Files
test/Assets/PerfectWorld/Scripts/Managers/EC_ManMatter.cs
T
2025-10-16 10:53:05 +07:00

310 lines
12 KiB
C#

using BrewMonster;
using BrewMonster.Network;
using CSNetwork;
using CSNetwork.GPDataType;
using CSNetwork.Protocols;
using CSNetwork.Protocols.RPCData;
using PerfectWorld.Scripts.Player;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace PerfectWorld.Scripts.Managers
{
namespace BrewMonster.Managers
{
/// <summary>
/// Matter Manager - Handles matter data storage and provides access to other classes
///
/// Usage Examples:
/// // Get matter manager instance
/// var matterManager = EC_ManMessageMono.Instance.GetECManMatter;
///
/// // Get specific matter data
/// var matterData = matterManager.GetMatterData(12345);
///
/// // Get individual fields
/// int? mid = matterManager.GetMatterId(12345);
/// int? tid = matterManager.GetMatterTid(12345);
/// A3DVECTOR3? pos = matterManager.GetMatterPosition(12345);
/// byte? state = matterManager.GetMatterState(12345);
///
/// // Find matters by criteria
/// int[] mattersByTid = matterManager.FindMattersByTid(100);
/// int[] mattersByState = matterManager.FindMattersByState(1);
/// int[] nearbyMatters = matterManager.FindMattersNearPosition(new A3DVECTOR3(0,0,0), 10.0f);
/// </summary>
[Serializable]
public class EC_ManMatter : IMsgHandler
{
public int HandlerId => (int)MANAGER_INDEX.MAN_MATTER;
// Storage for matter data that players can access later
private Dictionary<int, info_matter> matterDataStorage = new Dictionary<int, info_matter>();
public bool ProcessMessage(ECMSG Msg)
{
if (Msg.iSubID == 0)
{
switch ((int)Msg.dwMsg)
{
case int value when value == EC_MsgDef.MSG_MM_MATTERINFO:
{
//ENABLE LATER: It fetch all matters in the game world, causing performance issues
OnMsgMatterInfo(Msg);
break;
}
case int value when value == EC_MsgDef.MSG_MM_MATTERENTWORLD:
{
OnMsgMatterEnterWorld(Msg);
break;
}
}
}
else
{
}
return true;
}
public void OnMsgMatterInfo(ECMSG Msg)
{
byte[] data = (byte[])Msg.dwParam1;
try
{
// Parse the data structure: count + info_matter array
int offset = 0;
// Read count (ushort)
ushort count = BitConverter.ToUInt16(data, offset);
offset += sizeof(ushort);
Debug.Log($"MATTERINFO: Received {count} matter entries");
// Parse each info_matter entry
for (int i = 0; i < count; i++)
{
// Parse info_matter structure
info_matter matterInfo = CSNetwork.GPDataType.GPDataTypeHelper.FromBytes<info_matter>(data, offset);
offset += Marshal.SizeOf(typeof(info_matter));
// Store the matter data for later player access
matterDataStorage[matterInfo.mid] = matterInfo;
Debug.Log($"Matter info - ID: {matterInfo.mid}, TID: {matterInfo.tid}, Position: {matterInfo.pos}, State: {matterInfo.state}");
// Spawn cube for this matter since it has entered the world
SpawnMatterCube(matterInfo.mid);
}
}
catch (Exception ex)
{
Debug.LogError($"Failed to parse matter info data: {ex.Message}");
}
}
public void OnMsgMatterEnterWorld(ECMSG Msg)
{
byte[] data = (byte[])Msg.dwParam1;
try
{
// Parse the byte array into info_matter structure
info_matter matterInfo = CSNetwork.GPDataType.GPDataTypeHelper.FromBytes<info_matter>(data);
// Store the matter data for later player access
matterDataStorage[matterInfo.mid] = matterInfo;
Debug.Log($"Matter entered world - ID: {matterInfo.mid}, TID: {matterInfo.tid}, Position: {matterInfo.pos}, State: {matterInfo.state}");
// Notify pickupItem to create cube for this matter
NotifyPickupItem(matterInfo.mid);
}
catch (Exception ex)
{
Debug.LogError($"Failed to parse matter data: {ex.Message}");
}
}
private void SpawnMatterCube(int matterId)
{
// Check if matter is within 1000 units of the host player
/*if (!IsMatterWithinPlayerRange(matterId, 10000f))
{
Debug.Log($"Matter {matterId} is too far from player, skipping spawn");
return;
}*/
// Find the pickupItem component in the scene and create cube for this specific matter
pickupItem pickupScript = UnityEngine.Object.FindFirstObjectByType<pickupItem>();
if (pickupScript != null)
{
pickupScript.CreateMatterCube(matterId);
}
else
{
Debug.LogWarning("pickupItem component not found in scene - cannot spawn matter cube");
}
}
private void NotifyPickupItem(int matterId)
{
// Check if matter is within 1000 units of the host player
if (!IsMatterWithinPlayerRange(matterId, 1000f))
{
Debug.Log($"Matter {matterId} is too far from player, skipping notification");
return;
}
// Find the pickupItem component in the scene and update cubes
pickupItem pickupScript = UnityEngine.Object.FindFirstObjectByType<pickupItem>();
if (pickupScript != null)
{
pickupScript.UpdateMatterCubes();
}
}
/// <summary>
/// Check if a matter is within the specified distance from the host player
/// </summary>
/// <param name="matterId">The matter ID to check</param>
/// <param name="maxDistance">Maximum distance in Unity units</param>
/// <returns>True if matter is within range, false otherwise</returns>
private bool IsMatterWithinPlayerRange(int matterId, float maxDistance)
{
// Get the matter data
if (!matterDataStorage.TryGetValue(matterId, out info_matter matterData))
{
Debug.LogWarning($"Matter data not found for ID: {matterId}");
return false;
}
// Get the host player
var hostPlayer = GameController.Instance?.GetHostPlayer();
if (hostPlayer == null)
{
Debug.LogWarning("Host player not found");
return false;
}
// Convert matter position to Unity Vector3
Vector3 matterPosition = new Vector3(matterData.pos.x, matterData.pos.y, matterData.pos.z);
// Get player position
Vector3 playerPosition = hostPlayer.transform.position;
// Calculate distance
float distance = Vector3.Distance(matterPosition, playerPosition);
Debug.Log($"Matter {matterId} distance from player: {distance:F2} units (max: {maxDistance})");
return distance <= maxDistance;
}
// Public methods for players to access matter data
public info_matter? GetMatterData(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data : null;
}
public Dictionary<int, info_matter> GetAllMatterData()
{
return new Dictionary<int, info_matter>(matterDataStorage);
}
public bool HasMatterData(int matterId)
{
return matterDataStorage.ContainsKey(matterId);
}
public void RemoveMatterData(int matterId)
{
if (matterDataStorage.ContainsKey(matterId))
{
matterDataStorage.Remove(matterId);
Debug.Log($"Removed matter data for ID: {matterId}");
}
}
public int GetMatterCount()
{
return matterDataStorage.Count;
}
// Convenience methods to get specific fields from matter data
public int? GetMatterId(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.mid : null;
}
public int? GetMatterTid(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.tid : null;
}
public A3DVECTOR3? GetMatterPosition(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.pos : null;
}
public byte? GetMatterDir0(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.dir0 : null;
}
public byte? GetMatterDir1(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.dir1 : null;
}
public byte? GetMatterRadius(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.rad : null;
}
public byte? GetMatterState(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.state : null;
}
public byte? GetMatterValue(int matterId)
{
return matterDataStorage.TryGetValue(matterId, out info_matter data) ? data.value : null;
}
// Get all matter IDs
public int[] GetAllMatterIds()
{
return matterDataStorage.Keys.ToArray();
}
// Find matters by template ID (tid)
public int[] FindMattersByTid(int tid)
{
return matterDataStorage.Where(kvp => kvp.Value.tid == tid).Select(kvp => kvp.Key).ToArray();
}
// Find matters by state
public int[] FindMattersByState(byte state)
{
return matterDataStorage.Where(kvp => kvp.Value.state == state).Select(kvp => kvp.Key).ToArray();
}
// Get matters within a certain distance from a position
public int[] FindMattersNearPosition(A3DVECTOR3 position, float maxDistance)
{
return matterDataStorage.Where(kvp =>
{
float distance = (kvp.Value.pos - position).Magnitude();
return distance <= maxDistance;
}).Select(kvp => kvp.Key).ToArray();
}
}
}
}