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Mod.cs
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179 lines (163 loc) · 6.83 KB
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using Colossal.Logging;
using Colossal.Serialization.Entities;
using Game;
using Game.Modding;
using Game.Prefabs;
using Game.SceneFlow;
using JetBrains.Annotations;
using System.Diagnostics.CodeAnalysis;
using Colossal.IO.AssetDatabase;
using Unity.Collections;
using Unity.Entities;
namespace PathfindingCosts;
public class Mod : IMod
{
public static ILog Log = LogManager.GetLogger($"{nameof(PathfindingCosts)}.{nameof(Mod)}").SetShowsErrorsInUI(false);
private static Setting? _Setting;
public static Setting Setting => _Setting!;
public void OnLoad(UpdateSystem updateSystem)
{
Log.Info(nameof(OnLoad));
if (GameManager.instance.modManager.TryGetExecutableAsset(this, out var asset))
Log.Info($"Current mod asset at {asset.path}");
_Setting = new Setting(this);
_Setting.RegisterInOptionsUI();
GameManager.instance.localizationManager.AddSource("en-US", new LocaleEN(_Setting));
//Setting.ReloadSettings();
AssetDatabase.global.LoadSettings(nameof(PathfindingCosts), _Setting, new Setting(this));
updateSystem.UpdateAfter<LoadDefaultDataSystem>(SystemUpdatePhase.LoadSimulation);
updateSystem.UpdateAt<UpdateDataSystem>(SystemUpdatePhase.MainLoop);
}
public void OnDispose()
{
Log.Info(nameof(OnDispose));
if (_Setting != null)
{
_Setting.UnregisterInOptionsUI();
_Setting = null;
}
}
}
public partial class UpdateDataSystem : GameSystemBase
{
private bool _needUpdate;
public void UpdateCosts()
{
this._needUpdate = true;
}
protected override void OnUpdate()
{
if (!this._needUpdate)
return;
this._needUpdate = false;
var prefabSystem = World.GetExistingSystemManaged<PrefabSystem>();
UpdateData<Game.Prefabs.PathfindCarData, PathfindCarData>(prefabSystem, Mod.Setting.CarData);
UpdateData<Game.Prefabs.PathfindPedestrianData, PathfindPedestrianData>(prefabSystem, Mod.Setting.PedestrianData);
UpdateData<Game.Prefabs.PathfindTrackData, PathfindTrackData>(prefabSystem, Mod.Setting.TrackData);
}
/// <summary>
/// Loads default data for the specified component type.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <typeparam name="TMod"></typeparam>
/// <param name="prefabSystem"></param>
/// <param name="data"></param>
private void UpdateData<T, TMod>(PrefabSystem prefabSystem, TMod data) where T : unmanaged, IComponentData where TMod : ILoadFromGame<T>
{
using var entities = QueryPrefabs<T>();
foreach (var entity in entities)
{
var prefabName = GetPrefabName(prefabSystem, entity);
if (prefabName is null)
continue;
var componentData = EntityManager.GetComponentData<T>(entity);
data.Set(prefabName, ref componentData);
EntityManager.SetComponentData(entity, componentData);
}
}
/// <summary>
/// Returns the prefab name of the specified entity.
/// </summary>
/// <param name="prefabSystem"></param>
/// <param name="entity"></param>
/// <returns></returns>
private string? GetPrefabName(PrefabSystem prefabSystem, Entity entity)
{
if (EntityManager.HasComponent<PrefabData>(entity))
{
var prefabData = EntityManager.GetComponentData<PrefabData>(entity);
if (prefabSystem.TryGetPrefab(prefabData, out PrefabBase prefab))
return prefab.name;
}
return null;
}
/// <summary>
/// Gets entities with the specified component type, and the PrefabData component type.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
private NativeArray<Entity> QueryPrefabs<T>() => EntityManager.CreateEntityQuery(ComponentType.ReadWrite<T>(), ComponentType.ReadOnly<PrefabData>()).ToEntityArray(Allocator.Persistent);
}
[SuppressMessage("ReSharper", "PartialTypeWithSinglePart", Justification = "This is required for Roslyn Source Generator.")]
[UsedImplicitly]
public partial class LoadDefaultDataSystem : GameSystemBase
{
protected override void OnGameLoadingComplete(Purpose purpose, GameMode mode)
{
base.OnGameLoadingComplete(purpose, mode);
Mod.Log.Info($"Loading {purpose}, where mode is {mode}");
var prefabSystem = World.GetExistingSystemManaged<PrefabSystem>();
Mod.Log.Info($"Accessing default car data...");
LoadDefaultData<Game.Prefabs.PathfindCarData, PathfindCarData>(prefabSystem, Mod.Setting.DefaultCarData);
Mod.Log.Info($"Accessing default pedestrian data...");
LoadDefaultData<Game.Prefabs.PathfindPedestrianData, PathfindPedestrianData>(prefabSystem, Mod.Setting.DefaultPedestrianData);
Mod.Log.Info($"Accessing default track data...");
LoadDefaultData<Game.Prefabs.PathfindTrackData, PathfindTrackData>(prefabSystem, Mod.Setting.DefaultTrackData);
Mod.Setting.ApplyAndSave();
}
protected override void OnUpdate() { }
/// <summary>
/// Gets entities with the specified component type, and the PrefabData component type.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
private NativeArray<Entity> QueryPrefabs<T>() => EntityManager.CreateEntityQuery(ComponentType.ReadWrite<T>(), ComponentType.ReadOnly<PrefabData>()).ToEntityArray(Allocator.Persistent);
/// <summary>
/// Returns the prefab name of the specified entity.
/// </summary>
/// <param name="prefabSystem"></param>
/// <param name="entity"></param>
/// <returns></returns>
private string? GetPrefabName(PrefabSystem prefabSystem, Entity entity)
{
if (EntityManager.HasComponent<PrefabData>(entity))
{
var prefabData = EntityManager.GetComponentData<PrefabData>(entity);
if (prefabSystem.TryGetPrefab(prefabData, out PrefabBase prefab))
return prefab.name;
}
return null;
}
/// <summary>
/// Loads default data for the specified component type.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <typeparam name="TMod"></typeparam>
/// <param name="prefabSystem"></param>
/// <param name="data"></param>
private void LoadDefaultData<T, TMod>(PrefabSystem prefabSystem, TMod data) where T : unmanaged, IComponentData where TMod : ILoadFromGame<T>
{
using var entities = QueryPrefabs<T>();
foreach (var entity in entities)
{
var prefabName = GetPrefabName(prefabSystem, entity);
if (prefabName is null)
{
Mod.Log.Error("Failed to get prefab name for entity.");
continue;
}
var componentData = EntityManager.GetComponentData<T>(entity);
data.Load(prefabName, componentData);
}
}
}