NorbiPeti
ff57a16565
Placement, movement, rotation, removal Block looked at (in Player class), connected blocks
209 lines
9.8 KiB
C#
209 lines
9.8 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using HarmonyLib;
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// test
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using Svelto.ECS;
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using RobocraftX.Blocks;
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using RobocraftX.Common;
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using RobocraftX.SimulationModeState;
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using GamecraftModdingAPI.Commands;
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using GamecraftModdingAPI.Events;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Tests
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{
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// unused by design
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/// <summary>
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/// Modding API implemented as a standalone IPA Plugin.
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/// Ideally, GamecraftModdingAPI should be loaded by another mod; not itself
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/// </summary>
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public class GamecraftModdingAPIPluginTest
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#if DEBUG
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: IllusionPlugin.IEnhancedPlugin
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#endif
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{
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private static Harmony harmony { get; set; }
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public string[] Filter { get; } = new string[] { "Gamecraft", "GamecraftPreview" };
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public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name;
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public string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString();
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public string HarmonyID { get; } = "org.git.exmods.modtainers.gamecraftmoddingapi";
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public void OnApplicationQuit()
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{
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GamecraftModdingAPI.Main.Shutdown();
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}
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public void OnApplicationStart()
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{
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FileLog.Reset();
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Harmony.DEBUG = true;
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GamecraftModdingAPI.Main.Init();
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Logging.MetaDebugLog($"Version group id {(uint)ApiExclusiveGroups.versionGroup}");
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// in case Steam is not installed/running
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// this will crash the game slightly later during startup
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//SteamInitPatch.ForcePassSteamCheck = true;
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// in case running in a VM
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//MinimumSpecsCheckPatch.ForcePassMinimumSpecCheck = true;
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// disable some Gamecraft analytics
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//AnalyticsDisablerPatch.DisableAnalytics = true;
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// disable background music
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Logging.MetaDebugLog("Audio Mixers: "+string.Join(",", AudioTools.GetMixers()));
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//AudioTools.SetVolume(0.0f, "Music"); // The game now sets this from settings again after this is called :(
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Utility.VersionTracking.Enable();
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// debug/test handlers
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("App Inited event!"); }, () => { },
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EventType.ApplicationInitialized, "appinit API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Activated event!"); },
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() => { Logging.Log("Menu Destroyed event!"); },
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EventType.Menu, "menuact API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Menu Switched To event!"); }, () => { },
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EventType.MenuSwitchedTo, "menuswitch API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Activated event!"); },
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() => { Logging.Log("Game Destroyed event!"); },
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EventType.Game, "gameact API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Reloaded event!"); }, () => { },
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EventType.GameReloaded, "gamerel API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Switched To event!"); }, () => { },
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EventType.GameSwitchedTo, "gameswitch API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Mode Simulation Switched To event!"); }, () => { },
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EventType.SimulationSwitchedTo, "simulationswitch API debug"));
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EventManager.AddEventHandler(new SimpleEventHandlerEngine(() => { Logging.Log("Game Mode Build Switched To event!"); }, () => { },
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EventType.BuildSwitchedTo, "buildswitch API debug"));
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// debug/test commands
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if (Dependency.Hell("ExtraCommands"))
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{
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CommandBuilder.Builder()
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.Name("Exit")
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.Description("Close Gamecraft immediately, without any prompts")
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.Action(() => { UnityEngine.Application.Quit(); })
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.Build();
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CommandBuilder.Builder()
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.Name("SetFOV")
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.Description("Set the player camera's field of view")
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.Action((float d) => { UnityEngine.Camera.main.fieldOfView = d; })
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.Build();
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CommandBuilder.Builder()
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.Name("MoveLastBlock")
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.Description("Move the most-recently-placed block, and any connected blocks by the given offset")
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.Action((float x, float y, float z) =>
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{
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if (GameState.IsBuildMode())
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foreach (var block in Block.GetLastPlacedBlock().ConnectedCubes)
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block.Position += new Unity.Mathematics.float3(x, y, z);
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else
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GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!");
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}).Build();
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CommandBuilder.Builder()
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.Name("PlaceAluminium")
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.Description("Place a block of aluminium at the given coordinates")
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.Action((float x, float y, float z) => { Block.PlaceNew(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); })
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.Build();
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System.Random random = new System.Random(); // for command below
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CommandBuilder.Builder()
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.Name("RandomizeSignalsInputs")
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.Description("Do the thing")
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.Action(() => {
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if (!GameState.IsSimulationMode())
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{
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Logging.CommandLogError("You must be in simulation mode for this to work!");
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return;
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}
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Tasks.Repeatable task = new Tasks.Repeatable(
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() => {
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uint count = 0;
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EGID[] eBlocks = Blocks.Signals.GetElectricBlocks();
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for (uint i = 0u; i < eBlocks.Length; i++)
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{
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uint[] ids = Blocks.Signals.GetSignalIDs(eBlocks[i]);
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for (uint j = 0u; j < ids.Length; j++)
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{
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Blocks.Signals.SetSignalByID(ids[j], (float)random.NextDouble());
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count++;
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}
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}
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Logging.MetaDebugLog($"Did the thing on {count} inputs");
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},
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() => { return GameState.IsSimulationMode(); });
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Tasks.Scheduler.Schedule(task);
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}).Build();
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/*
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CommandManager.AddCommand(new SimpleCustomCommandEngine<float>((float d) => { UnityEngine.Camera.main.fieldOfView = d; },
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"SetFOV", "Set the player camera's field of view"));
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CommandManager.AddCommand(new SimpleCustomCommandEngine<float, float, float>(
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(x, y, z) => {
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bool success = GamecraftModdingAPI.Blocks.Movement.MoveConnectedBlocks(
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GamecraftModdingAPI.Blocks.BlockIdentifiers.LatestBlockID,
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new Unity.Mathematics.float3(x, y, z));
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if (!success)
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{
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GamecraftModdingAPI.Utility.Logging.CommandLogError("Blocks can only be moved in Build mode!");
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}
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}, "MoveLastBlock", "Move the most-recently-placed block, and any connected blocks by the given offset"));
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CommandManager.AddCommand(new SimpleCustomCommandEngine<float, float, float>(
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(x, y, z) => { Blocks.Placement.PlaceBlock(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); },
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"PlaceAluminium", "Place a block of aluminium at the given coordinates"));
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System.Random random = new System.Random(); // for command below
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CommandManager.AddCommand(new SimpleCustomCommandEngine(
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() => {
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if (!GameState.IsSimulationMode())
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{
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Logging.CommandLogError("You must be in simulation mode for this to work!");
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return;
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}
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Tasks.Repeatable task = new Tasks.Repeatable(() => {
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uint count = 0;
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EGID[] eBlocks = Blocks.Signals.GetElectricBlocks();
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for (uint i = 0u; i < eBlocks.Length; i++)
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{
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uint[] ids = Blocks.Signals.GetSignalIDs(eBlocks[i]);
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for (uint j = 0u; j < ids.Length; j++)
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{
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Blocks.Signals.SetSignalByID(ids[j], (float)random.NextDouble());
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count++;
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}
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}
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Logging.MetaDebugLog($"Did the thing on {count} inputs");
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},
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() => { return GameState.IsSimulationMode(); });
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Tasks.Scheduler.Schedule(task);
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}, "RandomizeSignalsInputs", "Do the thing"));
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*/
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}
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// dependency test
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if (Dependency.Hell("GamecraftScripting", new Version("0.0.1.0")))
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{
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Logging.LogWarning("You're in GamecraftScripting dependency hell");
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}
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else
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{
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Logging.Log("Compatible GamecraftScripting detected");
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}
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}
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public void OnFixedUpdate() { }
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public void OnLateUpdate() { }
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public void OnLevelWasInitialized(int level) { }
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public void OnLevelWasLoaded(int level) { }
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public void OnUpdate() { }
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}
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}
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