NorbiPeti
d744aaab79
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
446 lines
12 KiB
C#
446 lines
12 KiB
C#
using System;
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using Gamecraft.GUI.Blueprints;
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using Unity.Mathematics;
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using RobocraftX.Common;
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using RobocraftX.Common.Players;
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using Svelto.ECS;
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using GamecraftModdingAPI.Players;
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using GamecraftModdingAPI.Blocks;
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namespace GamecraftModdingAPI
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{
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/// <summary>
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/// An in-game player character. Any Leo you see is a player.
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/// </summary>
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public class Player : IEquatable<Player>, IEquatable<EGID>
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{
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// static functionality
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private static PlayerEngine playerEngine = new PlayerEngine();
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private static Player localPlayer;
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/// <summary>
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/// Checks if the specified player exists.
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/// </summary>
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/// <returns>Whether the player exists.</returns>
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/// <param name="player">Player type.</param>
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public static bool Exists(PlayerType player)
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{
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switch (player)
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{
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case PlayerType.Remote:
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return playerEngine.GetRemotePlayer() != uint.MaxValue;
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case PlayerType.Local:
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return playerEngine.GetLocalPlayer() != uint.MaxValue;
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}
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return false;
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}
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/// <summary>
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/// Checks if the specified player exists.
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/// </summary>
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/// <returns>Whether the player exists.</returns>
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/// <param name="player">The player's unique identifier.</param>
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public static bool Exists(uint player)
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{
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return playerEngine.ExistsById(player);
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}
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/// <summary>
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/// The amount of Players in the current game.
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/// </summary>
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/// <returns>The count.</returns>
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public static uint Count()
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{
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return (uint) playerEngine.GetAllPlayerCount();
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}
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/// <summary>
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/// Returns the current player belonging to this client.
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/// </summary>
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public static Player LocalPlayer
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{
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get
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{
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if (localPlayer == null || localPlayer.Id != playerEngine.GetLocalPlayer())
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localPlayer = new Player(PlayerType.Local);
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return localPlayer;
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}
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
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/// </summary>
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/// <param name="id">The player's unique identifier.</param>
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public Player(uint id)
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{
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this.Id = id;
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if (!Exists(id))
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{
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throw new PlayerNotFoundException($"No player with id {id} exists");
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}
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this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
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/// </summary>
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/// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
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public Player(PlayerType player)
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{
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switch (player)
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{
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case PlayerType.Local:
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this.Id = playerEngine.GetLocalPlayer();
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break;
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case PlayerType.Remote:
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this.Id = playerEngine.GetRemotePlayer();
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break;
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}
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if (this.Id == uint.MaxValue)
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{
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throw new PlayerNotFoundException($"No player of {player} type exists");
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}
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this.Type = player;
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}
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// object fields & properties
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/// <summary>
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/// The player's type.
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/// The player type is always relative to the current client, not the game host.
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/// </summary>
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/// <value>The enumerated player type.</value>
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public PlayerType Type { get; }
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/// <summary>
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/// The player's unique identifier.
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/// </summary>
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/// <value>The identifier.</value>
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public uint Id { get; }
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/// <summary>
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/// The player's current position.
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/// </summary>
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/// <value>The position.</value>
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public float3 Position
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{
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get
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{
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return playerEngine.GetLocation(Id);
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}
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set
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{
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playerEngine.SetLocation(Id, value, false);
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}
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}
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/// <summary>
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/// The player's current rotation.
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/// </summary>
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/// <value>The rotation.</value>
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public float3 Rotation
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{
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get
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{
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return playerEngine.GetRotation(Id);
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}
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set
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{
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playerEngine.SetRotation(Id, value);
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}
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}
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/// <summary>
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/// The player's current velocity.
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/// </summary>
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/// <value>The velocity.</value>
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public float3 Velocity
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{
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get
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{
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return playerEngine.GetLinearVelocity(Id);
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}
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set
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{
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playerEngine.SetLinearVelocity(Id, value);
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}
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}
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/// <summary>
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/// The player's current angular velocity.
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/// </summary>
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/// <value>The angular velocity.</value>
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public float3 AngularVelocity
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{
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get
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{
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return playerEngine.GetAngularVelocity(Id);
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}
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set
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{
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playerEngine.SetAngularVelocity(Id, value);
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}
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}
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/// <summary>
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/// The player's mass.
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/// </summary>
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/// <value>The mass.</value>
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public float Mass
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{
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get
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{
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return 1f / playerEngine.GetMass(Id).InverseMass;
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}
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// FIXME: Setting mass doesn't do anything
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/*set
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{
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playerEngine.SetInverseMass(Id, 1f / value);
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}*/
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}
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private float _ping = -1f;
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/// <summary>
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/// The player's latest network ping time.
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/// </summary>
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/// <value>The ping (s).</value>
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public float Ping
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{
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get
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{
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float? temp = playerEngine.GetLastPingTime(Id, Type);
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if (temp.HasValue)
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{
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_ping = temp.Value;
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}
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return _ping;
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}
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}
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/// <summary>
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/// The player's initial health when entering Simulation (aka Time Running) mode.
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/// </summary>
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/// <value>The initial health.</value>
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public float InitialHealth
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{
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get => playerEngine.GetInitialHealth(Id);
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set
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{
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playerEngine.SetInitialHealth(Id, value);
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}
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}
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/// <summary>
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/// The player's current health in Simulation (aka Time Running) mode.
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/// </summary>
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/// <value>The current health.</value>
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public float CurrentHealth
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{
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get => playerEngine.GetCurrentHealth(Id);
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set
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{
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playerEngine.DamagePlayer(Id, CurrentHealth - value);
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}
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}
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/// <summary>
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/// Whether this <see cref="T:GamecraftModdingAPI.Player"/> is damageable.
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/// </summary>
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/// <value><c>true</c> if damageable; otherwise, <c>false</c>.</value>
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public bool Damageable
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{
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get => playerEngine.GetDamageable(Id);
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set
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{
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playerEngine.SetDamageable(Id, value);
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}
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}
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/// <summary>
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/// The player's lives when initially entering Simulation (aka Time Running) mode.
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/// </summary>
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/// <value>The initial lives.</value>
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public uint InitialLives
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{
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get => playerEngine.GetInitialLives(Id);
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set => playerEngine.SetInitialLives(Id, value);
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}
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/// <summary>
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/// The player's current lives in Simulation (aka Time Running) mode.
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/// </summary>
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/// <value>The current lives.</value>
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public uint CurrentLives
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{
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get => playerEngine.GetCurrentLives(Id);
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set => playerEngine.SetCurrentLives(Id, value);
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}
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/// <summary>
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/// Whether the Game Over screen is displayed for the player.
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/// </summary>
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/// <value><c>true</c> if game over; otherwise, <c>false</c>.</value>
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public bool GameOver
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{
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get => playerEngine.GetGameOverScreen(Id);
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}
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/// <summary>
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/// Whether the player is dead.
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/// If <c>true</c>, hopefully it was quick.
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/// </summary>
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/// <value><c>true</c> if dead; otherwise, <c>false</c>.</value>
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public bool Dead
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{
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get => playerEngine.IsDead(Id);
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}
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/// <summary>
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/// The player's selected block ID in their hand.
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/// </summary>
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/// <value>The selected block.</value>
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public BlockIDs SelectedBlock
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{
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get
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{
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return (BlockIDs)playerEngine.GetSelectedBlock(Id);
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}
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}
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/// <summary>
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/// The player's selected block color in their hand.
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/// </summary>
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/// <value>The selected block's color.</value>
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public BlockColor SelectedColor
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{
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get
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{
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return new BlockColor(playerEngine.GetSelectedColor(Id));
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}
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}
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/// <summary>
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/// The player's selected block colour in their hand.
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/// </summary>
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/// <value>The selected block's colour.</value>
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public BlockColor SelectedColour
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{
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get
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{
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return new BlockColor(playerEngine.GetSelectedColor(Id));
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}
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}
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/// <summary>
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/// The player's selected blueprint in their hand. Set to null to clear. Dispose after usage.
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/// </summary>
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public Blueprint SelectedBlueprint
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{
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get => playerEngine.GetPlayerStruct(Id, out BlueprintInventoryItemEntityStruct biies)
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? new Blueprint(biies.blueprintResourceId)
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: null;
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set => BlockGroup._engine.SelectBlueprint(value?.Id ?? uint.MaxValue);
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}
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// object methods
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/// <summary>
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/// Teleport the player to the specified coordinates.
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/// </summary>
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/// <param name="x">The x coordinate.</param>
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/// <param name="y">The y coordinate.</param>
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/// <param name="z">The z coordinate.</param>
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/// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
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/// <param name="exitSeat">If set to <c>true</c> exit any seat the player is in.</param>
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public void Teleport(float x, float y, float z, bool relative = true, bool exitSeat = true)
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{
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float3 location = new float3(x, y, z);
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if (relative)
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{
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location += playerEngine.GetLocation(Id);
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}
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playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
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}
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/// <summary>
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/// Returns the block the player is currently looking at in build mode.
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/// </summary>
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/// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
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/// <returns>The block or null if not found</returns>
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public Block GetBlockLookedAt(float maxDistance = -1f)
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{
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var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
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return egid.HasValue && egid.Value.groupID != CommonExclusiveGroups.SIMULATION_BODIES_GROUP
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? new Block(egid.Value)
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: null;
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}
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/// <summary>
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/// Returns the rigid body the player is currently looking at during simulation.
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/// </summary>
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/// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
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/// <returns>The block or null if not found</returns>
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public SimBody GetSimBodyLookedAt(float maxDistance = -1f)
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{
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var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
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return egid.HasValue && egid.Value.groupID == CommonExclusiveGroups.SIMULATION_BODIES_GROUP
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? new SimBody(egid.Value)
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: null;
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}
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/// <summary>
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/// Returns the blocks that are in the player's current selection.
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/// </summary>
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/// <returns>An array of blocks or an empty array</returns>
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public Block[] GetSelectedBlocks()
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{
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return playerEngine.GetSelectedBlocks(Id);
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}
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public bool Equals(Player 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 == 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 == other.entityID && other.groupID == (Type == PlayerType.Local
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? PlayersExclusiveGroups.LocalPlayers
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: PlayersExclusiveGroups.RemotePlayers);
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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((Player) obj);
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}
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public override int GetHashCode()
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{
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return (int) Id;
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}
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// internal methods
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internal static void Init()
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{
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Utility.GameEngineManager.AddGameEngine(playerEngine);
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}
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}
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}
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