forked from CyrusTheLesser/Citruslib
-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathCitrus.cs
More file actions
439 lines (315 loc) · 12.6 KB
/
Copy pathCitrus.cs
File metadata and controls
439 lines (315 loc) · 12.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Landfall.Network;
using Unity.Networking.Transport;
using UnityEngine;
namespace CitrusLib
{
//holds miscelaneous functions typically internal to citruslib
public static partial class Citrus
{
static ServerClient currentWorld = null;
public static ServerClient World
{
get
{
if (currentWorld != null)
{
return currentWorld;
}
else
{
currentWorld = UnityEngine.Object.FindObjectOfType<ServerClient>();
return currentWorld;
}
}
}
public static NetworkDriver Network;
//static BidirectionalDictionary<byte, NetworkConnection> connDict; //advanced!
public static Queue<byte> kicklist = new Queue<byte>();
public static List<PlayerRef> players = new List<PlayerRef>();
public static List<PlayerTeam> teams = new List<PlayerTeam>();
public static List<UnityTransportServer.BufferedPackage> queue = new List<UnityTransportServer.BufferedPackage>();
//send nukes
public static Dictionary<byte, Queue<UnityTransportServer.BufferedPackage>> buffQueue = new Dictionary<byte, Queue<UnityTransportServer.BufferedPackage>>();
/// <summary>
/// Performs an action once the player is alive and sending position updates again. The action is performed immediately if the player is currently alive.
///
/// good uses of this are team changes and gear changes, as the player should be alive for those
/// </summary>
/// <param name="action">The action to perform</param>
public static void DoOnceAlive(PlayerRef p, Action action)
{
WaitUntil(() => { return (bool)(p.data["aliveAware"]); },action, 0.1f);
}
//TABGPlayerServer version
public static void DoOnceAlive(TABGPlayerServer p, Action action)
{
PlayerRef pr = players.Find(prf => prf.player == p);
if (pr == null)
{
log.LogError("Player wasnt found! Action Cancelled!");
return;
}
DoOnceAlive(pr, action);
}
/// <summary>
/// performs an action after a set amount of time
/// </summary>
/// <param name="time"></param>
/// <param name="a"></param>
/// <returns></returns>
public static async void WaitThen(float time, Action a)
{
await Task.Delay((int)(time * 1000));
a();
}
/// <summary>
/// performs an action once a condition is true
/// </summary>
/// <param name="condition">the condition to be met</param>
/// <param name="a">the action to perform</param>
/// <param name="tick">how often to check the condition, in seconds. dont set very low unless your condition is performant!</param>
/// <returns></returns>
internal static async void WaitUntil(Func<bool> condition, Action a, float tick = 0.2f)
{
while (!condition.Invoke())
{
if (tick <= 0)
{
await Task.Yield();
}
else
{
await Task.Delay((int)(tick * 1000));
}
}
a();
}
/// <summary>
/// performs an action after a set amount of time, as long as the condition remains true throughout the duration. can include a fail action as well
/// </summary>
/// <param name="time">time to wait before the succeed action</param>
/// <param name="condition">the condition to check</param>
/// <param name="a">the action to perform if the test succeeds</param>
/// <param name="tick">how often to check the condition</param>
/// <param name="fail">the action to invoke if the condition ever becomes false</param>
/// <returns></returns>
public static async void WaitThenAsLongAs(float time, Func<bool> condition, Action a, Action fail, float tick = 0.2f)
{
float timeStart = Time.timeSinceLevelLoad;
while(Time.timeSinceLevelLoad < timeStart+time)
{
if (!condition.Invoke())
{
if (fail != null)
{
fail();
}
return;
}
if (tick <= 0)
{
await Task.Yield();
}
else
{
await Task.Delay((int)(tick * 1000));
}
}
if (a != null)
{
a();
}
}
//tries to fix the buffer and tries to prevent buffered-buffered messages from going to the back of the queue
/*public static void FixQueue(ref Queue<UnityTransportServer.BufferedPackage> buffPacks)
{
while (buffPacks.Count != 0)
{
UnityTransportServer.BufferedPackage buff = buffPacks.Dequeue();
if(buff.RecipentIndicies.Length == 1 && buff.RecipentIndicies[0] == 255)
{
List<byte> players = new List<byte>();
foreach(TABGPlayerServer player in World.GameRoomReference.Players)
{
players.Add(player.PlayerIndex);
}
buff.RecipentIndicies = players.ToArray();
}
foreach(byte b in buff.RecipentIndicies)
{
UnityTransportServer.BufferedPackage newBuff = new UnityTransportServer.BufferedPackage();
newBuff.Data = buff.Data;
newBuff.EventCode = buff.EventCode;
newBuff.RecipentIndicies = new byte[]
{
b
};
queue.Add(newBuff);
}
}
}*/
/// <summary>
/// searches for a player first by their username, and then by index using the inputted string. good for chat commands
/// </summary>
/// <param name="name"></param>
/// <param name="result"></param>
/// <returns></returns>
public static bool PlayerChatSearch(string name, out TABGPlayerServer result)
{
result = null;
if(PlayerWithName(name, out result))
{
return true;
}
byte ind;
if (byte.TryParse(name,out ind))
{
return PlayerWithIndex(ind, out result);
}
return false;
}
public static bool PlayerWithIndex(byte index, out TABGPlayerServer result)
{
result = null;
List<TABGPlayerServer> players = World.GameRoomReference.Players
.Where(x => x != null)
.Where(p => p.PlayerIndex == index)
.ToList();
if (players.Count != 0)
{
result = players.First();
}
return players.Count == 1;
}
//gets the name of a player who's name starts with the provided string. returns false if none or more than one found
public static bool PlayerWithName(string name,out TABGPlayerServer result)
{
result = null;
List<TABGPlayerServer> players = World.GameRoomReference.Players
.Where(x => x != null)
.Where(p => p.PlayerName.ToLower().StartsWith(name))
.ToList();
if (players.Count != 0)
{
result = players.First();
}
return players.Count ==1;
}
/// <summary>
/// gets a random point in the current Ring's white circle, on the ground. Allows the use of a predicate for more specific conditions
/// </summary>
/// <param name="tries">the amount of times to try to find a valid point.</param>
/// <param name="func">a predicate function to further evaluate the sampled position</param>
/// <returns></returns>
public static Vector3 RandomInRing(int tries = 10, Predicate<Vector3> func = null)
{
Vector3 pos = World.SpawnedRing.currentWhiteRingPosition;
return RandomInCircle(pos, World.SpawnedRing.currentWhiteSize,tries, func);
}
/// <summary>
/// gets a random point on land within the specified radius. Allows the use of a predicate for more specific conditions
/// </summary>
/// <param name="pos">the center of the search circle</param>
/// <param name="radius">the radius of the search circle</param>
/// <param name="tries">amount of times to try to find a point</param>
/// <param name="func">a predicate function for further validating a point</param>
/// <param name="initTries">for internal function use for debugging.</param>
/// <returns></returns>
public static Vector3 RandomInCircle(Vector3 pos, float radius, int tries = 10, Predicate<Vector3> func = null, int initTries=-1)
{
if (initTries == -1)
{
initTries = tries;
}
pos += UnityEngine.Random.insideUnitSphere * radius * 0.45f;
pos.y = 1500;
Vector3 result = Vector3.zero;
RaycastHit raycastHit;
Physics.Raycast(new Ray(pos, Vector3.down), out raycastHit, 3000f, (LayerMask.NameToLayer("Map") | LayerMask.NameToLayer("Terrain")));
if (raycastHit.transform && raycastHit.point.y > 140f)
{
result = raycastHit.point;
}
if (result != Vector3.zero)
{
if (func == null)
{
return result;
}
if (func(result))
{
return result;
}
}
tries--;
if (tries > 0)
{
return RandomInCircle(pos, radius, tries, func,initTries);
}
pos.y = 200;
log.LogError(string.Format("Random In circle failed after {0} tries!",initTries));
return pos;
}
}
public class PlayerTeam
{
public List<PlayerRef> players = new List<PlayerRef>();
public byte groupIndex;
public PlayerTeam(byte ind)
{
players = new List<PlayerRef>();
groupIndex = ind;
}
}
//should be useable by other mods to store data about the player
public class PlayerRef
{
public Dictionary<string, object> data;
public TABGPlayerServer player;
public PlayerRef(TABGPlayerServer player)
{
data = new Dictionary<string, object>();
this.player = player;
data.Add("originalTeam", player.GroupIndex);
data.Add("aliveAware",!player.IsDead);
//data["originalTeam"] = player.GroupIndex;
//data["allies"] = new List<PlayerRef>();
//data.Add("allies", new List<PlayerRef>());
}
public T Get<T>(string key)
{
if (data.TryGetValue(key, out object ret))
{
return (T)ret;
}
else
{
return default;
}
}
// override object.Equals for equality comparison for stuff like List.Distinct to consider matching-index players to be the same. because they are.
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType())
{
return false;
}
return ((PlayerRef)obj).player.PlayerIndex == this.player.PlayerIndex;
}
public static explicit operator TABGPlayerServer(PlayerRef pref)
{
if (pref == null) return null;
return pref.player;
}
// override object.GetHashCode
public override int GetHashCode()
{
// TODO: write your implementation of GetHashCode() here
return base.GetHashCode();
}
}
}