mirror of
https://github.com/Jacobwasbeast/LegacyWeaveLoader.git
synced 2026-05-22 05:34:36 +00:00
Introduce a managed custom item API with mine-block callbacks and cancellation semantics, plus native runtime support for registering pickaxe items. Key changes: - add WeaveLoader.API Item base/PickaxeItem and dispatcher plumbing - register managed item instances in ItemRegistry - add native export for pickaxe registration and wire through GameObjectFactory - resolve/hook item mineBlock paths (ItemInstance/Item/DiggerItem) and dispatch to managed host - expose managed OnItemMineBlock entry in WeaveLoader.Core and DotNetHost - add Ruby Pickaxe example item + placeholder texture - keep logger usable even before managed handler setup via native fallback
129 lines
3.2 KiB
C#
129 lines
3.2 KiB
C#
using System.Runtime.InteropServices;
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namespace WeaveLoader.API.Item;
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/// <summary>
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/// Base class for managed custom items.
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/// Mods can inherit and override callbacks for item behavior.
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/// </summary>
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public abstract class Item
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{
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/// <summary>The namespaced ID used during registration.</summary>
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public Identifier? Id { get; internal set; }
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/// <summary>The numeric runtime ID allocated by the game.</summary>
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public int NumericId { get; internal set; } = -1;
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/// <summary>
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/// Called when this item is used to mine a block.
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/// Return <see cref="MineBlockResult.ContinueVanilla"/> to run vanilla logic (equivalent to calling super),
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/// or <see cref="MineBlockResult.CancelVanilla"/> to skip vanilla handling.
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/// </summary>
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public virtual MineBlockResult OnMineBlock(MineBlockContext context) => MineBlockResult.ContinueVanilla;
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}
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/// <summary>
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/// Result of managed mine-block callback.
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/// </summary>
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public enum MineBlockResult
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{
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ContinueVanilla = 0,
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CancelVanilla = 1
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}
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/// <summary>
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/// Tool tier used by native tool constructors.
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/// </summary>
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public enum ToolTier
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{
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Wood = 0,
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Stone = 1,
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Iron = 2,
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Diamond = 3,
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Gold = 4
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}
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/// <summary>
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/// Managed pickaxe base class.
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/// Override callbacks to customize behavior.
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/// </summary>
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public class PickaxeItem : Item
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{
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public ToolTier Tier { get; init; } = ToolTier.Diamond;
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}
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/// <summary>
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/// Runtime context for item mine-block callback.
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/// </summary>
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public readonly struct MineBlockContext
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{
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public int ItemId { get; }
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public int TileId { get; }
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public int X { get; }
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public int Y { get; }
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public int Z { get; }
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internal MineBlockContext(int itemId, int tileId, int x, int y, int z)
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{
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ItemId = itemId;
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TileId = tileId;
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X = x;
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Y = y;
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Z = z;
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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internal struct MineBlockNativeArgs
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{
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public int ItemId;
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public int TileId;
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public int X;
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public int Y;
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public int Z;
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}
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internal static class ManagedItemDispatcher
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{
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private static readonly object s_lock = new();
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private static readonly Dictionary<int, Item> s_items = new();
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internal static void RegisterItem(Identifier id, int numericId, Item item)
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{
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item.Id = id;
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item.NumericId = numericId;
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lock (s_lock)
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{
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s_items[numericId] = item;
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}
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}
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internal static int HandleMineBlock(IntPtr args, int sizeBytes)
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{
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if (args == IntPtr.Zero || sizeBytes < Marshal.SizeOf<MineBlockNativeArgs>())
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return 0;
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MineBlockNativeArgs nativeArgs = Marshal.PtrToStructure<MineBlockNativeArgs>(args);
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Item? item;
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lock (s_lock)
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{
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s_items.TryGetValue(nativeArgs.ItemId, out item);
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}
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if (item == null)
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return 0;
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var result = item.OnMineBlock(new MineBlockContext(
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nativeArgs.ItemId,
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nativeArgs.TileId,
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nativeArgs.X,
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nativeArgs.Y,
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nativeArgs.Z));
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// 0 = no managed item, 1 = continue vanilla, 2 = cancel vanilla.
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return result == MineBlockResult.CancelVanilla ? 2 : 1;
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}
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}
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