using System.Threading; using UnityEngine; namespace CheatEnabler; public static class PlanetFunctions { public static void DismantleAll(bool toBag) { var player = GameMain.mainPlayer; if (player == null) return; var planet = GameMain.localPlanet; var factory = planet?.factory; if (factory == null) return; foreach (var etd in factory.entityPool) { var stationId = etd.stationId; if (stationId > 0) { var sc = GameMain.localPlanet.factory.transport.stationPool[stationId]; if (toBag) { for (var i = 0; i < sc.storage.Length; i++) { var package = player.TryAddItemToPackage(sc.storage[i].itemId, sc.storage[i].count, 0, true, etd.id); UIItemup.Up(sc.storage[i].itemId, package); } } sc.storage = new StationStore[sc.storage.Length]; sc.needs = new int[sc.needs.Length]; } if (toBag) { player.controller.actionBuild.DoDismantleObject(etd.id); } else { factory.RemoveEntityWithComponents(etd.id); } } } public static void BuryAllVeins(bool bury) { var planet = GameMain.localPlanet; var factory = planet?.factory; if (factory == null) return; var physics = planet.physics; var height = bury ? planet.realRadius - 50f : planet.realRadius + 0.07f; var array = factory.veinPool; var num = factory.veinCursor; for (var m = 1; m < num; m++) { var pos = array[m].pos; var colliderId = array[m].colliderId; var colliderData = physics.GetColliderData(colliderId); var vector = colliderData.pos.normalized * (height + 0.4f); physics.colChunks[colliderId >> 20].colliderPool[colliderId & 0xFFFFF].pos = vector; array[m].pos = pos.normalized * height; var quaternion = Maths.SphericalRotation(array[m].pos, Random.value * 360f); physics.SetPlanetPhysicsColliderDirty(); GameMain.gpuiManager.AlterModel(array[m].modelIndex, array[m].modelId, m, array[m].pos, quaternion, false); } GameMain.gpuiManager.SyncAllGPUBuffer(); } public static void RecreatePlanet(bool revertReform) { var player = GameMain.mainPlayer; if (player == null) return; var planet = GameMain.localPlanet; var factory = planet?.factory; if (factory == null) return; //planet.data = new PlanetRawData(planet.precision); //planet.data.CalcVerts(); for (var id = factory.entityCursor - 1; id > 0; id--) { var ed = factory.entityPool[id]; if (ed.id != id) continue; if (ed.colliderId != 0) { planet.physics.RemoveLinkedColliderData(ed.colliderId); planet.physics.NotifyObjectRemove(EObjectType.Entity, ed.id); } if (ed.modelId != 0) { GameMain.gpuiManager.RemoveModel(ed.modelIndex, ed.modelId); } if (ed.mmblockId != 0) { factory.blockContainer.RemoveMiniBlock(ed.mmblockId); } if (ed.audioId != 0) { if (planet.audio != null) { planet.audio.RemoveAudioData(ed.audioId); } } } var stationPool = factory.transport?.stationPool; if (stationPool != null) { foreach (var sc in stationPool) { if (sc == null || sc.id <= 0) continue; sc.storage = new StationStore[sc.storage.Length]; sc.needs = new int[sc.needs.Length]; int protoId = factory.entityPool[sc.entityId].protoId; factory.DismantleFinally(player, sc.entityId, ref protoId); } } var gameScenario = GameMain.gameScenario; if (gameScenario != null) { var genPool = factory.powerSystem?.genPool; if (genPool != null) { foreach (var pgc in genPool) { if (pgc.id <= 0) continue; int protoId = factory.entityPool[pgc.entityId].protoId; gameScenario.achievementLogic.NotifyBeforeDismantleEntity(planet.id, protoId, pgc.entityId); gameScenario.NotifyOnDismantleEntity(planet.id, protoId, pgc.entityId); } } } if (revertReform) { factory.PlanetReformRevert(); } planet.UnloadFactory(); var index = factory.index; var warningSystem = GameMain.data.warningSystem; var warningPool = warningSystem.warningPool; for (var i = warningSystem.warningCursor - 1; i > 0; i--) { if (warningPool[i].id == i && warningPool[i].factoryId == index) warningSystem.RemoveWarningData(warningPool[i].id); } factory.entityCursor = 1; factory.entityRecycleCursor = 0; factory.SetEntityCapacity(1024); factory.prebuildCursor = 1; factory.prebuildRecycleCursor = 0; factory.SetPrebuildCapacity(256); factory.cargoContainer = new CargoContainer(); factory.cargoTraffic = new CargoTraffic(planet); factory.blockContainer = new MiniBlockContainer(); factory.factoryStorage = new FactoryStorage(planet); factory.powerSystem = new PowerSystem(planet); factory.factorySystem = new FactorySystem(planet); factory.transport = new PlanetTransport(GameMain.data, planet); factory.transport.Init(); factory.digitalSystem = new DigitalSystem(planet); //GameMain.data.statistics.production.CreateFactoryStat(index); planet.LoadFactory(); while (!planet.factoryLoaded) { PlanetModelingManager.Update(); Thread.Sleep(0); } } }