From 70bdba4a0818e3670f8111302a556da76afd1f9a Mon Sep 17 00:00:00 2001 From: fvgoulet Date: Mon, 23 Jun 2014 19:06:32 -0400 Subject: [PATCH] Added a missing file for the restructuration. Update #5 --- .../Definitions/CubeBlocks/BlockDefinition.cs | 428 ++++++++++++++++++ 1 file changed, 428 insertions(+) create mode 100644 SEModAPI/API/Definitions/CubeBlocks/BlockDefinition.cs diff --git a/SEModAPI/API/Definitions/CubeBlocks/BlockDefinition.cs b/SEModAPI/API/Definitions/CubeBlocks/BlockDefinition.cs new file mode 100644 index 00000000..554432ae --- /dev/null +++ b/SEModAPI/API/Definitions/CubeBlocks/BlockDefinition.cs @@ -0,0 +1,428 @@ +using System.ComponentModel; +using System.Xml; +using Sandbox.Common.ObjectBuilders.Definitions; + +namespace SEModAPI.API.Definitions.CubeBlocks +{ + public abstract class BlockDefinition : DefinitionOverLayer + { + #region "Constructors and Initializers" + + protected BlockDefinition(MyObjectBuilder_CubeBlockDefinition definition): base(definition) + { } + + #endregion + + #region "Properties" + + /// + /// Gets the formatted get the in-game name of the block + /// + [Browsable(true)] + [ReadOnly(true)] + [Description("Get the formatted get the in-game name of the block.")] + public string InGameName + { + get + { + return GetSubTypeDefinition().BlockPairName; + } + } + + /// + /// Gets the formatted name of a block + /// + [Browsable(true)] + [ReadOnly(true)] + [Description("Formatted Name of a block.")] + public override string Name + { + get + { + return m_baseDefinition.Id.SubtypeName == "" ? m_baseDefinition.Id.TypeId.ToString() : m_baseDefinition.Id.SubtypeName; + } + } + + /// + /// Get or set the current CubeBlock build time in second. + /// + [Browsable(true)] + [ReadOnly(false)] + [Description("Get or set the current CubeBlock build time in second.")] + public float BuildTime + { + get { return GetSubTypeDefinition().BuildTimeSeconds; } + set + { + if (GetSubTypeDefinition().BuildTimeSeconds.Equals(value)) return; + GetSubTypeDefinition().BuildTimeSeconds = value; + Changed = true; + } + } + + /// + /// Get or Set the current CubeBlock DisassembleRatio + /// The value is a multiplyer of BuildTime + /// [Disassemble time] = BuildTime * DisassembleRatio + /// + [Browsable(true)] + [ReadOnly(false)] + [Description("Get or Set the current CubeBlock DisassembleRatio \r\n The value is a multiplyer of BuildTime \r\n [Disassemble time] = BuildTime * DisassembleRatio")] + public float DisassembleRatio + { + get { return GetSubTypeDefinition().DisassembleRatio; } + set + { + if (GetSubTypeDefinition().DisassembleRatio.Equals(value)) return; + GetSubTypeDefinition().DisassembleRatio = value; + Changed = true; + } + } + public MyObjectBuilder_CubeBlockDefinition.CubeBlockComponent[] Components + { + get { return GetSubTypeDefinition().Components; } + } + + /// + /// Get or set if the Block is activated in game. + /// + [Browsable(true)] + [ReadOnly(false)] + [Description("Get or set if the Block is activated in game.")] + public bool Enabled + { + get { return m_baseDefinition.Public; } + set + { + if (m_baseDefinition.Public == value) return; + m_baseDefinition.Public = value; + Changed = true; + } + } + + /// + /// Get or set if the Block uses Model intersection. + /// + [Browsable(true)] + [ReadOnly(false)] + [Description("Get or set if the Block uses Model intersection.")] + public bool UseModelIntersection + { + get { return GetSubTypeDefinition().UseModelIntersection; } + set + { + if (GetSubTypeDefinition().UseModelIntersection == value) return; + GetSubTypeDefinition().UseModelIntersection = value; + Changed = true; + } + } + + #endregion + + #region "Methods" + + /// + /// Method to get the casted instance from parent signature + /// + /// The casted instance into the class type + protected virtual MyObjectBuilder_CubeBlockDefinition GetSubTypeDefinition() + { + return (MyObjectBuilder_CubeBlockDefinition)m_baseDefinition; + } + + #endregion + + #region "Utility" + /* + #region "CubeOrientations" + + public readonly Dictionary CubeOrientations = new Dictionary() + { + // TODO: Remove the Cube Armor orientation, as these appear to work fine with the Generic. + {CubeType.Cube, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Up)}, + + // TODO: Remove the Slope Armor orientations, as these appear to work fine with the Generic. + {CubeType.SlopeCenterBackTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Forward)}, // -90 around X + {CubeType.SlopeRightBackCenter, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.SlopeLeftBackCenter, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.SlopeCenterBackBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Up)}, // no rotation + {CubeType.SlopeRightCenterTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.SlopeLeftCenterTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.SlopeRightCenterBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Left)}, // +90 around Z + {CubeType.SlopeLeftCenterBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Right)}, // -90 around Z + {CubeType.SlopeCenterFrontTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Down)}, // 180 around X + {CubeType.SlopeRightFrontCenter, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.SlopeLeftFrontCenter, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.SlopeCenterFrontBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Backward)},// +90 around X + + // Probably got the names of these all messed up in relation to their actual orientation. + {CubeType.NormalCornerLeftFrontTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.NormalCornerRightFrontTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Down)}, // 180 around X + {CubeType.NormalCornerLeftBackTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.NormalCornerRightBackTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Forward)}, // -90 around X + {CubeType.NormalCornerLeftFrontBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.NormalCornerRightFrontBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Backward)},// +90 around X + {CubeType.NormalCornerLeftBackBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Right)},// -90 around Z + {CubeType.NormalCornerRightBackBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Up)}, // no rotation + + {CubeType.InverseCornerLeftFrontTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.InverseCornerRightFrontTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Down)}, // 180 around X + {CubeType.InverseCornerLeftBackTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.InverseCornerRightBackTop, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Forward)}, // -90 around X + {CubeType.InverseCornerLeftFrontBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.InverseCornerRightFrontBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Backward)}, // +90 around X + {CubeType.InverseCornerLeftBackBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Right)}, // -90 around Z + {CubeType.InverseCornerRightBackBottom, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Up)}, // no rotation + + // Generic, which seems to work for everything but Corner armor blocks. + {CubeType.Axis24_Backward_Down, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Down)}, + {CubeType.Axis24_Backward_Left, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.Axis24_Backward_Right, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.Axis24_Backward_Up, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Backward, VRageMath.Base6Directions.Direction.Up)}, + {CubeType.Axis24_Down_Backward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Backward)}, + {CubeType.Axis24_Down_Forward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Forward)}, + {CubeType.Axis24_Down_Left, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.Axis24_Down_Right, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Down, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.Axis24_Forward_Down, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Down)}, + {CubeType.Axis24_Forward_Left, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.Axis24_Forward_Right, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Right)}, + {CubeType.Axis24_Forward_Up, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Forward, VRageMath.Base6Directions.Direction.Up)}, + {CubeType.Axis24_Left_Backward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Left, VRageMath.Base6Directions.Direction.Backward)}, + {CubeType.Axis24_Left_Down, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Left, VRageMath.Base6Directions.Direction.Down)}, + {CubeType.Axis24_Left_Forward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Left, VRageMath.Base6Directions.Direction.Forward)}, + {CubeType.Axis24_Left_Up, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Left, VRageMath.Base6Directions.Direction.Up)}, + {CubeType.Axis24_Right_Backward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Right, VRageMath.Base6Directions.Direction.Backward)}, + {CubeType.Axis24_Right_Down, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Right, VRageMath.Base6Directions.Direction.Down)}, + {CubeType.Axis24_Right_Forward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Right, VRageMath.Base6Directions.Direction.Forward)}, + {CubeType.Axis24_Right_Up, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Right, VRageMath.Base6Directions.Direction.Up)}, + {CubeType.Axis24_Up_Backward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Backward)}, + {CubeType.Axis24_Up_Forward, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Forward)}, + {CubeType.Axis24_Up_Left, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Left)}, + {CubeType.Axis24_Up_Right, new SerializableBlockOrientation(VRageMath.Base6Directions.Direction.Up, VRageMath.Base6Directions.Direction.Right)}, + }; + + #endregion + + public SerializableBlockOrientation GetCubeOrientation(CubeType type) + { + if (CubeOrientations.ContainsKey(type)) + return CubeOrientations[type]; + + throw new NotImplementedException(string.Format("SetCubeOrientation of type [{0}] not yet implemented.", type)); + } + + #region FetchCubeBlockMass + + public float FetchCubeBlockMass(MyObjectBuilderTypeEnum typeId, MyCubeSize cubeSize, string subTypeid) + { + float mass = 0; + + var cubeBlockDefinition = GetCubeDefinition(typeId, cubeSize, subTypeid); + + if (cubeBlockDefinition != null) + { + foreach (var component in cubeBlockDefinition.Components) + { + mass += m_componentDefinitions.Components.Where(c => c.Id.SubtypeId == component.Subtype).Sum(c => c.Mass) * component.Count; + } + } + + return mass; + } + + public void AccumulateCubeBlueprintRequirements(string subType, MyObjectBuilderTypeEnum typeId, decimal amount, Dictionary requirements, out TimeSpan timeTaken) + { + TimeSpan time = new TimeSpan(); + var bp = m_blueprintDefinitions.Blueprints.FirstOrDefault(b => b.Result.SubtypeId == subType && b.Result.TypeId == typeId); + if (bp != null) + { + foreach (var item in bp.Prerequisites) + { + if (requirements.ContainsKey(item.SubtypeId)) + { + // append existing + requirements[item.SubtypeId].Amount += (amount / bp.Result.Amount) * item.Amount; + } + else + { + // add new + requirements.Add(item.SubtypeId, new MyObjectBuilder_BlueprintDefinition.Item() + { + Amount = (amount / bp.Result.Amount) * item.Amount, + TypeId = item.TypeId, + SubtypeId = item.SubtypeId, + Id = item.Id + }); + } + + var ticks = TimeSpan.TicksPerSecond * (decimal)bp.BaseProductionTimeInSeconds * amount; + var ts = new TimeSpan((long)ticks); + time += ts; + } + } + + timeTaken = time; + } + + public MyObjectBuilder_DefinitionBase GetDefinition(MyObjectBuilderTypeEnum typeId, string subTypeId) + { + var cube = m_cubeBlockDefinitions.CubeBlocks.FirstOrDefault(d => d.Id.TypeId == typeId && d.Id.SubtypeId == subTypeId); + if (cube != null) + { + return cube; + } + + var item = m_physicalItemDefinitions.PhysicalItems.FirstOrDefault(d => d.Id.TypeId == typeId && d.Id.SubtypeId == subTypeId); + if (item != null) + { + return item; + } + + var component = m_componentDefinitions.Components.FirstOrDefault(c => c.Id.TypeId == typeId && c.Id.SubtypeId == subTypeId); + if (component != null) + { + return component; + } + + var magazine = m_ammoMagazineDefinitions.AmmoMagazines.FirstOrDefault(c => c.Id.TypeId == typeId && c.Id.SubtypeId == subTypeId); + if (magazine != null) + { + return magazine; + } + + return null; + } + + public float GetItemMass(MyObjectBuilderTypeEnum typeId, string subTypeId) + { + var def = GetDefinition(typeId, subTypeId); + if (def is MyObjectBuilder_PhysicalItemDefinition) + { + var item2 = def as MyObjectBuilder_PhysicalItemDefinition; + return item2.Mass; + } + + return 0; + } + + public float GetItemVolume(MyObjectBuilderTypeEnum typeId, string subTypeId) + { + var def = GetDefinition(typeId, subTypeId); + if (def is MyObjectBuilder_PhysicalItemDefinition) + { + var item2 = def as MyObjectBuilder_PhysicalItemDefinition; + if (item2.Volume.HasValue) + return item2.Volume.Value; + } + + return 0; + } + + public IList GetMaterialList() + { + return m_voxelMaterialDefinitions.VoxelMaterials; + } + + public byte GetMaterialIndex(string materialName) + { + if (m_materialIndex.ContainsKey(materialName)) + return m_materialIndex[materialName]; + else + { + var material = m_voxelMaterialDefinitions.VoxelMaterials.FirstOrDefault(m => m.Name == materialName); + var index = (byte)m_voxelMaterialDefinitions.VoxelMaterials.ToList().IndexOf(material); + m_materialIndex.Add(materialName, index); + return index; + } + } + + public string GetMaterialName(byte materialIndex, byte defaultMaterialIndex) + { + if (materialIndex <= m_voxelMaterialDefinitions.VoxelMaterials.Length) + return m_voxelMaterialDefinitions.VoxelMaterials[materialIndex].Name; + else + return m_voxelMaterialDefinitions.VoxelMaterials[defaultMaterialIndex].Name; + } + + public string GetMaterialName(byte materialIndex) + { + return m_voxelMaterialDefinitions.VoxelMaterials[materialIndex].Name; + } + + public MyObjectBuilder_CubeBlockDefinition GetCubeDefinition(MyObjectBuilderTypeEnum typeId, MyCubeSize cubeSize, string subtypeId) + { + if (string.IsNullOrEmpty(subtypeId)) + { + return m_cubeBlockDefinitions.CubeBlocks.FirstOrDefault(d => d.CubeSize == cubeSize && d.Id.TypeId == typeId); + } + + return m_cubeBlockDefinitions.CubeBlocks.FirstOrDefault(d => d.Id.SubtypeId == subtypeId || (d.Variants != null && d.Variants.Any(v => subtypeId == d.Id.SubtypeId + v.Color))); + // Returns null if it doesn't find the required SubtypeId. + } + + public BoundingBox GetBoundingBox(MyObjectBuilder_CubeGrid entity) + { + var min = new Vector3(int.MaxValue, int.MaxValue, int.MaxValue); + var max = new Vector3(int.MinValue, int.MinValue, int.MinValue); + + foreach (var block in entity.CubeBlocks) + { + min.X = Math.Min(min.X, block.Min.X); + min.Y = Math.Min(min.Y, block.Min.Y); + min.Z = Math.Min(min.Z, block.Min.Z); + max.X = Math.Max(max.X, block.Min.X); // TODO: resolve cubetype size. + max.Y = Math.Max(max.Y, block.Min.Y); + max.Z = Math.Max(max.Z, block.Min.Z); + } + + // scale box to GridSize + var size = max - min; + if (entity.GridSizeEnum == MyCubeSize.Large) + { + size = new Vector3(size.X * 2.5f, size.Y * 2.5f, size.Z * 2.5f); + } + else if (entity.GridSizeEnum == MyCubeSize.Small) + { + size = new Vector3(size.X * 0.5f, size.Y * 0.5f, size.Z * 0.5f); + } + + // translate box according to min/max, but reset origin. + var bb = new BoundingBox(new Vector3(0, 0, 0), size); + + // TODO: translate for rotation. + //bb. ???? + + // translate position. + bb.Translate(entity.PositionAndOrientation.Value.Position); + + + return bb; + } + + public string GetResourceName(string value) + { + if (value == null) + return null; + + Sandbox.Common.Localization.MyTextsWrapperEnum myText; + + if (Enum.TryParse(value, out myText)) + { + try + { + return Sandbox.Common.Localization.MyTextsWrapper.GetFormatString(myText); + } + catch + { + return value; + } + } + + return value; + } +*/ + #endregion + + + } +} \ No newline at end of file