465 lines
No EOL
17 KiB
C#
465 lines
No EOL
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Emit;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using RobocraftX.Common;
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using RobocraftX.Blocks;
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using Unity.Mathematics;
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using Unity.Entities;
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using Gamecraft.Blocks.GUI;
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using GamecraftModdingAPI.Blocks;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI
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{
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/// <summary>
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/// A single (perhaps scaled) block. Properties may return default values if the block is removed and then setting them is ignored.
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/// For specific block type operations, use the specialised block classes in the GamecraftModdingAPI.Blocks namespace.
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/// </summary>
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public class Block : IEquatable<Block>, IEquatable<EGID>
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{
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protected static readonly PlacementEngine PlacementEngine = new PlacementEngine();
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protected static readonly MovementEngine MovementEngine = new MovementEngine();
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protected static readonly RotationEngine RotationEngine = new RotationEngine();
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protected static readonly RemovalEngine RemovalEngine = new RemovalEngine();
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protected static readonly SignalEngine SignalEngine = new SignalEngine();
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protected static readonly BlockEventsEngine BlockEventsEngine = new BlockEventsEngine();
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protected static readonly ScalingEngine ScalingEngine = new ScalingEngine();
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protected internal static readonly BlockEngine BlockEngine = new BlockEngine();
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/// <summary>
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/// 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.
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/// Place blocks next to each other to connect them.
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// <para></para>
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/// <para>When placing multiple blocks, do not access properties immediately after creation as this
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/// triggers a sync each time which can affect performance and may cause issues with the game.
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/// You may either use AsyncUtils.WaitForSubmission() after placing all of the blocks
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/// or simply access the block properties which will trigger the synchronization the first time a property is used.</para>
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
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/// <param name="position">The block's position in the grid - default block size is 0.2</param>
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/// <param name="rotation">The block's rotation in degrees</param>
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/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
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/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
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/// <param name="player">The player who placed the block</param>
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/// <returns>The placed block or null if failed</returns>
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public static Block PlaceNew(BlockIDs block, float3 position,
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float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
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int uscale = 1, float3 scale = default, Player player = null)
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{
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return PlaceNew<Block>(block, position, rotation, color, darkness, uscale, scale, player);
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}
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/// <summary>
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/// 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.
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/// Place blocks next to each other to connect them.
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
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/// <param name="position">The block's position in the grid - default block size is 0.2</param>
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/// <param name="rotation">The block's rotation in degrees</param>
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/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
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/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
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/// <param name="player">The player who placed the block</param>
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/// <returns>The placed block or null if failed</returns>
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public static T PlaceNew<T>(BlockIDs block, float3 position,
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float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
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int uscale = 1, float3 scale = default, Player player = null) where T : Block
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{
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if (PlacementEngine.IsInGame && GameState.IsBuildMode())
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{
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var egid = PlacementEngine.PlaceBlock(block, color, darkness,
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position, uscale, scale, player, rotation, out var initializer);
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var bl = New<T>(egid.entityID, egid.groupID);
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bl.InitData.Group = BlockEngine.InitGroup(initializer);
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Placed += bl.OnPlacedInit;
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return bl;
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}
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return null;
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}
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/// <summary>
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/// Returns the most recently placed block.
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/// </summary>
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/// <returns>The block object</returns>
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public static Block GetLastPlacedBlock()
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{
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return New<Block>(BlockIdentifiers.LatestBlockID);
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}
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/// <summary>
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/// An event that fires each time a block is placed.
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/// </summary>
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public static event EventHandler<BlockPlacedRemovedEventArgs> Placed
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{
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add => BlockEventsEngine.Placed += value;
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remove => BlockEventsEngine.Placed -= value;
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}
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/// <summary>
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/// An event that fires each time a block is removed.
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/// </summary>
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public static event EventHandler<BlockPlacedRemovedEventArgs> Removed
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{
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add => BlockEventsEngine.Removed += value;
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remove => BlockEventsEngine.Removed -= value;
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}
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private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();
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private static Dictionary<Type, ExclusiveGroupStruct[]> typeToGroup =
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new Dictionary<Type, ExclusiveGroupStruct[]>
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{
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{typeof(ConsoleBlock), new[] {CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP}},
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{typeof(LogicGate), new [] {CommonExclusiveGroups.BUILD_LOGIC_BLOCK_GROUP}},
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{typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
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{typeof(MusicBlock), new[] {CommonExclusiveGroups.BUILD_MUSIC_BLOCK_GROUP}},
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{typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
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{typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
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{
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typeof(SpawnPoint),
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new[]
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{
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CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
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CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
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}
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},
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{typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
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{typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
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};
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/// <summary>
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/// Constructs a new instance of T with the given ID and group using dynamically created delegates.
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/// It's equivalent to new T(EGID) with a minimal overhead thanks to caching the created delegates.
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/// </summary>
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/// <param name="id">The block ID</param>
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/// <param name="group">The block group</param>
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/// <typeparam name="T">The block's type or Block itself</typeparam>
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/// <returns>An instance of the provided type</returns>
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/// <exception cref="BlockTypeException">The block group doesn't match or cannot be found</exception>
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/// <exception cref="MissingMethodException">The block class doesn't have the needed constructor</exception>
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private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
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{
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var type = typeof(T);
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EGID egid;
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if (!group.HasValue)
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{
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if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
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egid = new EGID(id, gr[0]);
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else
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egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
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}
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else
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{
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egid = new EGID(id, group.Value);
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if (typeToGroup.TryGetValue(type, out var gr)
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&& gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
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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}");
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}
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if (initializers.TryGetValue(type, out var func))
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{
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var bl = (T) func(egid);
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return bl;
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}
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//https://stackoverflow.com/a/10593806/2703239
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var ctor = type.GetConstructor(new[] {typeof(EGID)});
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if (ctor == null)
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throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
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DynamicMethod dynamic = new DynamicMethod(string.Empty,
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type,
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new[] {typeof(EGID)},
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type);
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ILGenerator il = dynamic.GetILGenerator();
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il.DeclareLocal(type);
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il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
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il.Emit(OpCodes.Newobj, ctor); //Call constructor
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//il.Emit(OpCodes.Stloc_0); - doesn't seem like we need these
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//il.Emit(OpCodes.Ldloc_0);
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il.Emit(OpCodes.Ret);
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func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
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initializers.Add(type, func);
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var block = (T) func(egid);
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return block;
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}
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public Block(EGID id)
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{
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Id = id;
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var type = GetType();
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if (typeToGroup.TryGetValue(type, out var groups))
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{
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if (groups.All(gr => gr != id.groupID))
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throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
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" while the group is " + id.groupID);
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}
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else if (type != typeof(Block))
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Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
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}
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/// <summary>
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/// This overload searches for the correct group the block is in.
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/// It will throw an exception if the block doesn't exist.
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/// Use the EGID constructor where possible or subclasses of Block as those specify the group.
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/// </summary>
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public Block(uint id)
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{
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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.");
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}
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public EGID Id { get; }
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internal BlockEngine.BlockInitData InitData;
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/// <summary>
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/// The block's current position or zero if the block no longer exists.
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/// A block is 0.2 wide by default in terms of position.
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/// </summary>
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public float3 Position
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{
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get => MovementEngine.GetPosition(Id, InitData);
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set
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{
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MovementEngine.MoveBlock(Id, InitData, value);
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}
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}
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/// <summary>
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/// The block's current rotation in degrees or zero if the block doesn't exist.
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/// </summary>
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public float3 Rotation
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{
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get => RotationEngine.GetRotation(Id, InitData);
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set
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{
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RotationEngine.RotateBlock(Id, InitData, value);
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}
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}
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/// <summary>
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/// The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling.
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/// The default scale of 1 means 0.2 in terms of position.
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/// </summary>
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public float3 Scale
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{
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get => BlockEngine.GetBlockInfo(this, (ScalingEntityStruct st) => st.scale);
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set
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{
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BlockEngine.SetBlockInfo(this, (ref ScalingEntityStruct st, float3 val) => st.scale = val, value);
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if (!Exists) return; //UpdateCollision needs the block to exist
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ScalingEngine.UpdateCollision(Id);
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}
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}
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/// <summary>
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/// The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale.
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/// The default scale of 1 means 0.2 in terms of position.
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/// </summary>
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public int UniformScale
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{
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get => BlockEngine.GetBlockInfo(this, (UniformBlockScaleEntityStruct st) => st.scaleFactor);
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set
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{
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BlockEngine.SetBlockInfo(this, (ref UniformBlockScaleEntityStruct st, int val) => st.scaleFactor = val,
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value);
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Scale = new float3(value, value, value);
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}
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}
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/// <summary>
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/// The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
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/// </summary>
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public BlockIDs Type
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{
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get
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{
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return BlockEngine.GetBlockInfo(this, (DBEntityStruct st) => (BlockIDs) st.DBID, BlockIDs.Invalid);
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}
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}
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/// <summary>
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/// The block's color. Returns BlockColors.Default if the block no longer exists.
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/// </summary>
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public BlockColor Color
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{
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get
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{
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byte index = BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.indexInPalette,
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byte.MaxValue);
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return new BlockColor(index);
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}
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set
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{
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BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, BlockColor val) =>
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{
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color.indexInPalette = (byte) (val.Color + val.Darkness * 10);
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color.overridePaletteColour = false;
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color.needsUpdate = true;
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BlockEngine.SetBlockColorFromPalette(ref color);
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}, value);
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}
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}
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/// <summary>
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/// The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
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/// </summary>
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public float4 CustomColor
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{
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get => BlockEngine.GetBlockInfo(this, (ColourParameterEntityStruct st) => st.overriddenColour);
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set
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{
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BlockEngine.SetBlockInfo(this, (ref ColourParameterEntityStruct color, float4 val) =>
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{
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color.overriddenColour = val;
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color.overridePaletteColour = true;
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color.needsUpdate = true;
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}, value);
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}
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}
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/// <summary>
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/// The text displayed on the block if applicable, or null.
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/// Setting it is temporary to the session, it won't be saved.
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/// </summary>
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public string Label
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{
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get => BlockEngine.GetBlockInfoViewStruct(this, (TextLabelEntityViewStruct st) => st.textLabelComponent?.text);
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set
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{
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BlockEngine.SetBlockInfoViewStruct(this, (ref TextLabelEntityViewStruct text, string val) =>
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{
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if (text.textLabelComponent != null) text.textLabelComponent.text = val;
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}, value);
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}
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}
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/// <summary>
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/// Whether the block exists. The other properties will return a default value if the block doesn't exist.
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/// If the block was just placed, then this will also return false but the properties will work correctly.
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/// </summary>
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public bool Exists => BlockEngine.BlockExists(Id);
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/// <summary>
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/// Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
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/// </summary>
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public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id);
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/// <summary>
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/// Removes this block.
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/// </summary>
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/// <returns>True if the block exists and could be removed.</returns>
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public bool Remove() => RemovalEngine.RemoveBlock(Id);
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/// <summary>
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/// Returns the rigid body of the chunk of blocks this one belongs to during simulation.
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/// Can be used to apply forces or move the block around while the simulation is running.
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/// </summary>
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/// <returns>The SimBody of the chunk or null if the block doesn't exist.</returns>
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public SimBody GetSimBody()
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{
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return BlockEngine.GetBlockInfo(this,
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(GridConnectionsEntityStruct st) => new SimBody(st.machineRigidBodyId, st.clusterId));
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}
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private void OnPlacedInit(object sender, BlockPlacedRemovedEventArgs e)
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{ //Member method instead of lambda to avoid constantly creating delegates
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if (e.ID != Id) return;
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Placed -= OnPlacedInit; //And we can reference it
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InitData = default; //Remove initializer as it's no longer valid - if the block gets removed it shouldn't be used again
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}
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public override string ToString()
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{
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return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Type)}: {Type}, {nameof(Color)}: {Color}, {nameof(Exists)}: {Exists}";
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}
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public bool Equals(Block other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return Id.Equals(other.Id);
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}
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public bool Equals(EGID other)
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{
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return Id.Equals(other);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != this.GetType()) return false;
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return Equals((Block) obj);
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}
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public override int GetHashCode()
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{
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return Id.GetHashCode();
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}
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public static void Init()
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{
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GameEngineManager.AddGameEngine(PlacementEngine);
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GameEngineManager.AddGameEngine(MovementEngine);
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GameEngineManager.AddGameEngine(RotationEngine);
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GameEngineManager.AddGameEngine(RemovalEngine);
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GameEngineManager.AddGameEngine(BlockEngine);
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GameEngineManager.AddGameEngine(BlockEventsEngine);
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GameEngineManager.AddGameEngine(ScalingEngine);
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GameEngineManager.AddGameEngine(SignalEngine);
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Wire.signalEngine = SignalEngine; // requires same functionality, no need to duplicate the engine
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}
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/// <summary>
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/// Convert the block to a specialised block class.
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/// </summary>
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/// <returns>The block.</returns>
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/// <typeparam name="T">The specialised block type.</typeparam>
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public T Specialise<T>() where T : Block
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{
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// What have I gotten myself into?
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// C# can't cast to a child of Block unless the object was originally that child type
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// And C# doesn't let me make implicit cast operators for child types
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// So thanks to Microsoft, we've got this horrible implementation using reflection
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//Lets improve that using delegates
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var block = New<T>(Id.entityID, Id.groupID);
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if (this.InitData.Group != null)
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{
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block.InitData = this.InitData;
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Placed += block.OnPlacedInit; //Reset InitData of new object
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}
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return block;
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}
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#if DEBUG
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public static EntitiesDB entitiesDB
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{
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get
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{
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return BlockEngine.GetEntitiesDB();
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}
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}
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#endif
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internal static void Setup(World physicsWorld)
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{
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ScalingEngine.Setup(physicsWorld.EntityManager);
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}
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}
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} |