public static void PlayerAction_BuildAfterPrebuildPostfix(PlayerAction_Build __instance, ref PlanetFactory ___factory, PlanetAuxData ___planetAux) { // Do we have cached inserters? var ci = PatchCopyInserters.cachedInserters; if (ci.Count > 0) { foreach (var buildPreview in __instance.buildPreviews) { var targetPos = __instance.previewPose.position + __instance.previewPose.rotation * buildPreview.lpos; var entityPool = ___factory.entityPool; foreach (var inserter in ci) { // 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 currentPos = targetPos; for (int u = 0; u < inserter.snapCount; u++) { currentPos = ___planetAux.Snap(currentPos + inserter.snapMoves[u], true, false); } var testPos = currentPos; // Find the other entity at the target location int otherId = 0; for (int x = 1; x < ___factory.entityCursor; x++) { if (entityPool[x].id == x) { var distance = Vector3.Distance(entityPool[x].pos, testPos); if (distance < 0.2) { otherId = entityPool[x].id; break; } } } if (otherId != 0) { // Order an inserter var pi = new PatchCopyInserters.PendingInserter(); pi.otherId = otherId; pi.ci = inserter; pi.AssemblerPos = targetPos; PatchCopyInserters.pendingInserters.Add(pi); } } } } }
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); }
public static void PlayerAction_BuildNotifyBuiltPrefix(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; //Debug.Log($"!!! found assembler id={assemblerId} at Pos={entityBuilt.pos} expected {pi.AssemblerPos} distance={distance}"); // 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.modelId = factory.entityPool[pi.otherId].modelId; pbdata.insertOffset = pi.ci.insertOffset; pbdata.pickOffset = pi.ci.pickOffset; pbdata.filterId = pi.ci.filterId; // YukkuriC: recover absolute transforms Helper.AbsTransform(entityBuilt.pos, pi.ci.posDelta, pi.ci.rot, out pbdata.pos, out pbdata.rot); Helper.AbsTransform(entityBuilt.pos, pi.ci.pos2delta, pi.ci.rot2, out pbdata.pos2, out pbdata.rot2); pbdata.pos = ___planetAux.Snap(pbdata.pos, true, false); pbdata.pos2 = ___planetAux.Snap(pbdata.pos2, true, false); // 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); } } } } }
public static BPGratBox GetBoundingRange(PlanetData _planet, PlanetAuxData aux, int[] _objIds, int _objCount, List <ReformData> reforms, float _divideLongitude) { if (reforms.Count == 0 && _objCount == 0) { return(BPGratBox.zero); } float startlong = float.MaxValue; float startLat = float.MaxValue; float endLong = float.MinValue; float endLat = float.MinValue; bool isPole = true; EntityData[] entityPool = _planet.factory.entityPool; PrebuildData[] prebuildPool = _planet.factory.prebuildPool; for (int i = 0; i < _objCount; i++) { int id = _objIds[i]; Vector3 pos = (id > 0) ? entityPool[id].pos.normalized : prebuildPool[-id].pos.normalized; Vector3 normalized = aux.Snap(pos, true).normalized; float num6 = Mathf.Asin(normalized.y); float num7 = Mathf.Atan2(normalized.x, -normalized.z); if (normalized.x * normalized.x + normalized.z * normalized.z >= 5E-07f) { isPole = false; float correctLong = num7 - _divideLongitude; if (correctLong <= -1.8E-05f) { correctLong += 6.2831855f; } if (correctLong < 0f) { correctLong = 0f; } startlong = ((startlong < correctLong) ? startlong : correctLong); endLong = ((endLong > correctLong) ? endLong : correctLong); } startLat = ((startLat < num6) ? startLat : num6); endLat = ((endLat > num6) ? endLat : num6); } if (BlueprintCopyExtension.isEnabled) { foreach (var data in reforms) { if (data.longitude != 0) { isPole = false; float correctLong = data.longitude - _divideLongitude; if (correctLong <= -1.8E-05f) { correctLong += 6.2831855f; } if (correctLong < 0f) { correctLong = 0f; } startlong = startlong < correctLong ? startlong : correctLong; endLong = endLong > correctLong ? endLong : correctLong; } startLat = startLat < data.latitude ? startLat : data.latitude; endLat = endLat > data.latitude ? endLat : data.latitude; } } if (startlong < 0f) { startlong = 0f; } else if (startlong > 6.2831674f) { startlong = 6.2831674f; } if (endLong < 0f) { endLong = 0f; } else if (endLong > 6.2831674f) { endLong = 6.2831674f; } if (isPole) { startlong = 0f; endLong = 6.2831674f; } startlong += _divideLongitude; endLong += _divideLongitude; if (startlong < -3.1415927f) { startlong += 6.2831855f; } else if (startlong > 3.1415927f) { startlong -= 6.2831855f; } if (endLong < -3.1415927f) { endLong += 6.2831855f; } else if (endLong > 3.1415927f) { endLong -= 6.2831855f; } return(new BPGratBox(startlong, startLat, endLong, endLat)); }
public static void PlayerAction_BuildAfterPrebuildPostfix(PlayerAction_Build __instance, ref PlanetFactory ___factory, PlanetAuxData ___planetAux) { // Do we have cached inserters? var ci = PatchCopyInserters.cachedInserters; if (CopyInserters.copyEnabled && ci.Count > 0) { foreach (BuildPreview buildPreview in __instance.buildPreviews) { Vector3 targetPos; Quaternion targetRot; if (__instance.buildPreviews.Count > 1) { targetPos = buildPreview.lpos; targetRot = buildPreview.lrot; } else { targetPos = __instance.previewPose.position + __instance.previewPose.rotation * buildPreview.lpos; targetRot = __instance.previewPose.rotation; } // ignore buildings not being built at ground level if (__instance.multiLevelCovering) { continue; } var entityPool = ___factory.entityPool; foreach (var inserter in ci) { // 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 = targetPos; // Note: rotates each move relative to the rotation of the new building for (int u = 0; u < inserter.snapCount; u++) { testPos = ___planetAux.Snap(testPos + targetRot * inserter.snapMoves[u], true, false); } // Find the other entity at the target location int otherId = 0; for (int x = 1; x < ___factory.entityCursor; x++) { if (entityPool[x].id == x) { var distance = Vector3.Distance(entityPool[x].pos, testPos); if (distance < 0.2) { otherId = entityPool[x].id; break; } } } if (otherId != 0) { // Order an inserter var pi = new PatchCopyInserters.PendingInserter(); pi.otherId = otherId; pi.ci = inserter; pi.AssemblerPos = targetPos; PatchCopyInserters.pendingInserters.Add(pi); } } } } }
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); } } } } }