private static InserterPosition GetPositions(PlayerAction_Build __instance, PlanetFactory ___factory, PlanetAuxData ___planetAux, NearColliderLogic ___nearcdLogic, BuildPreview buildPreview, CachedInserter cachedInserter)
        {
            Vector3    absoluteBuildingPos;
            Quaternion absoluteBuildingRot;

            // When using AdvancedBuildDestruct mod, all buildPreviews are positioned 'absolutely' on the planet surface.
            // In 'normal' mode the buildPreviews are relative to __instance.previewPose.
            // This means that in 'normal' mode the (only) buildPreview is always positioned at {0,0,0}

            if (buildPreview.lpos == Vector3.zero)
            {
                absoluteBuildingPos = __instance.previewPose.position;
                absoluteBuildingRot = __instance.previewPose.rotation;
            }
            else
            {
                absoluteBuildingPos = buildPreview.lpos;
                absoluteBuildingRot = buildPreview.lrot;
            }

            InserterPosition position = null;

            if (currentPositionCache.Count > 0)
            {
                position = currentPositionCache.Dequeue();
            }

            bool isCacheValid = position != null &&
                                position.cachedInserter == cachedInserter &&
                                position.absoluteBuildingPos == absoluteBuildingPos &&
                                position.absoluteBuildingRot == absoluteBuildingRot;

            if (isCacheValid)
            {
                nextPositionCache.Enqueue(position);
                return(position);
            }


            var posDelta  = cachedInserter.posDelta;
            var pos2Delta = cachedInserter.pos2Delta;

            Vector3 absoluteInserterPos  = absoluteBuildingPos + absoluteBuildingRot * cachedInserter.posDelta;
            Vector3 absoluteInserterPos2 = absoluteBuildingPos + absoluteBuildingRot * cachedInserter.pos2Delta;

            Quaternion absoluteInserterRot  = absoluteBuildingRot * cachedInserter.rot;
            Quaternion absoluteInserterRot2 = absoluteBuildingRot * cachedInserter.rot2;

            int startSlot = cachedInserter.startSlot;
            int endSlot   = cachedInserter.endSlot;

            short pickOffset   = cachedInserter.pickOffset;
            short insertOffset = cachedInserter.insertOffset;

            // Find the desired belt/building position
            // As delta doesn't work over distance, re-trace the Grid Snapped steps from the original
            // to find the target belt/building for this inserters other connection
            var testPos = absoluteBuildingPos;

            // Note: rotates each move relative to the rotation of the new building
            for (int u = 0; u < cachedInserter.snapCount; u++)
            {
                testPos = ___planetAux.Snap(testPos + absoluteBuildingRot * cachedInserter.snapMoves[u], true, false);
            }

            // Find the other entity at the target location
            int otherId = 0;

            // find building nearby
            int found = ___nearcdLogic.GetBuildingsInAreaNonAlloc(testPos, 0.2f, _nearObjectIds);

            // find nearest building
            float maxDistance = 0.2f;

            for (int x = 0; x < found; x++)
            {
                var       id = _nearObjectIds[x];
                float     distance;
                ItemProto proto;
                if (id == 0 || id == buildPreview.objId)
                {
                    continue;
                }
                else if (id > 0)
                {
                    EntityData entityData = ___factory.entityPool[id];
                    proto    = LDB.items.Select((int)entityData.protoId);
                    distance = Vector3.Distance(entityData.pos, testPos);
                }
                else
                {
                    PrebuildData prebuildData = ___factory.prebuildPool[-id];
                    proto = LDB.items.Select((int)prebuildData.protoId);
                    if (proto.prefabDesc.isBelt)
                    {
                        // ignore unbuilt belts
                        continue;
                    }
                    distance = Vector3.Distance(prebuildData.pos, testPos);
                }

                // ignore entitites that ore not (built) belts or don't have inserterPoses
                if ((proto.prefabDesc.isBelt == cachedInserter.otherIsBelt || proto.prefabDesc.insertPoses.Length > 0) && distance < maxDistance)
                {
                    otherId     = id;
                    maxDistance = distance;
                }
            }

            if (otherId != 0)
            {
                var buildingId = buildPreview.objId;

                if (buildingId == 0)
                {
                    // the original calculatePose code doesn't correctly handle calculation where one of the entity is a BuildPreview
                    // as it has objId 0 and is not registered in either the entityPool or prebuildPool
                    // To address that we override the 4 critical methods GetObjectPose/GetObjectProtoId/ObjectIsBelt/GetLocalInserts
                    // only for this specific execution of CalculatePose, by returning the expected value for the current buildPreview
                    overridePoseMethods = true;
                    overriddenProto     = buildPreview.item;
                    overriddenPose      = new Pose(absoluteBuildingPos, absoluteBuildingRot);
                }

                if (cachedInserter.incoming)
                {
                    CalculatePose(__instance, otherId, buildingId);
                }
                else
                {
                    CalculatePose(__instance, buildingId, otherId);
                }


                overridePoseMethods = false;

                bool hasNearbyPose = false;
                if (__instance.posePairs.Count > 0)
                {
                    float minDistance = 1000f;
                    PlayerAction_Build.PosePair bestFit = new PlayerAction_Build.PosePair();

                    for (int j = 0; j < __instance.posePairs.Count; ++j)
                    {
                        var posePair = __instance.posePairs[j];
                        if (
                            (cachedInserter.incoming && cachedInserter.endSlot != posePair.endSlot) ||
                            (!cachedInserter.incoming && cachedInserter.startSlot != posePair.startSlot)
                            )
                        {
                            continue;
                        }
                        float startDistance = Vector3.Distance(posePair.startPose.position, absoluteInserterPos);
                        float endDistance   = Vector3.Distance(posePair.endPose.position, absoluteInserterPos2);
                        float poseDistance  = startDistance + endDistance;

                        if (poseDistance < minDistance)
                        {
                            minDistance   = poseDistance;
                            bestFit       = posePair;
                            hasNearbyPose = true;
                        }
                    }
                    if (hasNearbyPose)
                    {
                        // if we were able to calculate a close enough sensible pose
                        // use that instead of the (visually) imprecise default

                        absoluteInserterPos  = bestFit.startPose.position;
                        absoluteInserterPos2 = bestFit.endPose.position;

                        absoluteInserterRot  = bestFit.startPose.rotation;
                        absoluteInserterRot2 = bestFit.endPose.rotation * Quaternion.Euler(0.0f, 180f, 0.0f);

                        pickOffset   = (short)bestFit.startOffset;
                        insertOffset = (short)bestFit.endOffset;

                        startSlot = bestFit.startSlot;
                        endSlot   = bestFit.endSlot;


                        posDelta  = Quaternion.Inverse(absoluteBuildingRot) * (absoluteInserterPos - absoluteBuildingPos);
                        pos2Delta = Quaternion.Inverse(absoluteBuildingRot) * (absoluteInserterPos2 - absoluteBuildingPos);
                    }
                }
            }

            position = new InserterPosition()
            {
                cachedInserter      = cachedInserter,
                absoluteBuildingPos = absoluteBuildingPos,
                absoluteBuildingRot = absoluteBuildingRot,

                otherId = otherId,

                posDelta             = posDelta,
                pos2Delta            = pos2Delta,
                absoluteInserterPos  = absoluteInserterPos,
                absoluteInserterPos2 = absoluteInserterPos2,

                absoluteInserterRot  = absoluteInserterRot,
                absoluteInserterRot2 = absoluteInserterRot2,

                pickOffset   = pickOffset,
                insertOffset = insertOffset,

                startSlot = startSlot,
                endSlot   = endSlot,
            };


            nextPositionCache.Enqueue(position);
            return(position);
        }
Exemple #2
0
        public static InserterPosition GetPositions(PlayerAction_Build actionBuild, InserterCopy copiedInserter, float yawRad, int pasteIndex, bool connectToPasted)
        {
            var pastedEntities = BlueprintManager.pastedEntities;
            var player         = actionBuild.player;

            var pastedReferenceEntityId = BlueprintManager_Paste.PASTE_INDEX_MULTIPLIER * pasteIndex + copiedInserter.referenceBuildingId;

            var pastedReferenceEntity             = pastedEntities[pastedReferenceEntityId];
            var pastedReferenceEntityBuildPreview = pastedReferenceEntity.buildPreview;

            Quaternion absoluteBuildingRot    = pastedReferenceEntity.pose.rotation;
            Vector3    absoluteBuildingPos    = pastedReferenceEntity.pose.position;
            Vector2    absoluteBuildingPosSpr = absoluteBuildingPos.ToSpherical();

            var     posDelta            = copiedInserter.posDelta.Rotate(yawRad, copiedInserter.posDeltaCount);
            Vector3 absoluteInserterPos = absoluteBuildingPosSpr
                                          .ApplyDelta(posDelta, copiedInserter.posDeltaCount)
                                          .ToCartesian(GameMain.localPlanet.realRadius + 0.2f);

            var     pos2Delta            = copiedInserter.pos2Delta.Rotate(yawRad, copiedInserter.pos2DeltaCount);
            Vector3 absoluteInserterPos2 = absoluteBuildingPosSpr
                                           .ApplyDelta(pos2Delta, copiedInserter.pos2DeltaCount)
                                           .ToCartesian(GameMain.localPlanet.realRadius + 0.2f);

            if (pastedReferenceEntity.sourceBuilding == null)
            {
                absoluteBuildingRot = Maths.SphericalRotation(absoluteBuildingPos, yawRad * Mathf.Rad2Deg);
            }

            Quaternion absoluteInserterRot  = absoluteBuildingRot * copiedInserter.rot;
            Quaternion absoluteInserterRot2 = absoluteBuildingRot * copiedInserter.rot2;

            int startSlot = copiedInserter.startSlot;
            int endSlot   = copiedInserter.endSlot;

            short pickOffset   = copiedInserter.pickOffset;
            short insertOffset = copiedInserter.insertOffset;

            var referenceObjId = pastedReferenceEntity.objId;

            var otherPastedId = 0;
            var otherEntityId = 0;

            var otherObjId = 0;

            var pastedPickTargetId   = BlueprintManager_Paste.PASTE_INDEX_MULTIPLIER * pasteIndex + copiedInserter.pickTarget;
            var pastedInsertTargetId = BlueprintManager_Paste.PASTE_INDEX_MULTIPLIER * pasteIndex + copiedInserter.insertTarget;


            if (pastedEntities.ContainsKey(pastedPickTargetId) && pastedEntities.ContainsKey(pastedInsertTargetId))
            {
                // cool we copied both source and target of the inserters
                otherPastedId = pastedPickTargetId == pastedReferenceEntityId ? pastedInsertTargetId : pastedPickTargetId;
                otherObjId    = pastedEntities[otherPastedId].objId;
            }
            else
            {
                // Find the other entity at the target location
                var nearcdLogic = actionBuild.nearcdLogic;
                var factory     = actionBuild.factory;
                // Find the desired belt/building position
                // As delta doesn't work over distance, re-trace the Grid Snapped steps from the original
                // to find the target belt/building for this inserters other connection

                var     otherPosDelta = copiedInserter.otherPosDelta.Rotate(yawRad, copiedInserter.otherPosDeltaCount);
                Vector3 testPos       = absoluteBuildingPosSpr
                                        .ApplyDelta(otherPosDelta, copiedInserter.otherPosDeltaCount)
                                        .SnapToGrid();

                if (connectToPasted)
                {
                    var compatibleType = copiedInserter.otherIsBelt ? EPastedType.BELT : EPastedType.BUILDING;
                    foreach (var pastedEntity in BlueprintManager.pastedEntities.Values)
                    {
                        // find the first compatible entity that will not been removed, that has in the same/previous/next pasteIndex and that is near enough
                        if (pastedEntity.type == compatibleType &&
                            pastedEntity.status != EPastedStatus.REMOVE &&
                            pastedEntity.pasteId != pastedReferenceEntityId &&
                            Math.Abs(pastedEntity.pasteIndex - pasteIndex) <= 1 &&
                            Vector3.Distance(pastedEntity.pose.position, testPos) < 0.2)
                        {
                            // found a pasted entity that we can connect to !
                            otherPastedId = pastedEntity.pasteId;
                            otherObjId    = pastedEntity.objId;
                            break;
                        }
                    }
                }

                if (otherObjId == 0)
                {
                    int[] _nearObjectIds = new int[256];

                    // find building nearby
                    int found = nearcdLogic.GetBuildingsInAreaNonAlloc(testPos, 0.2f, _nearObjectIds, false);

                    // find nearest building
                    float maxDistance = 1f;

                    for (int x = 0; x < found; x++)
                    {
                        var       id = _nearObjectIds[x];
                        float     distance;
                        ItemProto proto;
                        if (id == 0 || id == pastedReferenceEntityBuildPreview.objId)
                        {
                            continue;
                        }
                        else if (id > 0)
                        {
                            EntityData entityData = factory.entityPool[id];
                            proto = LDB.items.Select((int)entityData.protoId);
                            // ignore buildings without inserter poses
                            if (!proto.prefabDesc.isBelt && proto.prefabDesc.insertPoses.Length == 0)
                            {
                                continue;
                            }

                            distance = Vector3.Distance(entityData.pos, testPos);
                        }
                        else
                        {
                            PrebuildData prebuildData = factory.prebuildPool[-id];
                            proto = LDB.items.Select((int)prebuildData.protoId);

                            // ignore unbuilt belts and buildings without inserter poses
                            if (proto.prefabDesc.isBelt || proto.prefabDesc.insertPoses.Length == 0)
                            {
                                continue;
                            }

                            distance = Vector3.Distance(prebuildData.pos, testPos);
                        }

                        // ignore entitites that ore not (built) belts or don't have inserterPoses
                        if ((proto.prefabDesc.isBelt == copiedInserter.otherIsBelt || proto.prefabDesc.insertPoses.Length > 0) && distance < maxDistance)
                        {
                            otherObjId  = otherEntityId = id;
                            maxDistance = distance;
                        }
                    }
                }
            }



            if (otherObjId != 0)
            {
                if (copiedInserter.incoming)
                {
                    InserterPoses.CalculatePose(actionBuild, otherObjId, referenceObjId);
                }
                else
                {
                    InserterPoses.CalculatePose(actionBuild, referenceObjId, otherObjId);
                }


                bool hasNearbyPose = false;

                if (actionBuild.posePairs.Count > 0)
                {
                    float minDistance = 1000f;
                    PlayerAction_Build.PosePair bestFit = new PlayerAction_Build.PosePair();

                    for (int j = 0; j < actionBuild.posePairs.Count; ++j)
                    {
                        var posePair = actionBuild.posePairs[j];
                        if (
                            (copiedInserter.incoming && copiedInserter.endSlot != posePair.endSlot && copiedInserter.endSlot != -1) ||
                            (!copiedInserter.incoming && copiedInserter.startSlot != posePair.startSlot && copiedInserter.startSlot != -1)
                            )
                        {
                            continue;
                        }
                        float startDistance = Vector3.Distance(posePair.startPose.position, absoluteInserterPos);
                        float endDistance   = Vector3.Distance(posePair.endPose.position, absoluteInserterPos2);
                        float poseDistance  = startDistance + endDistance;

                        if (poseDistance < minDistance)
                        {
                            minDistance   = poseDistance;
                            bestFit       = posePair;
                            hasNearbyPose = true;
                        }
                    }
                    if (hasNearbyPose)
                    {
                        // if we were able to calculate a close enough sensible pose
                        // use that instead of the (visually) imprecise default

                        absoluteInserterPos  = bestFit.startPose.position;
                        absoluteInserterPos2 = bestFit.endPose.position;

                        absoluteInserterRot  = bestFit.startPose.rotation;
                        absoluteInserterRot2 = bestFit.endPose.rotation * Quaternion.Euler(0.0f, 180f, 0.0f);

                        pickOffset   = (short)bestFit.startOffset;
                        insertOffset = (short)bestFit.endOffset;

                        startSlot = bestFit.startSlot;
                        endSlot   = bestFit.endSlot;

                        posDelta  = bestFit.startPose.position.ToSpherical() - absoluteBuildingPosSpr;
                        pos2Delta = bestFit.endPose.position.ToSpherical() - absoluteBuildingPosSpr;
                    }
                }
            }

            InserterPosition position = new InserterPosition()
            {
                copiedInserter      = copiedInserter,
                absoluteBuildingPos = absoluteBuildingPos,
                absoluteBuildingRot = absoluteBuildingRot,

                posDelta             = posDelta,
                pos2Delta            = pos2Delta,
                absoluteInserterPos  = absoluteInserterPos,
                absoluteInserterPos2 = absoluteInserterPos2,

                absoluteInserterRot  = absoluteInserterRot,
                absoluteInserterRot2 = absoluteInserterRot2,

                pickOffset   = pickOffset,
                insertOffset = insertOffset,

                startSlot = startSlot,
                endSlot   = endSlot,

                condition = EBuildCondition.Ok
            };

            if (otherEntityId != 0)
            {
                Vector3 forward = absoluteInserterPos2 - absoluteInserterPos;

                Pose pose;
                pose.position = Vector3.Lerp(absoluteInserterPos, absoluteInserterPos2, 0.5f);
                pose.rotation = Quaternion.LookRotation(forward, absoluteInserterPos.normalized);


                var colliderData = copiedInserter.itemProto.prefabDesc.buildColliders[0];
                colliderData.ext = new Vector3(colliderData.ext.x, colliderData.ext.y, Vector3.Distance(absoluteInserterPos2, absoluteInserterPos) * 0.5f + colliderData.ext.z - 0.5f);

                if (copiedInserter.otherIsBelt)
                {
                    if (copiedInserter.incoming)
                    {
                        colliderData.pos.z -= 0.4f;
                        colliderData.ext.z += 0.4f;
                    }
                    else
                    {
                        colliderData.pos.z += 0.4f;
                        colliderData.ext.z += 0.4f;
                    }
                }

                if (colliderData.ext.z < 0.1f)
                {
                    colliderData.ext.z = 0.1f;
                }
                colliderData.pos = pose.position + pose.rotation * colliderData.pos;
                colliderData.q   = pose.rotation * colliderData.q;


                int        mask            = 165888;
                Collider[] _tmp_cols       = new Collider[16];
                int        collisionsFound = Physics.OverlapBoxNonAlloc(colliderData.pos, colliderData.ext, _tmp_cols, colliderData.q, mask, QueryTriggerInteraction.Collide);

                PlanetPhysics physics2 = player.planetData.physics;
                for (int j = 0; j < collisionsFound; j++)
                {
                    physics2.GetColliderData(_tmp_cols[j], out ColliderData colliderData2);
                    if (colliderData2.objId != 0 && colliderData2.objId != otherEntityId && colliderData2.usage == EColliderUsage.Build)
                    {
                        position.condition = EBuildCondition.Collide;
                        otherPastedId      = 0;
                        otherEntityId      = 0;

                        break;
                    }
                }
            }

            position.inputEntityId = copiedInserter.incoming ? otherEntityId : 0;
            position.inputPastedId = copiedInserter.incoming ? otherPastedId : pastedReferenceEntityId;

            position.outputEntityId = copiedInserter.incoming ? 0 : otherEntityId;
            position.outputPastedId = copiedInserter.incoming ? pastedReferenceEntityId : otherPastedId;

            return(position);
        }
Exemple #3
0
            public static void PlayerAction_BuildNotifyBuiltPrefix(PlayerAction_Build __instance, int postObjId, PlanetAuxData ___planetAux)
            {
                var entityBuilt = pc.player.factory.entityPool[postObjId];

                ModelProto modelProto = LDB.models.Select(entityBuilt.modelIndex);
                var        prefabDesc = modelProto.prefabDesc;

                if (!prefabDesc.isInserter)
                {
                    // Check for pending inserter requests
                    if (PatchCopyInserters.pendingInserters.Count > 0)
                    {
                        var factory = pc.player.factory;
                        for (int i = pendingInserters.Count - 1; i >= 0; i--) // Reverse loop for removing found elements
                        {
                            var pi = pendingInserters[i];
                            // Is the NotifyBuilt assembler in the expected position for this pending inserter?
                            var distance = Vector3.Distance(entityBuilt.pos, pi.AssemblerPos);
                            if (distance < 0.2)
                            {
                                var assemblerId = entityBuilt.id;

                                // Create inserter Prebuild data
                                var pbdata = new PrebuildData();
                                pbdata.protoId    = (short)pi.ci.protoId;
                                pbdata.modelIndex = (short)LDB.items.Select(pi.ci.protoId).ModelIndex;

                                pbdata.insertOffset = pi.ci.insertOffset;
                                pbdata.pickOffset   = pi.ci.pickOffset;
                                pbdata.filterId     = pi.ci.filterId;

                                pbdata.refCount = pi.ci.refCount;

                                // Calculate inserter start and end positions from stored deltas and the building's rotation
                                pbdata.pos  = ___planetAux.Snap(entityBuilt.pos + entityBuilt.rot * pi.ci.posDelta, true, false);
                                pbdata.pos2 = ___planetAux.Snap(entityBuilt.pos + entityBuilt.rot * pi.ci.pos2Delta, true, false);
                                // Get inserter rotation relative to the building's
                                pbdata.rot  = entityBuilt.rot * pi.ci.rot;
                                pbdata.rot2 = entityBuilt.rot * pi.ci.rot2;

                                if (!pi.ci.incoming)
                                {
                                    CalculatePose(__instance, assemblerId, pi.otherId);
                                }
                                else
                                {
                                    CalculatePose(__instance, pi.otherId, assemblerId);
                                }
                                if (__instance.posePairs.Count > 0)
                                {
                                    float minDistance = 1000f;
                                    PlayerAction_Build.PosePair bestFit = new PlayerAction_Build.PosePair();
                                    bool hasNearbyPose = false;
                                    for (int j = 0; j < __instance.posePairs.Count; ++j)
                                    {
                                        if (__instance.posePairs[j].startSlot != pi.ci.startSlot || __instance.posePairs[j].endSlot != pi.ci.endSlot)
                                        {
                                            continue;
                                        }
                                        float startDistance = Vector3.Distance(__instance.posePairs[j].startPose.position, pbdata.pos);
                                        float endDistance   = Vector3.Distance(__instance.posePairs[j].endPose.position, pbdata.pos2);
                                        float poseDistance  = startDistance + endDistance;

                                        if (poseDistance < minDistance)
                                        {
                                            minDistance   = poseDistance;
                                            bestFit       = __instance.posePairs[j];
                                            hasNearbyPose = true;
                                        }
                                    }
                                    if (hasNearbyPose)
                                    {
                                        // if we were able to calculate a close enough sensible pose
                                        // use that instead of the (visually) ugly default

                                        pbdata.pos  = bestFit.startPose.position;
                                        pbdata.pos2 = bestFit.endPose.position;

                                        pbdata.rot  = bestFit.startPose.rotation;
                                        pbdata.rot2 = bestFit.endPose.rotation * Quaternion.Euler(0.0f, 180f, 0.0f);
                                    }
                                }

                                // Check the player has the item in inventory, no cheating here
                                var itemcount = pc.player.package.GetItemCount(pi.ci.protoId);
                                // If player has none; skip this request, as we dont create prebuild ghosts, must avoid confusion
                                if (itemcount > 0)
                                {
                                    var qty = 1;
                                    pc.player.package.TakeTailItems(ref pi.ci.protoId, ref qty);
                                    int pbCursor = factory.AddPrebuildData(pbdata); // Add the inserter request to Prebuild pool

                                    // Otherslot -1 will try to find one, otherwise could cache this from original assembler if it causes problems
                                    if (pi.ci.incoming)
                                    {
                                        factory.WriteObjectConn(-pbCursor, 0, true, assemblerId, -1); // assembler connection
                                        factory.WriteObjectConn(-pbCursor, 1, false, pi.otherId, -1); // other connection
                                    }
                                    else
                                    {
                                        factory.WriteObjectConn(-pbCursor, 0, false, assemblerId, -1); // assembler connection
                                        factory.WriteObjectConn(-pbCursor, 1, true, pi.otherId, -1);   // other connection
                                    }
                                }
                                pendingInserters.RemoveAt(i);
                            }
                        }
                    }
                }
            }
Exemple #4
0
            public static void PlayerAction_BuildSetCopyInfoPostfix(PlayerAction_Build __instance, ref PlanetFactory ___factory, PlanetAuxData ___planetAux, int objectId, int protoId)
            {
                cachedInserters.Clear(); // Remove previous copy info
                if (objectId < 0)        // Copied item is a ghost, no inserters to cache
                {
                    return;
                }
                var sourceEntityProto = LDB.items.Select(protoId);

                // Ignore building without inserter slots
                if (sourceEntityProto.prefabDesc.insertPoses.Length == 0)
                {
                    return;
                }

                var sourceEntityId = objectId;
                var sourceEntity   = ___factory.entityPool[sourceEntityId];
                var sourcePos      = sourceEntity.pos;
                var sourceRot      = sourceEntity.rot;

                // Find connected inserters
                var inserterPool = ___factory.factorySystem.inserterPool;
                var entityPool   = ___factory.entityPool;

                for (int i = 1; i < ___factory.factorySystem.inserterCursor; i++)
                {
                    if (inserterPool[i].id == i)
                    {
                        var inserter       = inserterPool[i];
                        var inserterEntity = entityPool[inserter.entityId];

                        var pickTarget   = inserter.pickTarget;
                        var insertTarget = inserter.insertTarget;

                        if (pickTarget == sourceEntityId || insertTarget == sourceEntityId)
                        {
                            bool incoming = insertTarget == sourceEntityId;
                            var  otherId  = incoming ? pickTarget : insertTarget; // The belt or other building this inserter is attached to
                            var  otherPos = entityPool[otherId].pos;

                            // Store the Grid-Snapped moves from assembler to belt/other
                            int       path              = 0;
                            Vector3[] snaps             = new Vector3[6];
                            var       snappedPointCount = ___planetAux.SnapLineNonAlloc(sourcePos, otherPos, ref path, snaps);
                            Vector3   lastSnap          = sourcePos;
                            Vector3[] snapMoves         = new Vector3[snappedPointCount];
                            for (int s = 0; s < snappedPointCount; s++)
                            {
                                // note: reverse rotation of the delta so that rotation works
                                Vector3 snapMove = Quaternion.Inverse(sourceRot) * (snaps[s] - lastSnap);
                                snapMoves[s] = snapMove;
                                lastSnap     = snaps[s];
                            }

                            // Cache info for this inserter
                            var ci = new CachedInserter();
                            ci.incoming = incoming;
                            ci.protoId  = inserterEntity.protoId;

                            // rotations + deltas relative to the source building's rotation
                            ci.rot       = Quaternion.Inverse(sourceRot) * inserterEntity.rot;
                            ci.rot2      = Quaternion.Inverse(sourceRot) * inserter.rot2;
                            ci.posDelta  = Quaternion.Inverse(sourceRot) * (inserterEntity.pos - sourcePos); // Delta from copied building to inserter pos
                            ci.pos2Delta = Quaternion.Inverse(sourceRot) * (inserter.pos2 - sourcePos);      // Delta from copied building to inserter pos2

                            ItemProto itemProto = LDB.items.Select(ci.protoId);
                            ci.refCount = Mathf.RoundToInt((float)(inserter.stt - 0.499f) / itemProto.prefabDesc.inserterSTT);
                            // compute the start and end slot that the cached inserter uses
                            if (!incoming)
                            {
                                CalculatePose(__instance, sourceEntityId, otherId);
                            }
                            else
                            {
                                CalculatePose(__instance, otherId, sourceEntityId);
                            }

                            if (__instance.posePairs.Count > 0)
                            {
                                float minDistance = 1000f;
                                PlayerAction_Build.PosePair bestFit = new PlayerAction_Build.PosePair();
                                bool hasNearbyPose = false;
                                for (int j = 0; j < __instance.posePairs.Count; ++j)
                                {
                                    float startDistance = Vector3.Distance(__instance.posePairs[j].startPose.position, inserterEntity.pos);
                                    float endDistance   = Vector3.Distance(__instance.posePairs[j].endPose.position, inserter.pos2);
                                    float poseDistance  = startDistance + endDistance;

                                    if (poseDistance < minDistance)
                                    {
                                        minDistance   = poseDistance;
                                        bestFit       = __instance.posePairs[j];
                                        hasNearbyPose = true;
                                    }
                                }
                                if (hasNearbyPose)
                                {
                                    ci.startSlot = bestFit.startSlot;
                                    ci.endSlot   = bestFit.endSlot;
                                }
                            }

                            // not important?
                            ci.pickOffset   = inserter.pickOffset;
                            ci.insertOffset = inserter.insertOffset;
                            // needed for pose?
                            ci.t1 = inserter.t1;
                            ci.t2 = inserter.t2;

                            ci.filterId  = inserter.filter;
                            ci.snapMoves = snapMoves;
                            ci.snapCount = snappedPointCount;

                            cachedInserters.Add(ci);
                        }
                    }
                }
            }
            public static void PlayerAction_BuildSetCopyInfoPostfix(PlayerAction_Build __instance, ref PlanetFactory ___factory, int objectId, PlanetAuxData ___planetAux)
            {
                cachedInserters.Clear(); // Remove previous copy info
                if (objectId < 0)        // Copied item is a ghost, no inserters to cache
                {
                    return;
                }

                var sourceEntity = objectId;
                var sourcePos    = ___factory.entityPool[objectId].pos;
                // Find connected inserters
                int matches      = 0;
                var inserterPool = ___factory.factorySystem.inserterPool;
                var entityPool   = ___factory.entityPool;

                for (int i = 1; i < ___factory.factorySystem.inserterCursor; i++)
                {
                    if (inserterPool[i].id == i)
                    {
                        var inserter     = inserterPool[i];
                        var pickTarget   = inserter.pickTarget;
                        var insertTarget = inserter.insertTarget;
                        if (pickTarget == sourceEntity || insertTarget == sourceEntity)
                        {
                            matches++;
                            var  inserterType = ___factory.entityPool[inserter.entityId].protoId;
                            bool incoming     = insertTarget == sourceEntity;
                            var  otherId      = incoming ? pickTarget : insertTarget; // The belt or other building this inserter is attached to
                            var  otherPos     = ___factory.entityPool[otherId].pos;

                            // Store the Grid-Snapped moves from assembler to belt/other
                            Vector3   begin             = sourcePos;
                            Vector3   end               = otherPos;
                            int       path              = 0;
                            Vector3[] snaps             = new Vector3[6];
                            var       snappedPointCount = ___planetAux.SnapLineNonAlloc(begin, end, ref path, snaps);
                            Vector3   lastSnap          = begin;
                            Vector3[] snapMoves         = new Vector3[snappedPointCount];
                            for (int s = 0; s < snappedPointCount; s++)
                            {
                                Vector3 snapMove = snaps[s] - lastSnap;
                                snapMoves[s] = snapMove;
                                lastSnap     = snaps[s];
                            }

                            // Cache info for this inserter
                            var ci = new CachedInserter();
                            ci.otherDelta = (otherPos - sourcePos); // Delta from copied building to other belt/building
                            ci.incoming   = incoming;
                            ci.protoId    = inserterType;
                            ci.rot        = ___factory.entityPool[inserter.entityId].rot;
                            ci.rot2       = inserter.rot2;
                            ci.pos2delta  = (inserter.pos2 - entityPool[inserter.entityId].pos); // Delta from inserter pos2 to copied building
                            var posDelta = entityPool[inserter.entityId].pos - sourcePos;        // Delta from copied building to inserter pos
                            if (!incoming)
                            {
                                posDelta = sourcePos - entityPool[inserter.entityId].pos;            // Reverse for outgoing inserters
                            }
                            ci.posDelta = posDelta;


                            // compute the start and end slot that the cached inserter uses
                            if (!incoming)
                            {
                                CalculatePose(__instance, sourceEntity, otherId);
                            }
                            else
                            {
                                CalculatePose(__instance, otherId, sourceEntity);
                            }

                            if (__instance.posePairs.Count > 0)
                            {
                                float minDistance = 1000f;
                                PlayerAction_Build.PosePair bestFit = new PlayerAction_Build.PosePair();
                                bool hasNearbyPose = false;
                                for (int j = 0; j < __instance.posePairs.Count; ++j)
                                {
                                    float startDistance = Vector3.Distance(__instance.posePairs[j].startPose.position, entityPool[inserter.entityId].pos);
                                    float endDistance   = Vector3.Distance(__instance.posePairs[j].endPose.position, inserter.pos2);
                                    float poseDistance  = startDistance + endDistance;

                                    if (poseDistance < minDistance)
                                    {
                                        minDistance   = poseDistance;
                                        bestFit       = __instance.posePairs[j];
                                        hasNearbyPose = true;
                                    }
                                }
                                if (hasNearbyPose)
                                {
                                    ci.startSlot = bestFit.startSlot;
                                    ci.endSlot   = bestFit.endSlot;
                                }
                            }

                            // not important?
                            ci.pickOffset   = inserter.pickOffset;
                            ci.insertOffset = inserter.insertOffset;
                            // needed for pose?
                            ci.t1 = inserter.t1;
                            ci.t2 = inserter.t2;


                            ci.filterId  = inserter.filter;
                            ci.snapMoves = snapMoves;
                            ci.snapCount = snappedPointCount;

                            cachedInserters.Add(ci);
                        }
                    }
                }
            }