :(");
}
}
[HarmonyPatch]
public class MinimumSpecsPatch
{
public static bool Prefix()
{
return false;
}
public static MethodInfo TargetMethod()
{
return ((Action) MinimumSpecsCheck.CheckRequirementsMet).Method;
}
}
[CustomBlock("customCatalog.json", "Assets/Prefabs/Cube.prefab", "strAluminiumCube", SortIndex = 12)]
public class TestBlock : CustomBlock
{
public TestBlock(EGID id) : base(id)
{
}
public TestBlock(uint id) : base(id)
{
}
}
}
#endif
}