TechbloxModdingAPI/TechbloxModdingAPI/Player.cs

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using System;
using RobocraftX.Character;
using RobocraftX.Character.Movement;
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using Unity.Mathematics;
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using RobocraftX.Common;
using RobocraftX.Common.Players;
using RobocraftX.Physics;
using Svelto.ECS;
using Techblox.BuildingDrone;
using Techblox.Camera;
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using TechbloxModdingAPI.Blocks;
using TechbloxModdingAPI.Players;
using TechbloxModdingAPI.Utility;
using UnityEngine;
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namespace TechbloxModdingAPI
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{
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/// <summary>
/// An in-game player character. Any Leo you see is a player.
/// </summary>
public class Player : IEquatable<Player>, IEquatable<EGID>
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{
// static functionality
private static PlayerEngine playerEngine = new PlayerEngine();
private static Player localPlayer;
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/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">Player type.</param>
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public static bool Exists(PlayerType player)
{
switch (player)
{
case PlayerType.Remote:
return playerEngine.GetRemotePlayer() != uint.MaxValue;
case PlayerType.Local:
return playerEngine.GetLocalPlayer() != uint.MaxValue;
}
return false;
}
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/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">The player's unique identifier.</param>
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public static bool Exists(uint player)
{
return playerEngine.ExistsById(player);
}
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/// <summary>
/// The amount of Players in the current game.
/// </summary>
/// <returns>The count.</returns>
public static uint Count()
{
return (uint) playerEngine.GetAllPlayerCount();
}
/// <summary>
/// Returns the current player belonging to this client.
/// </summary>
public static Player LocalPlayer
{
get
{
if (localPlayer == null || localPlayer.Id != playerEngine.GetLocalPlayer())
localPlayer = new Player(PlayerType.Local);
return localPlayer;
}
}
/// <summary>
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/// Initializes a new instance of the <see cref="T:TechbloxModdingAPI.Player"/> class.
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/// </summary>
/// <param name="id">The player's unique identifier.</param>
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public Player(uint id)
{
this.Id = id;
if (!Exists(id))
{
throw new PlayerNotFoundException($"No player with id {id} exists");
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}
this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
}
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/// <summary>
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/// Initializes a new instance of the <see cref="T:TechbloxModdingAPI.Player"/> class.
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/// </summary>
/// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
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public Player(PlayerType player)
{
switch (player)
{
case PlayerType.Local:
this.Id = playerEngine.GetLocalPlayer();
break;
case PlayerType.Remote:
this.Id = playerEngine.GetRemotePlayer();
break;
}
if (this.Id == uint.MaxValue)
{
throw new PlayerNotFoundException($"No player of {player} type exists");
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}
this.Type = player;
}
// object fields & properties
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/// <summary>
/// The player's type.
/// The player type is always relative to the current client, not the game host.
/// </summary>
/// <value>The enumerated player type.</value>
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public PlayerType Type { get; }
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/// <summary>
/// The player's unique identifier.
/// </summary>
/// <value>The identifier.</value>
public uint Id { get; }
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/// <summary>
/// The player's current position.
/// </summary>
/// <value>The position.</value>
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public float3 Position
{
get => playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().position;
set => playerEngine.SetLocation(Id, value, false);
}
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/// <summary>
/// The player's current rotation.
/// </summary>
/// <value>The rotation.</value>
public float3 Rotation
{
get => ((Quaternion) (GameState.IsBuildMode()
? playerEngine.GetCameraStruct<CameraEntityStruct>(Id).Get().rotation
: playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().rotation)).eulerAngles;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCameraStruct<CameraEntityStruct>(Id).Get().rotation = quaternion.Euler(value)
: playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().rotation = quaternion.Euler(value);
}
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/// <summary>
/// The player's current velocity.
/// </summary>
/// <value>The velocity.</value>
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public float3 Velocity
{
get => playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().velocity;
set => playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().velocity = value;
}
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/// <summary>
/// The player's current angular velocity.
/// </summary>
/// <value>The angular velocity.</value>
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public float3 AngularVelocity
{
get => playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().angularVelocity;
set => playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().angularVelocity = value;
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}
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/// <summary>
/// The player's mass.
/// </summary>
/// <value>The mass.</value>
public float Mass =>
1f / playerEngine.GetCharacterStruct<RigidBodyEntityStruct>(Id).Get().physicsMass.InverseMass;
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private float _ping = -1f;
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/// <summary>
/// The player's latest network ping time.
/// </summary>
/// <value>The ping (s).</value>
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public float Ping
{
get
{
var opt = playerEngine.GetPlayerStruct<PlayerNetworkStatsEntityStruct>(Id, Type);
if (opt)
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{
_ping = opt.Get().lastPingTimeSinceLevelLoad ?? _ping;
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}
return _ping;
}
}
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/// <summary>
/// The player's initial health when entering Simulation (aka Time Running) mode.
/// </summary>
/// <value>The initial health.</value>
public float InitialHealth
{
get
{
var opt = playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id);
return opt ? opt.Get().initialHealth : -1f;
}
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set => playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id).Get().initialHealth = value;
}
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/// <summary>
/// The player's current health in Simulation (aka Time Running) mode.
/// </summary>
/// <value>The current health.</value>
public float CurrentHealth
{
get
{
var opt = playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id);
return opt ? opt.Get().currentHealth : -1f;
}
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set => playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id).Get().currentHealth = value;
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}
/// <summary>
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/// Whether this <see cref="T:TechbloxModdingAPI.Player"/> is damageable.
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/// </summary>
/// <value><c>true</c> if damageable; otherwise, <c>false</c>.</value>
public bool Damageable
{
get
{
var opt = playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id);
return opt.Get().canTakeDamageStat;
}
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set
{
ref var healthStruct = ref playerEngine.GetCharacterStruct<CharacterHealthEntityStruct>(Id).Get();
healthStruct.canTakeDamage = value;
healthStruct.canTakeDamageStat = value;
}
}
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/// <summary>
/// The player's lives when initially entering Simulation (aka Time Running) mode.
/// </summary>
/// <value>The initial lives.</value>
public uint InitialLives
{
get
{
var opt = playerEngine.GetCharacterStruct<CharacterLivesEntityComponent>(Id);
return opt ? opt.Get().initialLives : uint.MaxValue;
}
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set => playerEngine.GetCharacterStruct<CharacterLivesEntityComponent>(Id).Get().initialLives = value;
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}
/// <summary>
/// The player's current lives in Simulation (aka Time Running) mode.
/// </summary>
/// <value>The current lives.</value>
public uint CurrentLives
{
get
{
var opt = playerEngine.GetCharacterStruct<CharacterLivesEntityComponent>(Id);
return opt ? opt.Get().currentLives : uint.MaxValue;
}
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set => playerEngine.GetCharacterStruct<CharacterLivesEntityComponent>(Id).Get().currentLives = value;
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}
/*/// <summary>
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/// Whether the Game Over screen is displayed for the player.
/// </summary>
/// <value><c>true</c> if game over; otherwise, <c>false</c>.</value>
public bool GameOver
{
get => playerEngine.GetGameOverScreen(Id);
}*/
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/// <summary>
/// Whether the player is dead.
/// If <c>true</c>, hopefully it was quick.
/// </summary>
/// <value><c>true</c> if dead; otherwise, <c>false</c>.</value>
public bool Dead
{
get => playerEngine.IsDead(Id);
}
/// <summary>
/// The player's selected block ID in their hand.
/// </summary>
/// <value>The selected block.</value>
public BlockIDs SelectedBlock
{
get
{
var optstruct = playerEngine.GetCharacterStruct<EquippedPartStruct>(Id);
return optstruct ? (BlockIDs) optstruct.Get().SelectedDBPartID : BlockIDs.Invalid;
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}
}
/// <summary>
/// The player's selected block color in their hand.
/// </summary>
/// <value>The selected block's color.</value>
public BlockColor SelectedColor
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{
get
{
var optstruct = playerEngine.GetCharacterStruct<EquippedColourStruct>(Id);
return optstruct ? new BlockColor(optstruct.Get().indexInPalette) : BlockColors.Default;
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}
}
/// <summary>
/// The player's selected block colour in their hand.
/// </summary>
/// <value>The selected block's colour.</value>
public BlockColor SelectedColour
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{
get
{
var optstruct = playerEngine.GetCharacterStruct<EquippedColourStruct>(Id);
return optstruct ? new BlockColor(optstruct.Get().indexInPalette) : BlockColors.Default;
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}
}
/// <summary>
/// The player's selected blueprint in their hand. Set to null to clear. Dispose after usage.
/// </summary>
public Blueprint SelectedBlueprint
{
get
{
var lbiso = playerEngine.GetPlayerStruct<LocalBlueprintInputStruct>(Id, Type);
return lbiso ? new Blueprint(lbiso.Get().selectedBlueprintId) : null;
}
set => BlockGroup._engine.SelectBlueprint(value?.Id ?? uint.MaxValue);
}
/// <summary>
/// The player's mode in time stopped mode, determining what they place.
/// </summary>
public PlayerBuildingMode BuildingMode => (PlayerBuildingMode) playerEngine
.GetCharacterStruct<TimeStoppedModeComponent>(Id).Get().timeStoppedContext;
/// <summary>
/// Whether the player is sprinting.
/// </summary>
public bool Sprinting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementComponent>(Id).Get().sprinting
: playerEngine.GetCharacterStruct<CharacterMovementEntityStruct>(Id).Get().isSprinting;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementComponent>(Id).Get().sprinting = value
: playerEngine.GetCharacterStruct<CharacterMovementEntityStruct>(Id).Get().isSprinting = value;
}
/// <summary>
/// Movement speed setting. Build mode (camera) and simulation mode settings are separate.
/// </summary>
public float SpeedSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().speed
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().moveSpeed;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().speed = value
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().moveSpeed = value;
}
/// <summary>
/// The multiplier setting to use when sprinting. Build mode (camera) and simulation mode settings are separate.
/// </summary>
public float SpeedSprintMultiplierSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().speedSprintMultiplier
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().sprintSpeedMultiplier;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().speedSprintMultiplier = value
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().sprintSpeedMultiplier = value;
}
/// <summary>
/// The acceleration setting of the player. Build mode (camera) and simulation mode settings are separate.
/// </summary>
public float AccelerationSetting
{
get => GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().acceleration
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().acceleration;
set => _ = GameState.IsBuildMode()
? playerEngine.GetCharacterStruct<BuildingDroneMovementSettingsComponent>(Id).Get().acceleration = value
: playerEngine.GetCharacterStruct<CharacterMovementSettingsEntityStruct>(Id).Get().acceleration = value;
}
// object methods
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/// <summary>
/// Teleport the player to the specified coordinates.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
/// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
/// <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)
{
float3 location = new float3(x, y, z);
if (relative)
{
location += Position;
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}
playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
}
/// <summary>
/// Returns the block the player is currently looking at in build mode.
/// </summary>
/// <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>
public Block GetBlockLookedAt(float maxDistance = -1f)
{
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var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid != EGID.Empty && egid.groupID != CommonExclusiveGroups.SIMULATION_BODIES_GROUP
? Block.New(egid)
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: null;
}
/// <summary>
/// Returns the rigid body the player is currently looking at during simulation.
/// </summary>
/// <param name="maxDistance">The maximum distance from the player (default is the player's building reach)</param>
/// <returns>The body or null if not found</returns>
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public SimBody GetSimBodyLookedAt(float maxDistance = -1f)
{
var egid = playerEngine.GetThingLookedAt(Id, maxDistance);
return egid != EGID.Empty && egid.groupID == CommonExclusiveGroups.SIMULATION_BODIES_GROUP
? new SimBody(egid)
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: null;
}
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/// <summary>
/// Returns the blocks that are in the player's current selection.
/// </summary>
/// <returns>An array of blocks or an empty array</returns>
public Block[] GetSelectedBlocks()
{
return playerEngine.GetSelectedBlocks(Id);
}
public bool Equals(Player other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Id == other.Id;
}
public bool Equals(EGID other)
{
return Id == other.entityID && other.groupID == (Type == PlayerType.Local
? PlayersExclusiveGroups.LocalPlayers
: PlayersExclusiveGroups.RemotePlayers);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((Player) obj);
}
public override int GetHashCode()
{
return (int) Id;
}
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// internal methods
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internal static void Init()
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{
Utility.GameEngineManager.AddGameEngine(playerEngine);
}
}
}