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Files
DSP_Mods/OCBatchBuild/OrbitalCollectorBatchBuild.cs
2023-12-14 21:55:44 +08:00

129 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using BepInEx;
using HarmonyLib;
namespace OCBatchBuild;
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
public class OrbitalCollectorBatchBuild : BaseUnityPlugin
{
private new static readonly BepInEx.Logging.ManualLogSource Logger =
BepInEx.Logging.Logger.CreateLogSource(PluginInfo.PLUGIN_NAME);
private bool _cfgEnabled = true;
private static int _maxBuildCount;
private static bool _instantBuild;
private void Awake()
{
_cfgEnabled = Config.Bind("General", "Enabled", _cfgEnabled, "enable/disable this plugin").Value;
_maxBuildCount = Config.Bind("General", "MaxBuildCount", _maxBuildCount, "Maximum Orbital Collectors to build once, set to 0 to build as many as possible").Value;
_instantBuild = Config.Bind("General", "InstantBuild", _instantBuild, "Enable to make Orbital Collectors built instantly. This is thought to be game logic breaking.").Value;
Harmony.CreateAndPatchAll(typeof(OrbitalCollectorBatchBuild));
}
[HarmonyPostfix]
[HarmonyPatch(typeof(BuildTool_Click), "CreatePrebuilds")]
private static void CreatePrebuilds(BuildTool_Click __instance)
{
/* Check Gas Planet */
if (__instance.planet.type != EPlanetType.Gas) return;
if (__instance.buildPreviews.Count == 0) return;
var buildPreview = __instance.buildPreviews[0];
/* Check if is collector station */
if (!buildPreview.desc.isCollectStation) return;
var factory = __instance.factory;
var stationPool = factory.transport.stationPool;
var entityPool = factory.entityPool;
var stationCursor = factory.transport.stationCursor;
var pos = buildPreview.lpos;
var pos2 = buildPreview.lpos2;
var itemId = buildPreview.item.ID;
var countToBuild = _maxBuildCount - 1;
if (countToBuild == 0) return;
var prebuilds = new List<int> {-buildPreview.objId};
var player = __instance.player;
var firstPos = pos;
var cellCount = PlanetGrid.DetermineLongitudeSegmentCount(0, factory.planet.aux.mainGrid.segment) * 5;
var cellRad = Math.PI / cellCount;
var distRadCount = 0;
for (var i = 1; i <= cellCount; i++)
{
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos);
if ((firstPos - pos).sqrMagnitude < 14297f) continue;
distRadCount = i;
break;
}
if (distRadCount == 0) return;
pos = firstPos;
/* rotate for a minimal distance for next OC on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos2);
for (var i = distRadCount; i < cellCount && countToBuild != 0;)
{
/* Check for collision */
var collide = false;
for (var j = 1; j < stationCursor; j++)
{
if (stationPool[j] == null || stationPool[j].id != j) continue;
if ((entityPool[stationPool[j].entityId].pos - pos).sqrMagnitude >= 14297f) continue;
collide = true;
break;
}
if (collide)
{
/* rotate for a small cell on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad, pos2);
i++;
continue;
}
if (player.inhandItemId == itemId && player.inhandItemCount > 0)
{
player.UseHandItems(1, out var _);
}
else
{
var count = 1;
player.package.TakeTailItems(ref itemId, ref count, out var _);
if (count == 0) break;
}
var rot = Maths.SphericalRotation(pos, 0f);
var rot2 = Maths.SphericalRotation(pos2, 0f);
var prebuild = default(PrebuildData);
prebuild.protoId = (short)buildPreview.item.ID;
prebuild.modelIndex = (short)buildPreview.desc.modelIndex;
prebuild.pos = pos;
prebuild.pos2 = pos2;
prebuild.rot = rot;
prebuild.rot2 = rot2;
prebuild.pickOffset = (short)buildPreview.inputOffset;
prebuild.insertOffset = (short)buildPreview.outputOffset;
prebuild.recipeId = buildPreview.recipeId;
prebuild.filterId = buildPreview.filterId;
prebuild.InitParametersArray(buildPreview.paramCount);
for (var j = 0; j < buildPreview.paramCount; j++)
{
prebuild.parameters[j] = buildPreview.parameters[j];
}
prebuilds.Add(factory.AddPrebuildDataWithComponents(prebuild));
countToBuild--;
/* rotate for minimal distance for next OC on sphere */
pos = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos);
pos2 = Maths.RotateLF(0.0, 1.0, 0.0, cellRad * distRadCount, pos2);
i += distRadCount;
}
if (!_instantBuild) return;
foreach (var id in prebuilds)
{
factory.BuildFinally(player, id);
}
}
}