10200 results

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Sandbox;

namespace SFXR;


[Title( "SFXR Component" )]
[Category( "SFXR" )]
[Icon( "volume_up" )]
public sealed class SFXRComponent : Component
{

	/// <summary>
	/// The base Waveform
	/// (Default: Square)
	/// </summary>
	[Property, Group( "Sound" )]
	public Waveform Waveform { get; set; } = Waveform.Square;

	/// <summary>
	/// The sample rate of the sound
	/// </summary>
	[Property, Group( "Sound" )]
	public SampleRate SampleRate { get; set; } = SampleRate.Hz44100;

	/// <summary>
	/// The bit depth of the sound
	/// </summary>
	// [Property, Group( "Sound" )]
	public BitDepth BitDepth { get; set; } = BitDepth.Bit16;

	/// <summary>
	/// The length of the sound in seconds
	/// </summary>
	[Property, Group( "Sound" ), Range( 0f, 20f, 0.01f )]
	public float Length { get; set; } = 0.5f;

	/// <summary>
	/// The volume of the sound
	/// (Default: 0.5)
	/// </summary>
	[Property, Group( "Sound" ), Range( 0f, 1f, 0.01f )]
	public float MasterVolume { get; set; } = 0.5f;

	[Property, Group( "Frequency" ), Range( 0, 3000f, 1f )]
	float StartFrequency
	{
		get => Frequency.Start;
		set => Frequency.Start = value;
	}

	[Property, Group( "Frequency" ), Range( -3000f, 3000f, 1f )]
	float Slide
	{
		get => Frequency.Slide;
		set => Frequency.Slide = value;
	}

	[Property, Group( "Frequency" ), Range( -3000f, 3000f, 1f )]
	float SlideDelta
	{
		get => Frequency.DeltaSlide;
		set => Frequency.DeltaSlide = value;
	}

	/// <summary>
	/// The random seed
	/// </summary>
	[Property, Group( "Controls" )]
	public long Seed { get; set; } = 0;

	[Property, Group( "Controls" )]
	public SFXRControls Controls { get; set; } = new SFXRControls();

	public SFXRFrequency Frequency { get; set; } = new SFXRFrequency();
	Random _random = new Random();

	List<SFXRNote> NotesPlaying = new();

	/// <summary>
	/// Plays the sound defined by the component
	/// </summary>
	/// <returns>The sound handle of the sound. This can be used to change position, pitch, ect</returns>
	public SoundHandle PlaySound()
	{
		var sfx = Generate( (int)(Length * (int)SampleRate) );
		var handle = sfx.Play();
		// DestroyStream(sfx, Length);
		return handle;
	}

	/// <summary>
	/// Plays the sound defined by the component (Via a frequency trigger. This will play indefinitely until released)
	/// </summary>
	/// <param name="frequency">The frequency of the sound</param>
	/// <param name="volume">The volume of the trigger </param>
	public void TriggerNotePress( float frequency, float volume = 1f )
	{
		foreach ( var note in NotesPlaying.Where( x => x.Frequency == frequency ) )
		{
			note.Release();
		}

		var newNote = new SFXRNote( this, frequency, volume );
		newNote.Trigger();
		NotesPlaying.Add( newNote );
	}

	/// <summary>
	/// Releases a note playing at the given frequency
	/// </summary>
	/// <param name="frequency">The frequency of the sound</param>
	public void TriggerNoteRelease( float frequency )
	{
		foreach ( var note in NotesPlaying.Where( x => x.Frequency == frequency ) )
		{
			note.Release();
		}
	}

	/// <summary>
	/// Releases all notes playing
	/// </summary>
	public void TriggerReleaseAll()
	{
		foreach ( var note in NotesPlaying )
		{
			note.Release();
		}
	}

	/// <summary>
	/// Generates a sound stream from the component
	/// </summary>
	/// <param name="sampleCount">How many samples the stream should be filled with</param>
	/// <returns></returns>
	public SoundStream Generate( int sampleCount )
	{
		List<SFXREffect> effects = new();

		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect || !effect.Enabled ) continue;
			effects.Add( effect );
		}

		return Generate( sampleCount, effects );
	}

	/// <summary>
	/// Generates a sound stream from the component with the given effects
	/// </summary>
	/// <param name="sampleCount">The number of samples</param>
	/// <param name="effects">A list of the effects to apply</param>
	/// <returns></returns>
	public SoundStream Generate( int sampleCount, List<SFXREffect> effects )
	{
		short[] samples = new short[sampleCount];

		float t = 0;
		for ( int i = 0; i < sampleCount; i++ )
		{
			t += 1f / (int)SampleRate;
			short sampleValue = SFXR.GetWaveformSample( Waveform, t, Frequency.GetFrequency( t ) );

			sampleValue = (short)((float)sampleValue * MasterVolume);

			samples[i] = sampleValue;
		}

		foreach ( var effect in effects )
		{
			if ( !effect.Enabled ) continue;
			samples = effect.Apply( samples, this );
		}

		var stream = new SoundStream( (int)SampleRate );
		stream.WriteData( samples );

		return stream;
	}

	/// <summary>
	/// Randomizes the component's parameters
	/// </summary>
	public void Randomize()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );

		var waveform = Waveform;
		ResetParameters();
		Waveform = waveform;

		Frequency.Start = _random.Next( 10, 3000 );
		if ( _random.Next( 2 ) == 0 ) Frequency.Slide = _random.Next( -3000, 3000 );
		if ( Frequency.Start > 2000 && Frequency.Slide > 200 ) Frequency.Slide = -Frequency.Slide;
		else if ( Frequency.Start < 400 && Frequency.Slide < -50 ) Frequency.Slide = -Frequency.Slide;
		if ( _random.Next( 2 ) == 0 ) Frequency.DeltaSlide = _random.Next( -3000, 3000 );

		SanitizeParameters();
	}

	/// <summary>
	/// Mutates the component's parameters slightly
	/// </summary>
	public void Mutate( float mutation = 0.05f )
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );

		Frequency.Start += _random.Float( -mutation, mutation ) * 1000;
		if ( Frequency.Start > 2000 && Frequency.Slide > 200 ) Frequency.Slide = -Frequency.Slide;
		else if ( Frequency.Start < 400 && Frequency.Slide < -50 ) Frequency.Slide = -Frequency.Slide;
		Frequency.Slide += _random.Float( -mutation, mutation ) * 1000;
		Frequency.DeltaSlide += _random.Float( -mutation, mutation ) * 1000;
		if ( Frequency.Slide < -3000 ) Frequency.Slide = -3000;
		if ( Frequency.Slide > 3000 ) Frequency.Slide = 3000;

		SanitizeParameters();
	}


	public void RandomizePickup()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();

		Waveform = (Waveform)_random.Int( 0, 2 );

		Frequency.Start = _random.Float( 0.4f, 0.9f ) * 3000;

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Decay = _random.Float( 0.1f, 0.3f );
		envelope.Sustain = _random.Float( 0f, 0.1f );
		envelope.Release = _random.Float( 0.1f, 0.3f );

		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;

	}

	public void RandomizeLaser()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();
		var highpass = Components.GetOrCreate<SFXRHighPass>();

		Waveform = (Waveform)_random.Int( 0, 2 );
		if ( Waveform == Waveform.Sine && _random.Next( 2 ) == 0 ) Waveform = (Waveform)_random.Int( 0, 1 );

		Frequency.Start = _random.Float( 0.6f, 0.75f ) * 3000;
		Frequency.Slide = _random.Float( -0.25f, -0.15f ) * 3000;
		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Decay = _random.Float( 0f, 0.4f );
		envelope.Sustain = _random.Float( 0.1f, 0.3f );
		envelope.Release = _random.Float( 0.25f, 0.3f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;

		if ( _random.Next( 2 ) == 0 )
		{
			highpass.Enabled = true;
			highpass.Cutoff = _random.Float( 0f, 0.3f );
		}
	}

	public void RandomizeExplosion()
	{

		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();
		var vibrato = Components.GetOrCreate<SFXRVibrato>();

		Waveform = Waveform.Noise;

		if ( _random.Next( 2 ) == 0 )
		{
			Frequency.Start = _random.Float( 0.025f, 0.15f ) * 3000;
			Frequency.Slide = _random.Float( -0.1f, -0.01f ) * 3000;
		}
		else
		{
			Frequency.Start = _random.Float( 0.1f, 0.2f ) * 3000;
			Frequency.Slide = _random.Float( -0.6f, 0.6f ) * 3000;
		}

		if ( _random.Next( 4 ) == 0 ) Frequency.Slide = 0;

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Sustain = _random.Float( 0.1f, 0.4f );
		envelope.Release = _random.Float( 0.1f, 0.3f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;


		if ( _random.Next( 2 ) == 0 )
		{
			vibrato.Enabled = true;
			vibrato.Depth = _random.Float( 0f, 0.7f );
			vibrato.Speed = _random.Float( 0f, 60f );
		}
		else
		{
			vibrato.Enabled = false;
		}

		if ( -Frequency.Slide > Frequency.Start )
		{
			Frequency.Slide = -Frequency.Start;
		}
	}

	public void RandomizePowerup()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();
		var vibrato = Components.GetOrCreate<SFXRVibrato>();

		if ( _random.Next( 2 ) == 0 )
		{
			Waveform = Waveform.Sawtooth;
		}

		if ( _random.Next( 2 ) == 0 )
		{
			Frequency.Start = _random.Float( 0.2f, 0.5f ) * 3000;
			Frequency.Slide = _random.Float( 0.1f, 0.5f ) * 3000;
		}
		else
		{
			Frequency.Start = _random.Float( 0.25f, 0.5f ) * 3000;
			Frequency.Slide = _random.Float( 0.05f, 0.25f ) * 3000;
			if ( _random.Next( 2 ) == 0 )
			{
				vibrato.Enabled = true;
				vibrato.Depth = _random.Float( 0, 0.7f );
				vibrato.Speed = _random.Float( 0, 60f );
			}
			else
			{
				vibrato.Enabled = false;
			}
		}

		if ( -Frequency.Slide > Frequency.Start )
		{
			Frequency.Slide = -Frequency.Start;
		}

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Sustain = _random.Float( 0f, 0.4f );
		envelope.Release = _random.Float( 0.1f, 0.5f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
	}

	public void RandomizeHit()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();
		var highpass = Components.GetOrCreate<SFXRHighPass>();

		Waveform = (Waveform)_random.Int( 0, 3 );
		if ( Waveform == Waveform.Sine )
		{
			Waveform = Waveform.Noise;
		}

		Frequency.Start = _random.Float( 0.1f, 0.5f ) * 3000;
		Frequency.Slide = _random.Float( -0.7f, -0.3f ) * 3000;

		if ( -Frequency.Slide > Frequency.Start )
		{
			Frequency.Slide = -Frequency.Start;
		}

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Decay = 0;
		envelope.Sustain = _random.Float( 0.025f, 0.1f );
		envelope.Release = _random.Float( 0.1f, 0.3f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;

		if ( _random.Next( 2 ) == 0 )
		{
			highpass.Enabled = true;
			highpass.Cutoff = _random.Float( 0f, 0.3f );
		}
		else
		{
			highpass.Enabled = false;
		}
	}

	public void RandomizeJump()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();

		Waveform = Waveform.Square;

		Frequency.Start = _random.Float( 0.3f, 0.6f ) * 3000;
		Frequency.Slide = _random.Float( 0.1f, 0.3f ) * 3000;

		if ( -Frequency.Slide > Frequency.Start )
		{
			Frequency.Slide = -Frequency.Start;
		}

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Sustain = _random.Float( 0.1f, 0.4f );
		envelope.Release = _random.Float( 0.1f, 0.3f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
	}

	public void RandomizeBlip()
	{
		if ( Seed != 0 ) _random = new Random( (int)Seed );
		ResetParameters();
		foreach ( var component in GameObject.Components.GetAll() )
		{
			if ( component is not SFXREffect effect ) continue;
			effect.Enabled = false;
		}
		var envelope = Components.GetOrCreate<SFXREnvelope>();

		Waveform = Waveform.Square;

		Frequency.Start = _random.Float( 0.2f, 0.6f ) * 3000;

		envelope.Enabled = true;
		envelope.Attack = 0;
		envelope.Decay = _random.Float( 0.1f, 0.2f );
		envelope.Sustain = _random.Float( 0.025f, 0.1f );
		envelope.Release = _random.Float( 0.1f, 0.3f );
		Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
	}


	public void ResetParameters()
	{
		Waveform = Waveform.Square;
		SampleRate = SampleRate.Hz44100;
		BitDepth = BitDepth.Bit16;
		Length = 0.5f;
		MasterVolume = 0.5f;
		Frequency = new SFXRFrequency();
		Controls = new SFXRControls();
	}

	void SanitizeParameters()
	{

	}

	protected override void OnUpdate()
	{
		foreach ( var note in NotesPlaying )
		{
			note.Update();

			// if (!note.IsPlaying)
			// {
			// 	note.DestroyStreams();
			// }
		}

		NotesPlaying.RemoveAll( x => !x.IsPlaying );
	}
}
using System;
using System.Collections.Generic;
using Sandbox;

namespace SFXR;

[Title( "ADSR Envelope" )]
[Category( "SFXR Effects" )]
[Icon( "mail_outline" )]
public class SFXREnvelope : SFXREffect
{
    /// <summary>
    /// Time the sound takes to reach its peak amplitude
    /// (Default: 0)
    /// </summary>
    [Property, Range( 0, 10 )]
    public float Attack { get; set; } = 0;

    /// <summary>
    /// The time taken for the sound to fade to the sustain level
    /// </summary>
    [Property, Range( 0, 10 )]
    public float Decay { get; set; } = 0;

    /// <summary>
    /// The level maintained until release is triggered
    /// (Default: 1)
    /// </summary>
    [Property, Range( 0, 1 )]
    public float Sustain { get; set; } = 1f;

    /// <summary>
    /// The time taken for the sound to fade to zero after the sustain
    /// (Default: 0.3)
    /// </summary>
    [Property, Range( 0, 10 )]
    public float SustainTime { get; set; } = 0.3f;

    /// <summary>
    /// The time taken for the sound to fade to zero after the release
    /// (Default: 0.4)
    /// </summary>
    [Property, Range( 0, 10 )]
    public float Release { get; set; } = 0.4f;

    /// <summary>
    /// Returns the amplitude of the envelope at a given time
    /// </summary>
    /// <param name="time">Time in seconds</param>
    /// <returns>Amplitude of the envelope at the given time</returns>
    public float GetAmplitude( float time )
    {
        return GetCurve().Evaluate( time / GetLength() );
    }

    public override short[] Apply( short[] samples, SFXRComponent sound )
    {
        // Calculate the envelope amplitude for each sample
        for ( int i = 0; i < samples.Length; i++ )
        {
            float t = i / (float)sound.SampleRate;
            float amplitude = GetAmplitude( t );
            samples[i] = (short)(samples[i] * amplitude);
        }

        return samples;
    }

    public float GetLength()
    {
        return Attack + Decay + SustainTime + Release;
    }

    public Curve GetCurve()
    {
        Curve curve = new();

        List<Vector2> points = new();

        // Add the attack curve
        points.Add( new Vector2( 0, 0 ) );
        points.Add( new Vector2( Attack, 1 ) );

        // Add the decay curve
        points.Add( new Vector2( Attack + Decay, Sustain ) );

        // Add the sustain curve
        points.Add( new Vector2( Attack + Decay + SustainTime, Sustain ) );

        // Add the release curve
        points.Add( new Vector2( Attack + Decay + SustainTime + Release, 0 ) );

        // Normalize the curve to 0-1 in the x
        for ( int i = 0; i < points.Count; i++ )
        {
            points[i] = new Vector2( points[i].x / (Attack + Decay + SustainTime + Release), points[i].y );
        }

        // Add the points to the curve
        foreach ( var point in points )
        {
            curve.AddPoint( point.x, point.y );
        }

        return curve;
    }
}
using Sandbox;

public sealed class SceneTrigger : Component, Component.ITriggerListener
{
	[Property] public SceneFile SceneFile { get; set; }
	protected override void OnUpdate()
	{

	}

	void ITriggerListener.OnTriggerEnter(Sandbox.Collider other)
	{
		if (other.GameObject.Parent.Tags.Has("player") || other.GameObject.Tags.Has("boat"))
		{
			Game.ActiveScene.Load(SceneFile);
		}
	}

	void ITriggerListener.OnTriggerExit(Sandbox.Collider other)
	{

	}
}
using System.Collections.Generic;

namespace Sandbox;

/// <summary>
/// How to use the system: 
/// <code>
/// public sealed class ExampleComponent : Component
/// {
///		// Reference to the system.
///		private FixedUpdateInputSystem _fixedInput;
///		
///		protected override void Start()
///		{
///			// Get the reference like this:
///			_fixedInput = Scene.GetSystem&lt;FixedUpdateInputSystem&gt;();
///			
///			base.OnStart();
///		}
///		
///		protected override void OnFixedUpdate()
///		{
///			// Query for input like usual.
///			if( _fixedInput.Pressed("jump") )
///			{
///				Log.Info("Jumped");
///			}
///			
///			base.OnFixedUpdate();
///		}
/// }
/// </code>
/// </summary>
public sealed class FixedUpdateInputSystem : GameObjectSystem
{
	private struct FixedUpdateInputBuffer
	{
		private class State
		{
			public bool Held;
			public bool Pressed;
			public bool Released;
		}

		private Dictionary<string, State> _actionStates;

		public FixedUpdateInputBuffer()
		{
			_actionStates = new Dictionary<string, State>();

			foreach ( var b in Input.GetActions() )
			{
				_actionStates[b.Name.ToLowerInvariant()] = new State();
			}
		}

		/// <summary>
		/// Call from a <see cref="Component.OnUpdate"/> method
		/// to update the states of the actions.
		/// </summary>
		public void OnUpdate()
		{
			foreach ( var (name, state) in _actionStates )
			{
				if ( Input.Down( name ) )
					_actionStates[name].Held = true;

				if ( Input.Pressed( name ) )
					_actionStates[name].Pressed = true;

				if ( Input.Released( name ) )
					_actionStates[name].Released = true;
			}
		}

		/// <summary>
		/// Call from a <see cref="Component.OnFixedUpdate"/>
		/// method to get the <see cref="State.Held"/> state of this action.
		/// </summary>
		/// <param name="action">The action name (case insensitive).</param>
		/// <returns></returns>
		/// 
		public bool Held( string action )
		{
			return _actionStates[action.ToLowerInvariant()].Held;
		}

		/// <summary>
		/// Call from a <see cref="Component.OnFixedUpdate"/>
		/// method to get the <see cref="State.Pressed"/> state of this action.
		/// </summary>
		/// <param name="action">The action name (case insensitive).</param>
		/// <returns></returns>
		public bool Pressed( string action )
		{
			return _actionStates[action.ToLowerInvariant()].Pressed;
		}

		/// <summary>
		/// Call from a <see cref="Component.OnFixedUpdate"/>
		/// method to get the <see cref="State.Pressed"/> state of this action.
		/// </summary>
		/// <param name="action">The action name (case insensitive).</param>
		/// <returns></returns>
		public bool Released( string action )
		{
			return _actionStates[action.ToLowerInvariant()].Released;
		}

		/// <summary>
		/// Call at the end of your <see cref="Component.OnFixedUpdate"/> method
		/// to clear the state of the struct and reset.
		/// </summary>
		public void Clear()
		{
			foreach ( var actionName in _actionStates.Keys )
			{
				_actionStates[actionName].Held = false;
				_actionStates[actionName].Pressed = false;
			}
		}
	}

	private FixedUpdateInputBuffer _buffer;

	public FixedUpdateInputSystem( Scene scene ) : base( scene )
	{
		_buffer = new();
		Listen( Stage.StartUpdate, int.MinValue, OnStartUpdate, "FUIB.OnStartUpdate" );
		Listen( Stage.FinishFixedUpdate, int.MaxValue, OnFinishFixedUpdate, "FUIB.OnFinishFixedUpdate" );
	}

	private void OnStartUpdate()
	{
		_buffer.OnUpdate();
	}

	private void OnFinishFixedUpdate()
	{
		_buffer.Clear();
	}

	/// <summary>
	/// Is the action currently held down?
	/// </summary>
	/// <param name="action">The action name (case insensitive).</param>
	/// <returns></returns>
	/// 
	public bool Held( string action ) => _buffer.Held( action );

	/// <summary>
	/// Was the action pressed?
	/// </summary>
	/// <param name="action">The action name (case insensitive).</param>
	/// <returns></returns>
	public bool Pressed( string action ) => _buffer.Pressed( action );

	/// <summary>
	/// Was the action released?
	/// </summary>
	/// <param name="action">The action name (case insensitive).</param>
	/// <returns></returns>
	public bool Released( string action ) => _buffer.Released( action );
}

public sealed class PlayerPusher : Component
{
	[Property] public float Radius { get; set; } = 100;

	protected override void DrawGizmos()
	{
		base.DrawGizmos();

		Gizmo.Draw.LineSphere( Vector3.Zero, Radius );
	}

	public static Vector3 GetPushVector( in Vector3 position, Scene scene, GameObject ignore )
	{
		Vector3 vec = default;

		foreach ( var pusher in scene.GetAllComponents<PlayerPusher>() )
		{
			if ( pusher.GameObject.IsAncestor( ignore ) )
				continue;

			pusher.Collect( position, ref vec );
		}

		return vec;
	}

	private void Collect( Vector3 position, ref Vector3 output )
	{
		var delta = (position - Transform.Position);
		if ( delta.Length > Radius ) return;

		delta.z = 0; // ignore z

		var distanceDelta = (delta.Length / Radius);

		output += delta.Normal * (1.0f - distanceDelta);
	}
}

using System;

namespace Sandbox.Events;

/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers not marked as early, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class EarlyAttribute : Attribute
{

}

/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers not marked as late, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class LateAttribute : Attribute
{

}

internal interface IBeforeAttribute
{
	Type Type { get; }
}

internal interface IAfterAttribute
{
	Type Type { get; }
}

/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute
{
	Type IBeforeAttribute.Type => typeof(T);
}

/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class AfterAttribute<T> : Attribute, IAfterAttribute
{
	Type IAfterAttribute.Type => typeof( T );
}
using System.Collections.Generic;
using System.Linq;

namespace Sandbox.Events;

/// <summary>
/// Generate an ordering based on a set of first-most and last-most items, and
/// individual constraints between pairs of items. All first-most items will be
/// ordered before all last-most items, and any other items will be put in the
/// middle unless forced to be elsewhere by a constraint.
/// </summary>
internal class SortingHelper
{
	public record struct SortConstraint( int EarlierIndex, int LaterIndex )
	{
		public SortConstraint Complement => new ( LaterIndex, EarlierIndex );
	}

	private readonly int _itemCount;

	private readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();

	private readonly HashSet<int> _first = new HashSet<int>();
	private readonly HashSet<int> _last = new HashSet<int>();

	public SortingHelper( int itemCount )
	{
		_itemCount = itemCount;
	}

	public void AddConstraint( int earlierIndex, int laterIndex )
	{
		_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );
	}

	public void AddFirst( int earlierIndex )
	{
		_first.Add( earlierIndex );
	}

	public void AddLast( int laterIndex )
	{
		_last.Add( laterIndex );
	}

	public bool Sort( List<int> result, out SortConstraint invalidConstraint )
	{
		var middle = new HashSet<int>();

		for ( var index = 0; index < _itemCount; ++index )
		{
			if ( !_first.Contains( index ) && !_last.Contains( index ) )
				middle.Add( index );
		}

		var allConstraints = new HashSet<SortConstraint>();
		var newConstraints = new Queue<SortConstraint>();
		var beforeDict = new Dictionary<int, HashSet<int>>();
		var afterDict = new Dictionary<int, HashSet<int>>();

		bool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )
		{
			constraint = new SortConstraint( earlierIndex, laterIndex );

			if ( allConstraints.Contains( constraint.Complement ) )
				return false;

			if ( !allConstraints.Add( constraint ) )
				return true;

			newConstraints.Enqueue( constraint );

			if ( !beforeDict.TryGetValue( earlierIndex, out var before ) )
				beforeDict.Add( earlierIndex, before = new HashSet<int>() );

			if ( !afterDict.TryGetValue( laterIndex, out var after ) )
				afterDict.Add( laterIndex, after = new HashSet<int>() );

			before.Add( laterIndex );
			after.Add( earlierIndex );

			return true;
		}

		// Add initial constraints

		foreach ( var initialConstraint in _initialConstraints )
		{
			if ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )
				return false;
		}

		// Everything in _first should be before everything in _last

		foreach ( var earlierIndex in _first )
		{
			foreach ( var laterIndex in _last )
			{
				if ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )
					return false;
			}
		}

		// Keep propagating constraints until nothing changes

		while ( newConstraints.TryDequeue( out var nextConstraint ) )
		{
			// if a < b, and b < c, then a < c etc

			if ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )
			{
				foreach ( var laterIndex in before )
				{
					if ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )
						return false;
				}
			}

			if ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )
			{
				foreach ( var earlierIndex in after )
				{
					if ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )
					{
						return false;
					}
				}
			}
		}

		// Now if we have any items that aren't using GroupOrder.First, and haven't
		// determined that they are ordered before another item with GroupOrder.First,
		// we can safely order them after all GroupOrder.First items. And vice versa.

		foreach ( var middleIndex in middle )
		{
			var isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )
				&& before.Any( x => _first.Contains( x ) );

			var isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )
				&& after.Any( x => _last.Contains( x ) );

			if ( !isBeforeAnyFirst )
			{
				foreach ( var earlierIndex in _first )
					AddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );
			}

			if ( !isAfterAnyLast )
			{
				foreach ( var laterIndex in _last )
					AddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );
			}
		}

		// Now lets add items to the final ordering if all items that should be sorted
		// before them are already added to that ordering. We'll implement this by choosing
		// items that have an empty list / don't appear in afterDict, and update that
		// dictionary as we go.

		var earliestRemaining = new Queue<int>();

		// First, seed the queue with everything that's already not ordered after anything

		for ( var index = 0; index < _itemCount; ++index )
		{
			if ( !afterDict.ContainsKey( index ) )
			{
				earliestRemaining.Enqueue( index );
			}
		}

		result.Clear();

		while ( earliestRemaining.TryDequeue( out var nextIndex ) )
		{
			result.Add( nextIndex );

			foreach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )
				? laterIndices : Enumerable.Empty<int>() )
			{
				var beforeLater = afterDict[laterIndex];
				beforeLater.Remove( nextIndex );

				if ( beforeLater.Count == 0 )
					earliestRemaining.Enqueue( laterIndex );
			}
		}

		invalidConstraint = default;
		return result.Count == _itemCount;
	}
}
using Sandbox;
using System.Collections.Generic;

namespace EZCameraShake
{
    public class CameraShaker : Component
    {
        /// <summary>
        /// The single instance of the CameraShaker in the current scene. Do not use if you have multiple instances.
        /// </summary>
        public static CameraShaker Instance;
        static Dictionary<string, CameraShaker> instanceList = new Dictionary<string, CameraShaker>();

        /// <summary>
        /// The default position influcence of all shakes created by this shaker.
        /// </summary>
        [Property] public Vector3 DefaultPosInfluence = new Vector3(0.15f, 0.15f, 0.15f);
		/// <summary>
		/// The default rotation influcence of all shakes created by this shaker.
		/// </summary>
		[Property]  public Vector3 DefaultRotInfluence = new Vector3(1, 1, 1);
		/// <summary>
		/// Offset that will be applied to the camera's default (0,0,0) rest position
		/// </summary>
		[Property] public Vector3 RestPositionOffset = new Vector3(0, 0, 0);
		/// <summary>
		/// Offset that will be applied to the camera's default (0,0,0) rest rotation
		/// </summary>
		[Property] public Vector3 RestRotationOffset = new Vector3(0, 0, 0);

        Vector3 posAddShake, rotAddShake;

        List<CameraShakeInstance> cameraShakeInstances = new List<CameraShakeInstance>();

        protected override void OnAwake()
        {
            Instance = this;
            instanceList.Add(GameObject.Name, this);
        }

		protected override void OnUpdate()
        {
            posAddShake = Vector3.Zero;
            rotAddShake = Vector3.Zero;

            for (int i = 0; i < cameraShakeInstances.Count; i++)
            {
                if (i >= cameraShakeInstances.Count)
                    break;

                CameraShakeInstance c = cameraShakeInstances[i];

                if (c.CurrentState == CameraShakeState.Inactive && c.DeleteOnInactive)
                {
                    cameraShakeInstances.RemoveAt(i);
                    i--;
                }
                else if (c.CurrentState != CameraShakeState.Inactive)
                {
                    posAddShake += CameraUtilities.MultiplyVectors(c.UpdateShake(), c.PositionInfluence);
                    rotAddShake += CameraUtilities.MultiplyVectors(c.UpdateShake(), c.RotationInfluence);
                }
            }

            Transform.LocalPosition = (posAddShake) + RestPositionOffset;
			Vector3 thing = (rotAddShake / 100) + RestRotationOffset;

			Transform.LocalRotation = new Angles(thing.x, thing.y, thing.z);
        }

        /// <summary>
        /// Gets the CameraShaker with the given name, if it exists.
        /// </summary>
        /// <param name="name">The name of the camera shaker instance.</param>
        /// <returns></returns>
        public static CameraShaker GetInstance(string name)
        {
            CameraShaker c;

            if (instanceList.TryGetValue(name, out c))
                return c;

            Log.Error("CameraShake " + name + " not found!");

            return null;
        }

        /// <summary>
        /// Starts a shake using the given preset.
        /// </summary>
        /// <param name="shake">The preset to use.</param>
        /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
        public CameraShakeInstance Shake(CameraShakeInstance shake)
        {
            cameraShakeInstances.Add(shake);
            return shake;
        }

        /// <summary>
        /// Shake the camera once, fading in and out  over a specified durations.
        /// </summary>
        /// <param name="magnitude">The intensity of the shake.</param>
        /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
        /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
        /// <param name="fadeOutTime">How long to fade out the shake, in seconds.</param>
        /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
        public CameraShakeInstance ShakeOnce(float magnitude, float roughness, float fadeInTime, float fadeOutTime)
        {
            CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness, fadeInTime, fadeOutTime);
            shake.PositionInfluence = DefaultPosInfluence;
            shake.RotationInfluence = DefaultRotInfluence;
            cameraShakeInstances.Add(shake);

            return shake;
        }

        /// <summary>
        /// Shake the camera once, fading in and out over a specified durations.
        /// </summary>
        /// <param name="magnitude">The intensity of the shake.</param>
        /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
        /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
        /// <param name="fadeOutTime">How long to fade out the shake, in seconds.</param>
        /// <param name="posInfluence">How much this shake influences position.</param>
        /// <param name="rotInfluence">How much this shake influences rotation.</param>
        /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
        public CameraShakeInstance ShakeOnce(float magnitude, float roughness, float fadeInTime, float fadeOutTime, Vector3 posInfluence, Vector3 rotInfluence)
        {
            CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness, fadeInTime, fadeOutTime);
            shake.PositionInfluence = posInfluence;
            shake.RotationInfluence = rotInfluence;
            cameraShakeInstances.Add(shake);

            return shake;
        }

        /// <summary>
        /// Start shaking the camera.
        /// </summary>
        /// <param name="magnitude">The intensity of the shake.</param>
        /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
        /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
        /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
        public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime)
        {
            CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness);
            shake.PositionInfluence = DefaultPosInfluence;
            shake.RotationInfluence = DefaultRotInfluence;
            shake.StartFadeIn(fadeInTime);
            cameraShakeInstances.Add(shake);
            return shake;
        }

        /// <summary>
        /// Start shaking the camera.
        /// </summary>
        /// <param name="magnitude">The intensity of the shake.</param>
        /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
        /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
        /// <param name="posInfluence">How much this shake influences position.</param>
        /// <param name="rotInfluence">How much this shake influences rotation.</param>
        /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
        public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime, Vector3 posInfluence, Vector3 rotInfluence)
        {
            CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness);
            shake.PositionInfluence = posInfluence;
            shake.RotationInfluence = rotInfluence;
            shake.StartFadeIn(fadeInTime);
            cameraShakeInstances.Add(shake);
            return shake;
        }

        /// <summary>
        /// Gets a copy of the list of current camera shake instances.
        /// </summary>
        public List<CameraShakeInstance> ShakeInstances
        { get { return new List<CameraShakeInstance>(cameraShakeInstances); } }

		protected override void OnDestroy()
        {
            instanceList.Remove(GameObject.Name);
        }
    }
}
using System.Collections.Generic;
using System.Linq;

namespace Sandbox.Events;

/// <summary>
/// Generate an ordering based on a set of first-most and last-most items, and
/// individual constraints between pairs of items. All first-most items will be
/// ordered before all last-most items, and any other items will be put in the
/// middle unless forced to be elsewhere by a constraint.
/// </summary>
internal class SortingHelper
{
	public record struct SortConstraint( int EarlierIndex, int LaterIndex )
	{
		public SortConstraint Complement => new ( LaterIndex, EarlierIndex );
	}

	private readonly int _itemCount;

	private readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();

	private readonly HashSet<int> _first = new HashSet<int>();
	private readonly HashSet<int> _last = new HashSet<int>();

	public SortingHelper( int itemCount )
	{
		_itemCount = itemCount;
	}

	public void AddConstraint( int earlierIndex, int laterIndex )
	{
		_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );
	}

	public void AddFirst( int earlierIndex )
	{
		_first.Add( earlierIndex );
	}

	public void AddLast( int laterIndex )
	{
		_last.Add( laterIndex );
	}

	public bool Sort( List<int> result, out SortConstraint invalidConstraint )
	{
		var middle = new HashSet<int>();

		for ( var index = 0; index < _itemCount; ++index )
		{
			if ( !_first.Contains( index ) && !_last.Contains( index ) )
				middle.Add( index );
		}

		var allConstraints = new HashSet<SortConstraint>();
		var newConstraints = new Queue<SortConstraint>();
		var beforeDict = new Dictionary<int, HashSet<int>>();
		var afterDict = new Dictionary<int, HashSet<int>>();

		bool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )
		{
			constraint = new SortConstraint( earlierIndex, laterIndex );

			if ( allConstraints.Contains( constraint.Complement ) )
				return false;

			if ( !allConstraints.Add( constraint ) )
				return true;

			newConstraints.Enqueue( constraint );

			if ( !beforeDict.TryGetValue( earlierIndex, out var before ) )
				beforeDict.Add( earlierIndex, before = new HashSet<int>() );

			if ( !afterDict.TryGetValue( laterIndex, out var after ) )
				afterDict.Add( laterIndex, after = new HashSet<int>() );

			before.Add( laterIndex );
			after.Add( earlierIndex );

			return true;
		}

		// Add initial constraints

		foreach ( var initialConstraint in _initialConstraints )
		{
			if ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )
				return false;
		}

		// Everything in _first should be before everything in _last

		foreach ( var earlierIndex in _first )
		{
			foreach ( var laterIndex in _last )
			{
				if ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )
					return false;
			}
		}

		// Keep propagating constraints until nothing changes

		while ( newConstraints.TryDequeue( out var nextConstraint ) )
		{
			// if a < b, and b < c, then a < c etc

			if ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )
			{
				foreach ( var laterIndex in before )
				{
					if ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )
						return false;
				}
			}

			if ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )
			{
				foreach ( var earlierIndex in after )
				{
					if ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )
					{
						return false;
					}
				}
			}
		}

		// Now if we have any items that aren't using GroupOrder.First, and haven't
		// determined that they are ordered before another item with GroupOrder.First,
		// we can safely order them after all GroupOrder.First items. And vice versa.

		foreach ( var middleIndex in middle )
		{
			var isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )
				&& before.Any( x => _first.Contains( x ) );

			var isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )
				&& after.Any( x => _last.Contains( x ) );

			if ( !isBeforeAnyFirst )
			{
				foreach ( var earlierIndex in _first )
					AddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );
			}

			if ( !isAfterAnyLast )
			{
				foreach ( var laterIndex in _last )
					AddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );
			}
		}

		// Now lets add items to the final ordering if all items that should be sorted
		// before them are already added to that ordering. We'll implement this by choosing
		// items that have an empty list / don't appear in afterDict, and update that
		// dictionary as we go.

		var earliestRemaining = new Queue<int>();

		// First, seed the queue with everything that's already not ordered after anything

		for ( var index = 0; index < _itemCount; ++index )
		{
			if ( !afterDict.ContainsKey( index ) )
			{
				earliestRemaining.Enqueue( index );
			}
		}

		result.Clear();

		while ( earliestRemaining.TryDequeue( out var nextIndex ) )
		{
			result.Add( nextIndex );

			foreach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )
				? laterIndices : Enumerable.Empty<int>() )
			{
				var beforeLater = afterDict[laterIndex];
				beforeLater.Remove( nextIndex );

				if ( beforeLater.Count == 0 )
					earliestRemaining.Enqueue( laterIndex );
			}
		}

		invalidConstraint = default;
		return result.Count == _itemCount;
	}
}
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;

namespace Sandbox.Events;

/// <summary>
/// Interface for event payloads that can be listened for by <see cref="IGameEventHandler{T}"/>s.
/// </summary>
public interface IGameEvent { }

/// <summary>
/// Interface for components that handle game events with a payload of type <see cref="T"/>.
/// </summary>
/// <typeparam name="T">Event payload type.</typeparam>
public interface IGameEventHandler<in T>
	where T : IGameEvent
{
	/// <summary>
	/// Called when an event with payload of type <see cref="T"/> is dispatched on a <see cref="GameObject"/>
	/// that contains this component, including on a descendant.
	/// </summary>
	/// <param name="eventArgs">Event payload.</param>
	void OnGameEvent( T eventArgs );
}

/// <summary>
/// Helper for dispatching game events in a scene.
/// </summary>
public static class GameEvent
{
	private static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();

	/// <summary>
	/// Notifies all <see cref="IGameEventHandler{T}"/> components that are within <paramref name="root"/>,
	/// with a payload of type <typeparamref name="T"/>.
	/// </summary>
	public static void Dispatch<T>( this GameObject root, T eventArgs )
		where T : IGameEvent
	{
		var handlers = (root is Scene scene
			? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?
			: root.Components.GetAll<IGameEventHandler<T>>())
			.ToArray();

		if ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )
		{
			ordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();
		}

		List<Exception>? exceptions = null;

		foreach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )
		{
			try
			{
				handler.OnGameEvent( eventArgs );
			}
			catch ( Exception e )
			{
				exceptions ??= new();
				exceptions.Add( e );
			}
		}

		switch ( exceptions?.Count )
		{
			case 1:
				Log.Error( exceptions[0] );
				break;

			case > 1:
				Log.Error( new AggregateException( exceptions ) );
				break;
		}
	}

	private static bool IsImplementingMethodName( string methodName )
	{
		if ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )
		{
			return true;
		}

		return methodName.StartsWith( "Sandbox.Events.IGameEventHandler<" ) && methodName.EndsWith( ">.OnGameEvent" );
	}

	private static MethodDescription? GetImplementation<T>( TypeDescription type )
	{
		foreach ( var method in type.Methods )
		{
			if ( method.IsStatic ) continue;
			if ( method.Parameters.Length != 1 ) continue;
			if ( method.Parameters[0].ParameterType != typeof( T ) ) continue;

			if ( !IsImplementingMethodName( method.Name ) ) continue;

			return method;
		}

		return null;
	}

	private static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()
		where T : IGameEvent
	{
		var types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();
		var helper = new SortingHelper( types.Length );

		for ( var i = 0; i < types.Length; ++i )
		{
			var type = types[i];
			var method = GetImplementation<T>( type );

			if ( method is null )
			{
				Log.Warning( $"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!" );
				continue;
			}

			foreach ( var attrib in method.Attributes )
			{
				switch ( attrib )
				{
					case EarlyAttribute:
						helper.AddFirst( i );
						break;

					case LateAttribute:
						helper.AddLast( i );
						break;

					case IBeforeAttribute before:
						for ( var j = 0; j < types.Length; ++j )
						{
							if ( i == j ) continue;

							var other = types[j];

							if ( before.Type.IsAssignableFrom( other.TargetType ) )
							{
								helper.AddConstraint( i, j );
							}
						}

						break;

					case IAfterAttribute after:
						for ( var j = 0; j < types.Length; ++j )
						{
							if ( i == j ) continue;

							var other = types[j];

							if ( after.Type.IsAssignableFrom( other.TargetType ) )
							{
								helper.AddConstraint( j, i );
							}
						}

						break;
				}
			}
		}

		var ordering = new List<int>();

		if ( !helper.Sort( ordering, out var invalid ) )
		{
			Log.Error( $"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!" );
			return ImmutableDictionary<Type, int>.Empty;
		}

		return Enumerable.Range( 0, ordering.Count )
			.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );
	}
}

public delegate void GameEventAction<in T>( T eventArgs )
	where T : IGameEvent;

/// <summary>
/// Base class for components that expose game events to Action Graph.
/// </summary>
public abstract class GameEventComponent<T> : Component, IGameEventHandler<T>
	where T : IGameEvent
{
	/// <summary>
	/// Action invoked when the <typeparamref name="T"/> event is dispatched.
	/// </summary>
	[Property]
	public GameEventAction<T>? OnEvent { get; set; }

	/// <summary>
	/// If this component is within a state machine, optional state to transition
	/// to when this event is dispatched.
	/// </summary>
	[Property]
	public StateComponent? NextState { get; set; }

	void IGameEventHandler<T>.OnGameEvent( T eventArgs )
	{
		OnEvent?.Invoke( eventArgs );

		if ( NextState is not null )
		{
			Components.GetInAncestorsOrSelf<StateMachineComponent>()?.Transition( NextState );
		}
	}
}
using System.Collections.Generic;
using Sandbox.Diagnostics;

namespace NPBehave
{
    public class Parallel : Composite
    {
        public enum Policy
        {
            One,
            All,
        }

        // public enum Wait
        // {
        //     NEVER,
        //     ON_FAILURE,
        //     ON_SUCCESS,
        //     BOTH
        // }

        // private Wait waitForPendingChildrenRule;
        private Policy _failurePolicy;
        private Policy _successPolicy;
        private int _childrenCount = 0;
        private int _runningCount = 0;
        private int _succeededCount = 0;
        private int _failedCount = 0;
        private Dictionary<Node, bool> _childrenResults;
        private bool _successState;
        private bool _childrenAborted;

        public Parallel(Policy successPolicy, Policy failurePolicy, /*Wait waitForPendingChildrenRule,*/ params Node[] children) : base("Parallel", children)
        {
            _successPolicy = successPolicy;
            _failurePolicy = failurePolicy;
            // this.waitForPendingChildrenRule = waitForPendingChildrenRule;
            _childrenCount = children.Length;
            _childrenResults = new Dictionary<Node, bool>();
        }

        protected override void DoStart()
        {
            foreach (Node child in Children)
            {
                Assert.AreEqual(child.CurrentState, State.Inactive);
            }

            _childrenAborted = false;
            _runningCount = 0;
            _succeededCount = 0;
            _failedCount = 0;
            foreach (Node child in Children)
            {
                _runningCount++;
                child.Start();
            }
        }

        protected override void DoStop()
        {
            Assert.True(_runningCount + _succeededCount + _failedCount == _childrenCount);

            foreach (Node child in Children)
            {
                if (child.IsActive)
                {
                    child.Stop();
                }
            }
        }

        protected override void DoChildStopped(Node child, bool result)
        {
            _runningCount--;
            if (result)
            {
                _succeededCount++;
            }
            else
            {
                _failedCount++;
            }
            _childrenResults[child] = result;

            bool allChildrenStarted = _runningCount + _succeededCount + _failedCount == _childrenCount;
            if (allChildrenStarted)
            {
                if (_runningCount == 0)
                {
                    if (!_childrenAborted) // if children got aborted because rule was evaluated previously, we don't want to override the successState 
                    {
                        if (_failurePolicy == Policy.One && _failedCount > 0)
                        {
                            _successState = false;
                        }
                        else if (_successPolicy == Policy.One && _succeededCount > 0)
                        {
                            _successState = true;
                        }
                        else if (_successPolicy == Policy.All && _succeededCount == _childrenCount)
                        {
                            _successState = true;
                        }
                        else
                        {
                            _successState = false;
                        }
                    }
                    Stopped(_successState);
                }
                else if (!_childrenAborted)
                {
                    Assert.False(_succeededCount == _childrenCount);
                    Assert.False(_failedCount == _childrenCount);

                    if (_failurePolicy == Policy.One && _failedCount > 0/* && waitForPendingChildrenRule != Wait.ON_FAILURE && waitForPendingChildrenRule != Wait.BOTH*/)
                    {
                        _successState = false;
                        _childrenAborted = true;
                    }
                    else if (_successPolicy == Policy.One && _succeededCount > 0/* && waitForPendingChildrenRule != Wait.ON_SUCCESS && waitForPendingChildrenRule != Wait.BOTH*/)
                    {
                        _successState = true;
                        _childrenAborted = true;
                    }

                    if (_childrenAborted)
                    {
                        foreach (Node currentChild in Children)
                        {
                            if (currentChild.IsActive)
                            {
                                currentChild.Stop();
                            }
                        }
                    }
                }
            }
        }

        public override void StopLowerPriorityChildrenForChild(Node abortForChild, bool immediateRestart)
        {
            if (immediateRestart)
            {
                Assert.False(abortForChild.IsActive);
                if (_childrenResults[abortForChild])
                {
                    _succeededCount--;
                }
                else
                {
                    _failedCount--;
                }
                _runningCount++;
                abortForChild.Start();
            }
            else
            {
                throw new Exception("On Parallel Nodes all children have the same priority, thus the method does nothing if you pass false to 'immediateRestart'!");
            }
        }
    }
}
using System.Collections;
using Sandbox.Diagnostics;

namespace NPBehave
{
    public class RandomSequence : Composite
    {
        static System.Random _rng = new System.Random();


#if DEBUG
        static public void DebugSetSeed( int seed )
        {
            _rng = new System.Random( seed );
        }
#endif

        private int _currentIndex = -1;
        private int[] _randomizedOrder;

        public RandomSequence(params Node[] children) : base("Random Sequence", children)
        {
            _randomizedOrder = new int[children.Length];
            for (int i = 0; i < Children.Length; i++)
            {
                _randomizedOrder[i] = i;
            }
        }

        protected override void DoStart()
        {
            foreach (Node child in Children)
            {
                Assert.AreEqual(child.CurrentState, State.Inactive);
            }

            _currentIndex = -1;

            // Shuffling
            int n = _randomizedOrder.Length;
            while (n > 1)
            {
                int k = _rng.Next(n--);
                (_randomizedOrder[n], _randomizedOrder[k]) = (_randomizedOrder[k], _randomizedOrder[n]);
            }

            ProcessChildren();
        }

        protected override void DoStop()
        {
            Children[_randomizedOrder[_currentIndex]].Stop();
        }


        protected override void DoChildStopped(Node child, bool result)
        {
            if (result)
            {
                ProcessChildren();
            }
            else
            {
                Stopped(false);
            }
        }

        private void ProcessChildren()
        {
            if (++_currentIndex < Children.Length)
            {
                if (IsStopRequested)
                {
                    Stopped(false);
                }
                else
                {
                    Children[_randomizedOrder[_currentIndex]].Start();
                }
            }
            else
            {
                Stopped(true);
            }
        }

        public override void StopLowerPriorityChildrenForChild(Node abortForChild, bool immediateRestart)
        {
            int indexForChild = 0;
            bool found = false;
            foreach (Node currentChild in Children)
            {
                if (currentChild == abortForChild)
                {
                    found = true;
                }
                else if (!found)
                {
                    indexForChild++;
                }
                else if (found && currentChild.IsActive)
                {
                    if (immediateRestart)
                    {
                        _currentIndex = indexForChild - 1;
                    }
                    else
                    {
                        _currentIndex = Children.Length;
                    }
                    currentChild.Stop();
                    break;
                }
            }
        }

        public override string ToString()
        {
            return $"{base.ToString()}[{_currentIndex}]";
        }
    }
}
namespace NPBehave
{
    public class Succeeder : Decorator
    {
        public Succeeder(Node decoratee) : base("Succeeder", decoratee)
        {
        }

        protected override void DoStart()
        {
            Decoratee.Start();
        }

        protected override void DoStop()
        {
            Decoratee.Stop();
        }

        protected override void DoChildStopped(Node child, bool result)
        {
            Stopped(true);
        }
    }
}
using System;

namespace NPBehave
{
    public class Exception : System.Exception
    {
        public Exception(string message) : base(message)
        {
        }
    }
}
namespace NPBehave
{
    public class Repeater : Decorator
    {
        private int _loopCount = -1;
        private int _currentLoop;

        /// <param name="loopCount">number of times to execute the decoratee. Set to -1 to repeat forever, be careful with endless loops!</param>
        /// <param name="decoratee">Decorated Node</param>
        public Repeater(int loopCount, Node decoratee) : base("Repeater", decoratee)
        {
            _loopCount = loopCount;
        }

        /// <param name="decoratee">Decorated Node, repeated forever</param>
        public Repeater(Node decoratee) : base("Repeater", decoratee)
        {
        }

        protected override void DoStart()
        {
            if (_loopCount != 0)
            {
                _currentLoop = 0;
                Decoratee.Start();
            }
            else
            {
                Stopped(true);
            }
        }

        protected override void DoStop()
        {
            Clock.RemoveTimer(RestartDecoratee);
            
            if (Decoratee.IsActive)
            {
                Decoratee.Stop();
            }
            else
            {
                Stopped(false);
            }
        }

        protected override void DoChildStopped(Node child, bool result)
        {
            if (result)
            {
                if (IsStopRequested || (_loopCount > 0 && ++_currentLoop >= _loopCount))
                {
                    Stopped(true);
                }
                else
                {
                    Clock.AddTimer(0, 0, RestartDecoratee);
                }
            }
            else
            {
                Stopped(false);
            }
        }

        protected void RestartDecoratee()
        {
            Decoratee.Start();
        }
    }
}
global using Microsoft.AspNetCore.Components; 
global using Microsoft.AspNetCore.Components.Rendering;
global using Sandbox;
global using System.Collections.Generic;
global using System.Linq;
using System.Threading.Tasks;
using System.Threading;
using System;

namespace Duccsoft;

/// <summary>
/// Provides a handy asynchronous wrapper for loading a VideoPlayer and waiting
/// until its video and audio are both loaded.
/// </summary>
public class AsyncVideoLoader
{
	public AsyncVideoLoader() 
	{
		_videoPlayer = new VideoPlayer();
	}

	public AsyncVideoLoader( VideoPlayer player )
	{
		_videoPlayer = player ?? new VideoPlayer();
	}

	public bool IsLoading { get; private set; }

	private VideoPlayer _videoPlayer;
	private Action _onLoaded;
	private Action _onAudioReady;

	public async Task<VideoPlayer> LoadFromUrl( string url, CancellationToken cancelToken = default )
	{
		void Play( VideoPlayer player ) => player.Play( url );

		await Load( Play, cancelToken );
		return _videoPlayer;
	}

	public async Task<VideoPlayer> LoadFromFile( BaseFileSystem fileSystem, string path, CancellationToken cancelToken )
	{
		void Play( VideoPlayer player ) => player.Play( fileSystem, path );

		await Load( Play, cancelToken );
		return _videoPlayer;
	}

	private async Task Load( Action<VideoPlayer> playAction, CancellationToken cancelToken = default )
	{
		// Attempting to play a video from a thread would throw an exception.
		await GameTask.MainThread( cancelToken );

		if ( IsLoading )
		{
			throw new InvalidOperationException( "Another video was already being loaded. Check IsLoading or create a new instance of AsyncVideoLoader." );
		}

		IsLoading = true;

		bool videoLoaded = false;
		bool audioLoaded = false;

		// Assign private members instead of named methods to the invocation lists of the
		// VideoPlayer delegates to break reference equality between runs.
		_onLoaded = () => videoLoaded = true;
		_onAudioReady = () => audioLoaded = true;

		_videoPlayer.OnLoaded = _onLoaded;
		_videoPlayer.OnAudioReady = _onAudioReady;

		playAction?.Invoke( _videoPlayer );

		// Non-blocking spin until video and audio are loaded.
		while ( !videoLoaded || !audioLoaded )
		{
			// If OnLoaded or OnAudioReady are changed externally before we're finished
			// loading, the video will likely never load. Abort to avoid spinning forever.
			var callbacksChanged = _onLoaded != _videoPlayer.OnLoaded || _onAudioReady != _videoPlayer.OnAudioReady;
			if ( callbacksChanged || cancelToken.IsCancellationRequested )
			{
				IsLoading = false;
				return;
			}

			await GameTask.Yield();
		}

		IsLoading = false;
	}
}
global using Microsoft.AspNetCore.Components; 
global using Microsoft.AspNetCore.Components.Rendering;
using Sandbox;
using System.Collections.Generic;

namespace Coroutines;

/// <summary>
/// Represents an instance of a running coroutine.
/// </summary>
internal sealed class CoroutineInstance
{
	/// <summary>
	/// The coroutine that is being executed.
	/// </summary>
	internal IEnumerator<ICoroutineStaller> Coroutine { get; }
	/// <summary>
	/// Whether or not the coroutine has finished.
	/// </summary>
	internal bool IsFinished { get; private set; }

	/// <summary>
	/// Returns the current polling stage of the coroutine.
	/// </summary>
	internal GameObjectSystem.Stage CurrentPollingStage
	{
		get
		{
			if ( CurrentStall.PollingStage == Coroutines.Coroutine.PreservePollingStage )
				return LastPollingStage;

			return CurrentStall.PollingStage;
		}
	}
	/// <summary>
	/// The last valid polling stage that was used.
	/// </summary>
	private GameObjectSystem.Stage LastPollingStage { get; set; }
	/// <summary>
	/// Returns the current staller of the coroutine.
	/// </summary>
	private ICoroutineStaller CurrentStall => Coroutine.Current;

	/// <summary>
	/// Initializes a new instance of <see cref="CoroutineInstance"/>.
	/// </summary>
	/// <param name="coroutine">The coroutine to execute.</param>
	internal CoroutineInstance( IEnumerator<ICoroutineStaller> coroutine )
	{
		LastPollingStage = Coroutines.Coroutine.DefaultPollingStage;

		Coroutine = coroutine;
		IsFinished = !coroutine.MoveNext();
	}

	/// <summary>
	/// Updates the state of the coroutine.
	/// </summary>
	internal void Update()
	{
		if ( IsFinished )
			return;

		CurrentStall.Update();
		if ( !CurrentStall.IsComplete )
			return;

		if ( !Coroutine.MoveNext() || CurrentStall is null )
		{
			IsFinished = true;
			return;
		}

		if ( CurrentStall.PollingStage != Coroutines.Coroutine.PreservePollingStage )
			LastPollingStage = CurrentStall.PollingStage;
	}
}
using Sandbox;

namespace Mongo.Rest;

public static class SceneExtensions
{
	public static IMongoRepository<T>? GetRepositoryFrom<T>( this Scene scene ) where T : class
	{
		var system = scene.GetSystem<MongoRestSystem>();
		return system.GetRepositoryFrom<T>();
	}

	public static T? GetRepository<T>( this Scene scene ) where T : class, IMongoRepository
	{
		var system = scene.GetSystem<MongoRestSystem>();
		return system.GetRepository<T>();
	}
}
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;

namespace Mongo.Rest;

public sealed class MongoRestSystem : GameObjectSystem
{
	private bool _initialized;

	public readonly Dictionary<Type, IMongoRepository> Repositories = new();

	public IMongoRestOptions Options { get; private set; } = new MongoRestOptions
	{
		Url = "https://localhost:443",
		Database = "Orizon"
	};
	
	public MongoRestSystem( Scene scene ) : base( scene )
	{
		Listen( Stage.SceneLoaded, -1, Initialize, nameof(MongoRestSystem) );
	}

	public void Initialize()
	{
		if ( _initialized ) return;
		_initialized = true;

		Repositories.Clear();
		
		var repositories = MongoHelper.GetRepositories().ToList();
		Log.Info( $"Registered {repositories.Count} repositories" );
		
		foreach ( var repository in repositories )
			Repositories.Add( repository.GetInnerType(), repository );
	}

	public void Configure( Action<MongoRestOptions> options )
	{
		var opt = new MongoRestOptions();
		options( opt );

		Options = opt;
	}

	public IMongoRepository<T>? GetRepositoryFrom<T>() where T : class
	{
		Repositories.TryGetValue( typeof(T), out var repository );
		return repository as IMongoRepository<T>;
	}
	
	public T? GetRepository<T>() where T : class, IMongoRepository
	{
		return Repositories.Values.FirstOrDefault(x => x.GetType() == typeof(T)) as T;
	}
}
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.Json;
using Sandbox;
using System.Threading.Tasks;

public sealed class WebSocketUtility : Component
{
	[Property] public List<WebsocketTools> websocketToolsList { get; set; }
	protected override void OnAwake()
	{
		foreach ( var websocketTools in websocketToolsList )
		{
			if ( websocketTools.url is null )
			{
				Log.Error( "WebsocketTools URL is null" );
				return;
			}
			websocketTools.webSocket = new WebSocket();
			ConnectToSocket( websocketTools.webSocket, websocketTools.url );
			websocketTools.isConnected = true;
			websocketTools.webSocket.OnMessageReceived += websocketTools.OnMessageReceivedMethod;
			websocketTools.isSubscribed = true;
		}
	}

	protected override void OnUpdate()
	{
		SendMessageFromList( WebsocketTools.Fetch.OnUpdate );
	}
	protected override void OnFixedUpdate()
	{
		SendMessageFromList( WebsocketTools.Fetch.OnFixedUpdate );
	}
	protected override void OnStart()
	{
		SendMessageFromList( WebsocketTools.Fetch.OnStart );
	}

	private async void SendMessageFromList( WebsocketTools.Fetch fetch )
	{
		foreach ( var websocketTools in websocketToolsList )
		{
			if ( websocketTools.fetch == fetch )
			{
				if ( websocketTools.message.UseJsonTags )
				{
					var jsonStrings = websocketTools.message.jsonTags.Select( tag => Json.Serialize( tag.ToString() ) );

					var bigString = string.Join( "", jsonStrings );

					var finalJsonString = Json.Serialize( bigString );

					await websocketTools.webSocket.Send( finalJsonString );
				}
				else
				{
					var messageBytes = Encoding.UTF8.GetBytes( websocketTools.message.message );
					await websocketTools.webSocket.Send( messageBytes );
				}
			}
		}
	}

	[Description( "Sends a message over a websocket connection" )]
	public static async Task SendAsync( WebsocketTools websocketTools )
	{
		if ( websocketTools.webSocket is null )
		{
			websocketTools.webSocket = new WebSocket();
		}
		if ( !websocketTools.isConnected )
		{
			await websocketTools.webSocket.Connect( websocketTools.url );
			websocketTools.isConnected = true;
		}

        if ( websocketTools.message.UseJsonTags )
            await websocketTools.webSocket.Send( Json.Serialize( websocketTools.message.jsonTags ) );
        else
		    await websocketTools.webSocket.Send( websocketTools.message.message );

		if ( !websocketTools.isSubscribed )
		{
			websocketTools.webSocket.OnMessageReceived += websocketTools.OnMessageReceivedMethod;
			websocketTools.isSubscribed = true;
		}
	}

	public static async Task SendStringAsync( string url, string message )
	{
		var webSocket = new WebSocket();
		await webSocket.Connect( url );
		await webSocket.Send( message );
	}

	public static void ChangeJsonTagValue( WebsocketMessage message, string tag, string value )
	{
         if ( message is null )
            message = new WebsocketMessage();

		if ( message.jsonTags is null )
			message.jsonTags = new List<JsonTags>();

		var jsonTag = message.jsonTags.Find( x => x.tag == tag );
		if ( jsonTag is null )
		{
			Log.Warning( $"Tag {tag} not found in message" );
		}
		else
		{
			jsonTag.value = value;
		}
	}

	public static void AddJsonTag( WebsocketMessage message, string tag, string value )
	{
        if ( message is null )
            message = new WebsocketMessage();
		
		if ( message.jsonTags is null )
			message.jsonTags = new List<JsonTags>();

		var jsonTag = new JsonTags
		{
			tag = tag,
			value = value
		};
		message.jsonTags.Add( jsonTag );
	}

	private async void ConnectToSocket( WebSocket webSocket, string url )
	{
		await webSocket.Connect( url );
	}

	[ActionGraphNode( "new websocket tools" ), Pure]
	public static WebsocketTools NewWebsocketTools()
	{
		return new WebsocketTools();
	}
}

public class WebsocketTools
{
	public delegate void OnMessageReceived( string message );
	public OnMessageReceived onMessageReceived { get; set; }
	public WebSocket webSocket { get; set; }
	public string url { get; set; }
	public WebsocketMessage message { get; set; } = new();
	public bool isConnected { get; set; }
	public bool isSubscribed { get; set; }
	public string returnMessage { get; set; }
	public enum Fetch
	{
		OnUpdate,
		OnFixedUpdate,
		OnStart,
	}
	public Fetch fetch { get; set; }

	public void OnMessageReceivedMethod( string message )
	{
		onMessageReceived?.Invoke( message );
		returnMessage = message;
	}

	public WebsocketTools()
	{
		url = "ws://localhost:8080";
		fetch = Fetch.OnUpdate;
		onMessageReceived = null;
		message = null;
	}

	public WebsocketTools( string url, OnMessageReceived onMessageReceived, WebsocketMessage message, Fetch fetch = Fetch.OnUpdate )
	{
		this.url = url;
		this.fetch = fetch;
		this.onMessageReceived = onMessageReceived;
		this.message = message;
	}

}
[GameResource( "Message", "message", "A message to be sent over a websocket connection", Icon = "chat_bubble" )]
public class WebsocketMessage : GameResource
{
	public bool UseJsonTags { get; set; }
	[ShowIf( "UseJsonTags", false )] public string message { get; set; } = "";
	[ShowIf( "UseJsonTags", true )] public List<JsonTags> jsonTags { get; set; } = new();
}

public class JsonTags
{
	public string tag { get; set; }
	public string value { get; set; }

}
global using Microsoft.AspNetCore.Components; 
global using Microsoft.AspNetCore.Components.Rendering;
public sealed class JiggleBone : TransformProxyComponent
{
	JiggleBoneState state = new JiggleBoneState();

	[Property]
	public Vector3 StartPoint = new Vector3( 0, 0, 0 );

	[Property]
	public Vector3 EndPoint = new Vector3( 32, 0, 0 );

	[Property, Range( 0, 2 )]
	public float Speed { get; set; } = 1.0f;

	[Property, Range( 0, 2 )]
	public float Stiffness { get; set; } = 1.0f;

	[Property, Range( 0, 2 )]
	public float Damping { get; set; } = 1.0f;

	[Property, Range( 0, 100 )]
	public float Radius { get; set; } = 40.0f;

	[Property, Range( 0, 100 )]
	public float Mass { get; set; } = 1.0f;

	Transform LocalJigglePosition;

	protected override void OnEnabled()
	{
		LocalJigglePosition = Transform.Local;

		base.OnEnabled();

		state = new JiggleBoneState();
	}

	protected override void OnUpdate()
	{
		var oldPos = LocalJigglePosition;



		using ( Transform.DisableProxy() )
		{
			var worldTx = Transform.World;

			var startPoint = worldTx.PointToWorld( StartPoint );
			var endPoint = worldTx.PointToWorld( EndPoint );

			//Gizmo.Draw.LineSphere( startPoint, 1 );
			//Gizmo.Draw.LineSphere( endPoint, 1 );

			state.Extent = (endPoint - startPoint);
			state.Stiffness = Stiffness;
			state.Damping = Damping;
			state.Radius = Radius;
			state.Mass = Mass;

			state.Update( startPoint, Time.Delta * Speed * 16.0f );

			var tx = worldTx.RotateAround( startPoint, state.Rotation );
			LocalJigglePosition = GameObject.Parent.Transform.World.ToLocal( tx );
		}

		if ( oldPos != LocalJigglePosition )
		{
			MarkTransformChanged();
		}
	}

	protected override void DrawGizmos()
	{
		base.DrawGizmos();

		if ( !Gizmo.IsSelected )
			return;

		using ( Transform.DisableProxy() )
		{
			Gizmo.Transform = Transform.World;
			Gizmo.Draw.IgnoreDepth = false;
			Gizmo.Draw.Color = Gizmo.Colors.Yaw.WithAlpha( 0.5f );
			Gizmo.Draw.Line( StartPoint, EndPoint );
			Gizmo.Draw.LineBBox( BBox.FromPositionAndSize( StartPoint, 5 ) );
			Gizmo.Draw.LineBBox( BBox.FromPositionAndSize( EndPoint, 5 ) );
			Gizmo.Draw.LineSphere( EndPoint, Radius * 2.0f, 4 );
		}
	}

	public override Transform GetLocalTransform()
	{
		return LocalJigglePosition;
	}
}

class JiggleBoneState
{
	public Vector3 Extent = new Vector3( 32, 0, 0 );

	public Vector3 Position { get; set; }
	public Rotation Rotation { get; set; }
	public float Stiffness { get; set; } = 1.0f;
	public float Damping { get; set; } = 1.0f;
	public float Radius { get; set; } = 10.0f;
	public float Gravity { get; set; } = 1.0f;
	public float Mass { get; set; } = 1.0f;


	Vector3 basePosition;
	Vector3 velocity;

	public JiggleBoneState()
	{

	}

	internal void Update( Vector3 position, float timeDelta )
	{
		basePosition = position + Extent;

		// initialization
		if ( Position == default )
		{
			Position = basePosition;
		}

		// Calculate spring force based on displacement from the cube
		Vector3 displacement = Position - basePosition;
		Vector3 springForce = -Stiffness * displacement;

		// Calculate acceleration (Newton's second law)
		Vector3 acceleration = springForce / Mass;

		// Update velocity (integrate acceleration)
		velocity += acceleration * timeDelta;

		// Apply exponential damping
		velocity *= (float)Math.Exp( -Damping * timeDelta );

		// Update position (integrate velocity)
		Position += velocity * timeDelta;

		{
			var diff = Position - basePosition;
			var diffLen = diff.Length;
			if ( diffLen > Radius )
			{
				Position = basePosition + diff.Normal * Radius;
				//velocity = velocity.AddClamped( -diff * 2.0f, diff.Length );
			}
		}

		// Store the rotation offset result
		Rotation = Rotation.FromToRotation( basePosition - position, Position - position );

		//Gizmo.Draw.IgnoreDepth = true;
		//Gizmo.Draw.Line( position, Position );
		//Gizmo.Draw.Line( basePosition, Position );
	}
}
using Sandbox;

/// <summary>
/// This is a component - in your library!
/// </summary>
[Title( "LibraryImporter - My Component" )]
public class MyLibraryComponent : Component
{

}
using Sandbox;

public sealed class CameraMovement : Component
{
	[Property] public CharacterController1 Player { get; set; }
	[Property] public GameObject Body { get; set; }
	[Property] public GameObject Head { get; set; }
	[Property] public float Distance { get; set; } = 0f;
	[Property] public float Sensitivity { get; set; } = 0.1f;
	public bool IsFirstPerson => Distance == 0f;
	private CameraComponent Camera;
	private ModelRenderer BodyRenderer;
	private Vector3 CurrentOffset = Vector3.Zero;
	protected override void OnAwake()
	{
		base.OnAwake();
		Camera = Components.Get<CameraComponent>();
		BodyRenderer = Body.Components.Get<ModelRenderer>();
	}
	protected override void OnUpdate()
	{
		var eyeAngles = Head.Transform.Rotation.Angles();
		eyeAngles.pitch += Input.MouseDelta.y * Sensitivity;
		eyeAngles.yaw -= Input.MouseDelta.x * Sensitivity;
		eyeAngles.roll = 0f;
		eyeAngles.pitch = eyeAngles.pitch.Clamp( -89.9f, 89.9f );
		Head.Transform.Rotation = eyeAngles.ToRotation();
		var targetOffset = Vector3.Zero;
		if ( Player.IsCrouching ) targetOffset += Vector3.Down * 35f;
		CurrentOffset = Vector3.Lerp( CurrentOffset, targetOffset, Time.Delta * 10f );
		if ( Camera is not null )
		{
			var camPos = Head.Transform.Position + CurrentOffset;
			if ( !IsFirstPerson )
			{
				var camForward = eyeAngles.ToRotation().Forward;
				var camTrace = Scene.Trace.Ray( camPos, camPos - (camForward * Distance) )
					.WithoutTags( "player", "trigger" )
					.Run();
				if ( camTrace.Hit )
				{
					camPos = camTrace.HitPosition + camTrace.Normal;
				}
				else
				{
					camPos = camTrace.EndPosition;
				}
				BodyRenderer.RenderType = ModelRenderer.ShadowRenderType.On;
			}
			else
			{
				BodyRenderer.RenderType = ModelRenderer.ShadowRenderType.ShadowsOnly;
			}


			Log.Info( CurrentOffset );
			Camera.Transform.Position = camPos;
			Camera.Transform.Rotation = eyeAngles.ToRotation();
		}
	}
}
global using Sandbox;
global using System.Collections.Generic;
global using System.Linq;
namespace MANIFOLD.Camera {
    /// <summary>
    /// Locks the <see cref="VirtualCamera"/> to it's <see cref="VirtualCamera.TrackingTarget"/>.
    /// </summary>
    [Title(LibraryData.TITLE_SPLIT + "Hard Lock"), Category(LibraryData.CATEGORY), Icon("lock")]
    public sealed class CameraHardLock : CameraExtension {
        public enum OrientMode {
            /// <summary>
            /// The target's orientation is not taken into account.
            /// </summary>
            None,
            /// <summary>
            /// The target's orientation only affects the position.
            /// </summary>
            [Title("Position Only")]
            NoRotation,
            /// <summary>
            /// The target's orientation affects both position and rotation.
            /// </summary>
            [Title("Position and Rotation")]
            Full
        }

        /// <summary>
        /// How should the Target's orientation be handled?
        /// </summary>
        [Property, Title("Orientation Handling")]
        public OrientMode Orient { get; set; } = OrientMode.Full;

        private GameObject lastTarget;
        private Vector3 targetBindRelativePos;
        private Vector3 targetBindLocalPos;
        private Rotation targetBindLocalRot;
        
        protected internal override void OnCameraInitialize() {
            if (!Camera.TrackingTarget.IsValid()) return;
            BindValues();
        }

        protected internal override void OnCameraUpdate(ref Vector3 localPosition, ref Rotation localRotation) {
            if (!Camera.TrackingTarget.IsValid()) return;
            if (Camera.TrackingTarget != lastTarget) {
                BindValues();
            }
            
            GameObject target = Camera.TrackingTarget;
            switch (Orient) {
                case OrientMode.None: {
                    Camera.WorldPosition = target.WorldPosition + targetBindRelativePos;
                    break;
                }
                case OrientMode.NoRotation: {
                    Camera.WorldPosition = target.WorldPosition + (targetBindLocalPos * target.WorldRotation);
                    break;
                }
                case OrientMode.Full: {
                    Camera.WorldPosition = target.WorldPosition + (targetBindLocalPos * target.WorldRotation);
                    Camera.WorldRotation = target.WorldRotation * targetBindLocalRot;
                    break;
                }
            }
        }

        private void BindValues() {
            lastTarget = Camera.TrackingTarget;
            targetBindRelativePos = WorldPosition - Camera.TrackingTarget.WorldPosition;
            
            Rotation inverse = Camera.TrackingTarget.WorldRotation.Inverse;
            targetBindLocalRot = WorldRotation * inverse;
            targetBindLocalPos = (WorldPosition - Camera.TrackingTarget.WorldPosition) * inverse;
        }
    }
}
using System.Collections.Generic;
using Sandbox;
using Sandbox.Utility;

namespace MANIFOLD.Camera {
    /// <summary>
    /// The actual brain of the camera system.
    /// </summary>
    public sealed class CameraSystem : GameObjectSystem {
        private CameraBrain mainCameraBrain;
        private bool cameraStackDirty;
        private LinkedList<VirtualCamera> cameraStack;

        private VirtualCamera transitionFrom;
        private VirtualCamera transitionTo;

        private bool inTransition;
        private bool reverseTransition;
        private float currentTransitionTimer;
        private float currentTransitionElapsed;
        private TransitionData currentTransitionData;

        public CameraBrain Brain => mainCameraBrain;
        public VirtualCamera LastCamera => transitionFrom;
        public VirtualCamera CurrentCamera => transitionTo;
        
        public CameraSystem(Scene scene) : base(scene) {
            cameraStack = new LinkedList<VirtualCamera>();
            
            Listen(Stage.FinishUpdate, 100, CameraUpdate, "camera.update");
        }
        
        private void CameraUpdate() {
            if (!FindBrain()) return;
            
            if (Scene.IsEditor) {
                if (!mainCameraBrain.UpdateInEditor) {
                    return;
                }
            }

            if (cameraStackDirty) {
                OnStackEdit();
            }

            if (!transitionTo.IsValid()) return;
            GetCameraTransform(transitionTo, out Vector3 toPos, out Rotation toRot);
            
            if (!Scene.IsEditor && inTransition) {
                float linearFactor = currentTransitionTimer / currentTransitionData.Duration;
                float easedFactor = 0f;

                {
                    float offset = currentTransitionElapsed / currentTransitionData.Duration;
                    float evalTime = linearFactor.Remap(offset, 1);

                    if (currentTransitionData.Mode == TransitionMode.Predefined) {
                        var func = Easing.GetFunction(currentTransitionData.EaseFunction.ToString());
                        easedFactor = func(evalTime) + currentTransitionElapsed;
                    } else if (currentTransitionData.Mode == TransitionMode.Curve) {
                        easedFactor = currentTransitionData.EaseCurve.Evaluate(evalTime);
                    }

                    easedFactor = easedFactor.Remap(0, 1, offset);
                }

                GetCameraTransform(transitionFrom, out Vector3 fromPos, out Rotation fromRot);
                mainCameraBrain.WorldPosition = Vector3.Lerp(fromPos, toPos, easedFactor);
                mainCameraBrain.WorldRotation = Rotation.Slerp(fromRot, toRot, easedFactor);
                mainCameraBrain.Camera.FieldOfView = MathX.Lerp(GetCameraFOV(transitionFrom), GetCameraFOV(transitionTo), easedFactor);

                currentTransitionTimer += mainCameraBrain.UseRealTime ? RealTime.Delta : Time.Delta;
                if (currentTransitionTimer >= currentTransitionData.Duration) {
                    currentTransitionTimer = currentTransitionData.Duration;
                    inTransition = false;
                }
            } else {
                mainCameraBrain.WorldPosition = toPos;
                mainCameraBrain.WorldRotation = toRot;
                mainCameraBrain.Camera.FieldOfView = GetCameraFOV(transitionTo);
            }
        }

        private void GetCameraTransform(VirtualCamera cam, out Vector3 pos, out Rotation rot) {
            cam.DoExtensionUpdate(out Vector3 localPos, out Rotation localRot);
            pos = cam.WorldPosition + (localPos * cam.WorldRotation);
            rot = cam.WorldRotation * localRot;
        }

        private float GetCameraFOV(VirtualCamera cam) {
            if (cam.FOVMode == FOVMode.Vertical) return (2 * float.Atan(float.Tan(cam.FieldOfView.DegreeToRadian() / 2) * Screen.Aspect)).RadianToDegree();
            return cam.FieldOfView;
        }
        
        public void ActivateCamera(VirtualCamera newCamera, bool updateNow = false) {
            if (!mainCameraBrain.IsValid()) {
                Log.Warning($"Tried to activate virtual camera '${newCamera.GameObject.Name}' but there is no brain in the scene.");
            }
            
            VirtualCamera highestCamera = null;
            foreach (VirtualCamera camera in cameraStack) {
                if (camera.Priority <= newCamera.Priority) {
                    highestCamera = camera;
                }
            }

            if (highestCamera != null) {
                cameraStack.AddAfter(cameraStack.Find(highestCamera), newCamera);
            } else {
                cameraStack.AddLast(newCamera);
            }

            
            cameraStackDirty = true;
            if (updateNow) {
                OnStackEdit();
            }
        }

        public void DeactivateCamera(VirtualCamera camera, bool updateNow = false) {
            cameraStack.Remove(camera);
            cameraStackDirty = true;
            if (updateNow) {
                OnStackEdit();
            }
        }

        private bool FindBrain() {
            if (mainCameraBrain.IsValid()) return true;
            mainCameraBrain = Scene.Components.GetInDescendants<CameraBrain>();
            return mainCameraBrain.IsValid();
        }
        
        private void OnStackEdit() {
            var lastNode = cameraStack.Last;
            if (lastNode == null) return;

            // var previousNode = lastNode.Previous;
            // if (previousNode != null) {
            //     transitionFrom = previousNode.Value;
            // }

            VirtualCamera newTo = lastNode.Value;
            if (newTo != transitionTo && transitionTo.IsValid()) {
                TransitionData newData = newTo.UseCustomTransition ? newTo.TransitionData : mainCameraBrain.TransitionData;

                if (newData.Mode != TransitionMode.Cut) {
                    inTransition = true;

                    if (newTo == transitionFrom) {
                        float elapsedNorm = 1 - (currentTransitionTimer / currentTransitionData.Duration);
                        currentTransitionTimer = newData.Duration * elapsedNorm;
                        currentTransitionElapsed = newData.AbsoluteEase ? 0f : newData.Duration * elapsedNorm;
                    } else {
                        currentTransitionTimer = 0;
                        currentTransitionElapsed = 0;
                    }
                }
                currentTransitionData = newData;
                transitionFrom = transitionTo;
            }
            transitionTo = newTo;
            cameraStackDirty = false;
        }
    }
}
global using Microsoft.AspNetCore.Components; 
global using Microsoft.AspNetCore.Components.Rendering;
using System.Threading.Tasks;
using Sandbox.Utility;

namespace MANIFOLD.Camera {
    public enum FOVMode { Vertical, Horizontal }
    
    /// <summary>
    /// Imagine a <see cref="CameraComponent"/> but it isn't real.
    /// </summary>
    [EditorHandle("materials/gizmo/virtual_cam.png")]
    [Title(LibraryData.TITLE_SPLIT + "Virtual Camera"), Icon("videocam"), Category(LibraryData.CATEGORY)]
    public sealed class VirtualCamera : Component, Component.ExecuteInEditor {
        /// <summary>
        /// This camera's priority in the stack.
        /// </summary>
        [Property]
        public int Priority { get; set; }
        
        /// <summary>
        /// Which type of field of view to use.
        /// <see cref="FOVMode.Vertical"/> is recommended.
        /// </summary>
        [Property, Header("Lens"), Title("FOV Type")]
        public FOVMode FOVMode { get; set; }
        /// <summary>
        /// Camera's field of view in degrees.
        /// </summary>
        [Property, Range(0, 180)]
        public float FieldOfView { get; set; } = 90f;
        
        /// <summary>
        /// Does this camera have an look target?
        /// If not, <see cref="TrackingTarget"/> is used.
        /// </summary>
        [Property, Header("Targets")]
        public bool UseLookTarget { get; set; }
        /// <summary>
        /// Target to track. Used as the <see cref="LookTarget"/> as well by default.
        /// </summary>
        [Property]
        public GameObject TrackingTarget { get; set; }
        /// <summary>
        /// Target to look at.
        /// </summary>
        [Property, ShowIf(nameof(UseLookTarget), true)]
        public GameObject LookTarget { get; set; }

        /// <summary>
        /// Should switching to this camera use a special transition?
        /// </summary>
        [Property, Header("Transition")]
        public bool UseCustomTransition { get; set; } = false;
        [ShowIf(nameof(UseCustomTransition), true)]
        [Property]
        public TransitionData TransitionData { get; set; }
        
        private CameraSystem internalSystem;
        private List<CameraExtension> extensions;
        private int lastComponentCount;
        
        public CameraSystem System {
            get {
                if (internalSystem == null) {
                    internalSystem = Scene.GetSystem<CameraSystem>();
                }
                return internalSystem;
            }
        }
        public bool IsActive => System.CurrentCamera == this;

        internal void OnSystemInit(CameraSystem system) {
            internalSystem = system;
            
            extensions = Components.GetAll<CameraExtension>(FindMode.EverythingInSelf).ToList();
            foreach (CameraExtension ext in extensions) {
                ext.Camera = this;
                ext.OnCameraInitialize();
            }
        }

        internal void DoExtensionUpdate(out Vector3 localPos, out Rotation localRot) {
            localPos = Vector3.Zero;
            localRot = Rotation.Identity;

            foreach (CameraExtension ext in extensions) {
                ext.OnCameraUpdate(ref localPos, ref localRot);
            }
        }

        protected override void OnStart() {
            if (internalSystem == null) {
                OnSystemInit(Scene.GetSystem<CameraSystem>());
            }
        }

        protected override void OnEnabled() {
            if (internalSystem == null) {
                OnSystemInit(Scene.GetSystem<CameraSystem>());
            }
            
            System.ActivateCamera(this);
        }

        protected override void OnDisabled() {
            System.DeactivateCamera(this);
        }

        protected override void OnUpdate() {
            if (!Scene.IsEditor) return; // we probably dont need to check this at runtime right?
            if (lastComponentCount != Components.Count) {
                extensions = Components.GetAll<CameraExtension>(FindMode.EverythingInSelf).ToList();
                Log.Info("component count has changed");
                lastComponentCount = Components.Count;
            }
        }
        
        protected override void DrawGizmos() {
            if (IsActive) return;
            if (!System.Brain.IsValid()) return;
            CameraComponent camera = System.Brain.Camera;

            float horizontalAngle = FieldOfView;
            // THIS IS WRONG BUT GOOD ENOUGH
            float verticalAngle = horizontalAngle * (camera.ScreenRect.Height / camera.ScreenRect.Width); // cam fov is horizontal

            Vector3 origin = Vector3.Zero;
            Vector3 forward = Vector3.Forward;
            Ray tl = new Ray(origin, forward * new Angles(verticalAngle * 0.5f, horizontalAngle * 0.5f, 0f));
            Ray tr = new Ray(origin, forward * new Angles(verticalAngle * 0.5f, -horizontalAngle * 0.5f, 0f));
            Ray bl = new Ray(origin, forward * new Angles(-verticalAngle * 0.5f, horizontalAngle * 0.5f, 0f));
            Ray br = new Ray(origin, forward * new Angles(-verticalAngle * 0.5f, -horizontalAngle * 0.5f, 0f));
            
            Frustum frustum = Frustum.FromCorners(tl, tr, br, bl, camera.ZNear, camera.ZFar);

            Gizmo.Draw.Color = new Color(0.5f, 0f, 0f);
            Gizmo.Draw.LineFrustum(frustum);
        }
    }
}
global using static Sandbox.Internal.GlobalGameNamespace;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "BetterUI" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "betterui" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "umblestudio" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "umblestudio.betterui" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "1/20/2025 1:22:55 PM" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "17" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]

[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.293.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.293.0")]
/// <summary>
/// Animates a component by scaling it between a minimum and maximum scale value.
/// </summary>

using System;

namespace BetterUI.Animations;

public class ScaleAnimation : AnimationBase
{
	/// <summary>
	/// Gets or sets the minimum scale factor.
	/// </summary>
	[Property]
	public float MinScale { get; set; } = 0.8f;

	/// <summary>
	/// Gets or sets the maximum scale factor.
	/// </summary>
	[Property]
	public float MaxScale { get; set; } = 1.2f;

	protected override void OnAnimate( float t )
	{
		var easedTime = ApplyEasing( NormalizedTime, Easing );
		var scale = MinScale + (MaxScale - MinScale) * (0.5f + 0.5f * MathF.Sin( easedTime * MathF.PI * 2 ));

		WorldScale = new Vector3(
			Axis.x > 0 ? scale : 1f,
			Axis.y > 0 ? scale : 1f,
			Axis.z > 0 ? scale : 1f
		);
	}
}
using System;

namespace BetterUI.Extensions;

/// <summary>
/// Extensions for property descriptions.
/// </summary>
internal static class PropertyDescriptionExtensions
{
	/// <summary>
	/// Checks if a property is a cascading property with the given name and type.
	/// </summary>
	/// <param name="prop">The property to check.</param>
	/// <param name="name">The name of the cascading property.</param>
	/// <param name="type">The type of the cascading property.</param>
	/// <returns>True if the property is a cascading property with the given name and type. False otherwise.</returns>
	public static bool IsCascadingProperty( this PropertyDescription prop, string name, Type type )
	{
		var attr = prop.GetCustomAttribute<CascadingPropertyAttribute>();
		if ( attr is null ) return false;
		
		return (attr.Name == name && type == prop.PropertyType) || type == prop.PropertyType;
	}
}
namespace BetterUI;

/// <summary>
/// An event that can be listened to in order to receive notifications
/// </summary>
public interface INotificationEvent : ISceneEvent<INotificationEvent>
{
	/// <summary>
	/// Called when a new notification is added to the system.
	/// </summary>
	/// <param name="notification">The notification that was added.</param>
	void OnNotification( INotification notification );

	/// <summary>
	/// Called when the notification system is changed.
	/// </summary>
	/// <param name="system">The new notification system.</param>
	void OnNotificationSystemChanged( NotificationSystem system );
}
@namespace BetterUI
@inherits Panel

@ChildContent
@namespace BetterUI
@inherits Panel
using System;

namespace BetterUI;

/// <summary>
/// An attribute that can be applied to a type to specify a notification view for a <see cref="Notification"/>.
/// </summary>
/// <remarks>
/// The type that this attribute is applied to must be a panel.
/// </remarks>
[AttributeUsage( AttributeTargets.Class | AttributeTargets.Struct )]
public sealed class NotificationViewAttribute( Type type ) : Attribute
{
	/// <summary>
	/// The type of the notification view.
	/// </summary>
	public Type Type => type;
}
using System;

namespace BetterUI.Animations;

/// <summary>
/// Animates a component rotating around a central point in a pendulum-like motion.
/// </summary>
public class PendulumAnimation : AnimationBase
{
	/// <summary>
	/// The minimum angle of rotation (in degrees) that the component will reach.
	/// </summary>
	[Property]
	public float MinAngle { get; set; } = -45f;

	/// <summary>
	/// The maximum angle of rotation (in degrees) that the component will reach.
	/// </summary>
	[Property]
	public float MaxAngle { get; set; } = 45f;

	protected override void OnAnimate( float t )
	{
		var easedTime = ApplyEasing( NormalizedTime, Easing );
		var angle = MinAngle + (MaxAngle - MinAngle) * (0.5f + 0.5f * MathF.Sin( easedTime * MathF.PI * 2 ));

		WorldRotation = Rotation.FromAxis( Vector3.Up, angle );
	}
}
global using Microsoft.AspNetCore.Components; 
global using Microsoft.AspNetCore.Components.Rendering;
namespace SmallFishUtils;

// Originally taken from Facepunch source code, thank you!
public abstract class Singleton<T> : Component, IHotloadManaged where T : Singleton<T>
{
	public static T Instance { get; private set; }

	protected override void OnAwake()
	{
		if ( Instance.IsValid() )
		{
			Log.Warning( $"Multiple Singletons found of type: {TypeLibrary.GetType<T>().Name}" );
			Destroy();
			return;
		}

		if ( Active )
		{
			Instance = (T)this;
		}
	}

	void IHotloadManaged.Destroyed( Dictionary<string, object> state )
	{
		state["IsActive"] = Instance == this;
	}

	void IHotloadManaged.Created( IReadOnlyDictionary<string, object> state )
	{
		if ( state.GetValueOrDefault( "IsActive" ) is true )
		{
			Instance = (T)this;
		}
	}

	protected override void OnDestroy()
	{
		if ( Instance == this )
		{
			Instance = null;
		}
	}
}
using Sandbox.UI;
using Sandbox.UI.Construct;

public class ToastPanel : Panel
{
	public ToastPanel( Toast toast )
	{
		AddClass( toast.Status.ToString() );
		AddClass( toast.Position.ToString() );

		Add.Icon( toast.Status switch
		{
			ToastStatus.Info => "info",
			ToastStatus.Warning => "warning_amber",
			ToastStatus.Success => "check_circle_outline",
			ToastStatus.Error => "error_outline",
			_ => "",
		} );

		Add.Label( toast.Text, "text" );

		AddEventListener( "onclick", ( PanelEvent _ ) => Delete() );

		Invoke( toast.Duration, () => Delete() );
	}

	protected override int BuildHash() => HashCode.Combine( 1 );
}
using System;
using System.Collections;
using System.Linq;
using System.Text;
using System.Text.Json;
using System.Text.Json.Nodes;
using System.Text.Json.Serialization;
using Sandbox;
using Sandbox.Diagnostics;

namespace DataTables;

[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field)]
public class JsonTypeAnnotateAttribute : Attribute
{
}

internal static class Json
{
	public static JsonSerializerOptions Options()
	{
		return new JsonSerializerOptions() { WriteIndented = true };
	}

	public static JsonNode Serialize( object target, bool typeAnnotate, Type typeOverride = null )
	{
		var type = target.GetType();
		var typeDesc = TypeLibrary.GetType( type );

		if ( typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
		     type.IsAssignableTo( typeof(string) ) )
			return Sandbox.Json.ToNode( target );

		if ( type.IsAssignableTo( typeof(IList) ) )
			return SerializeList( (IList)target, typeAnnotate );

		if ( type.IsAssignableTo( typeof(IDictionary) ) )
			return SerializeDictionary( (IDictionary)target, typeAnnotate );

		var node = SerializeObject( target, true, typeOverride );
		if ( typeAnnotate )
			node["__type"] = typeDesc.FullName;
		return node;
	}

	public static JsonNode SerializeDictionary( IDictionary target, bool typeAnnotate )
	{
		JsonObject jdict = new();

		Type keyArg = TypeLibrary.GetGenericArguments( target.GetType() )[0];

		bool isInteger = keyArg == typeof(int);
		bool isString = keyArg == typeof(string);
		bool isReal = keyArg == typeof(float) || keyArg == typeof(double);

		if ( !(isInteger || isString || isReal) )
		{
			Log.Error(
				$"The type '{keyArg.FullName}' is not a supported dictionary key! If you really need this to be supported, please submit an issue @ https://github.com/tzainten/DataTables" );
			return jdict;
		}

		foreach ( var key in target.Keys )
		{
			if ( key is null )
				continue;

			var value = target[key];
			if ( value is null )
				continue;

			jdict.Add( key.ToString(), Serialize( value, typeAnnotate ) );
		}

		return jdict;
	}

	public static JsonArray SerializeList( IList target, bool typeAnnotate )
	{
		JsonArray jarray = new();

		foreach ( var elem in target )
		{
			if ( elem is null )
				continue;

			jarray.Add( Serialize( elem, typeAnnotate ) );
		}

		return jarray;
	}

	public static JsonObject SerializeObject( object target, bool typeAnnotate, Type typeOverride = null )
	{
		JsonObject jobj = new();

		var type = typeOverride ?? target.GetType();
		var typeDesc = TypeLibrary.GetType( type );

		if ( typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
		     type.IsAssignableTo( typeof(string) ) )
			return Sandbox.Json.ToNode( target ).AsObject();

		var members = TypeLibrary.GetFieldsAndProperties( typeDesc );
		foreach ( var member in members )
		{
			object value = null;
			bool shouldAnnotate = false;

			if ( member.IsField )
			{
				FieldDescription field = (FieldDescription)member;
				value = field.GetValue( target );
				if ( value is null )
					continue;

				shouldAnnotate = field.HasAttribute( typeof(JsonTypeAnnotateAttribute) );
				jobj[field.Name] = Serialize( value, shouldAnnotate, !shouldAnnotate ? field.FieldType : null );

				continue;
			}

			PropertyDescription property = (PropertyDescription)member;
			value = property.GetValue( target );
			if ( value is null )
				continue;

			shouldAnnotate = property.HasAttribute( typeof(JsonTypeAnnotateAttribute) );
			jobj[property.Name] = Serialize( value, shouldAnnotate, !shouldAnnotate ? property.PropertyType : null );
		}

		return jobj;
	}

	public static T Deserialize<T>( string json )
	{
		JsonNode node = JsonNode.Parse( json );
		if ( node is null )
			return default;

		return (T)DeserializeInternal( node, typeof(T) );
	}

	public static object DeserializeInternal( JsonNode node, Type type )
	{
		TypeDescription typeDesc = TypeLibrary.GetType( type );
		if ( typeDesc is not null && (typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
		                              type.IsAssignableTo( typeof(string) )) )
		{
			try
			{
				return Sandbox.Json.FromNode( node, type );
			}
			catch ( Exception e )
			{
				return null;
			}
		}

		if ( type.IsAssignableTo( typeof(IDictionary) ) )
			return DeserializeDictionary( node.AsObject(), type );

		switch ( node.GetValueKind() )
		{
			case JsonValueKind.Object:
				return DeserializeObject( node.AsObject(), type );
			case JsonValueKind.Array:
				return DeserializeList( node.AsArray(), type );
			default:
				try
				{
					return Sandbox.Json.FromNode( node, type );
				}
				catch ( Exception e )
				{
					return null;
				}
		}
	}

	public static IList DeserializeList( JsonArray jarray, Type type )
	{
		IList list = TypeLibrary.Create<IList>( type );

		using var enumerator = jarray.GetEnumerator();
		while ( enumerator.MoveNext() )
		{
			var node = enumerator.Current;

			Type genericArg = TypeLibrary.GetGenericArguments( type ).First();

			var elem = DeserializeInternal( node, genericArg );
			if ( elem is null )
				continue;

			if ( elem.GetType().IsAssignableTo( genericArg ) )
				list.Add( elem );
		}

		return list;
	}

	public static IDictionary DeserializeDictionary( JsonObject jobj, Type type )
	{
		IDictionary dict = TypeLibrary.Create<IDictionary>( type );

		using var enumerator = jobj.GetEnumerator();
		while ( enumerator.MoveNext() )
		{
			var pair = enumerator.Current;

			Type[] genericArgs = TypeLibrary.GetGenericArguments( type );
			var keyType = genericArgs[0];

			var key = pair.Key;
			object parsedKey = key;
			if ( keyType == typeof(int) )
			{
				if ( int.TryParse( key, out int num ) )
					parsedKey = num;
			}
			else if ( keyType == typeof(double) )
			{
				if ( double.TryParse( key, out double num ) )
					parsedKey = num;
			}
			else if ( keyType == typeof(float) )
			{
				if ( float.TryParse( key, out float num ) )
					parsedKey = num;
			}

			var node = pair.Value;

			var elem = DeserializeInternal( node, genericArgs[1] );
			if ( elem is null )
				continue;

			Type keyArg = TypeLibrary.GetGenericArguments( type )[0];
			Type valueArg = TypeLibrary.GetGenericArguments( type )[1];

			bool isCorrectKeyType = parsedKey.GetType().IsAssignableTo( keyArg );
			bool isCorrectValueType = elem.GetType().IsAssignableTo( valueArg );

			if ( !isCorrectKeyType || !isCorrectValueType )
				continue;

			if ( elem.GetType().IsAssignableTo( genericArgs[1] ) )
				dict.Add( parsedKey, elem );
		}

		return dict;
	}

	public static object DeserializeObject( JsonObject jobj, Type type )
	{
		jobj.TryGetPropertyValue( "__type", out JsonNode __type );

		TypeDescription typeDesc = null;
		if ( __type is not null )
		{
			typeDesc = TypeLibrary.GetType( __type.GetValue<string>() );
		}
		else
		{
			typeDesc = TypeLibrary.GetType( type );
		}

		if ( typeDesc is null )
			return null;

		object instance = TypeLibrary.Create<object>( typeDesc.TargetType );
		using var enumerator = jobj.GetEnumerator();
		while ( enumerator.MoveNext() )
		{
			var node = enumerator.Current;

			var property = typeDesc.Properties.FirstOrDefault( x =>
				x.IsPublic && !x.IsStatic && x.IsNamed( node.Key ) && x.CanWrite && x.CanRead );
			bool isValidProperty = property is not null;

			var field = typeDesc.Fields.FirstOrDefault( x => x.IsPublic && !x.IsStatic && x.IsNamed( node.Key ) );
			bool isValidField = field is not null;

			if ( !isValidProperty && !isValidField )
				continue;

			var deserializeType = isValidProperty ? property.PropertyType : field.FieldType;
			var value = DeserializeInternal( node.Value, deserializeType );
			if ( value is null )
				continue;

			if ( value.GetType().IsAssignableTo( deserializeType ) )
			{
				if ( isValidProperty )
					property.SetValue( instance, value );
				else
					field.SetValue( instance, value );
			}
		}

		return instance;
	}
}
using Duccsoft.ImGui.Rendering;
using System;

namespace Duccsoft.ImGui.Elements;

public class Window : Element
{
	public Window( string name, ref bool open, Vector2 screenPos, Vector2 pivot, Vector2 size, ImGuiWindowFlags flags )
		: base( null )
	{
		Name = name;
		DrawList = new ImDrawList( Name );
		Id = ImGui.GetID( Name );
		WindowFlags = flags;
		Position = screenPos;
		if ( System.CustomWindowPositions.TryGetValue( Id, out var customPos ) )
		{
			// Window positions are stored unscaled in case screen size changes,
			// so we need to scale them back up here.
			Position = customPos * ImGuiStyle.UIScale;
		}
		Pivot = pivot;
		Padding = ImGui.GetStyle().WindowPadding;
		CustomSize = size;
		ImGuiSystem.Current.IdStack.Push( Id );
		ImGuiSystem.Current.WindowStack.Push( this );
		CursorPosition = ImGui.GetStyle().WindowPadding;
		CursorStartPosition = CursorPosition;

		OnBegin();

		open = true;
	}

	public string Name { get; init; }
	public ImDrawList DrawList { get; set; }
	public ImGuiWindowFlags WindowFlags { get; init; }

	public Action OnClose { get; set; }

	internal WindowTitleBar TitleBar { get; set; }

	public Vector2 CursorStartPosition { get; set; }
	public Vector2 CursorPosition { get; set; }

	public static Color32 BackgroundColor => ImGui.GetColorU32( ImGuiCol.WindowBg );
	public static Color32 BorderColor => ImGui.GetColorU32( ImGuiCol.Border );

	public override void OnEnd()
	{
		base.OnEnd();

		TitleBar?.OnEnd();
		if ( System.TryGetDrawList( Id, out var drawList ) )
		{
			DrawList = drawList;
			DrawList.CommandList.Reset();
		}
		else
		{
			DrawList = new ImDrawList( $"ImGui DrawList {Name}" );
			System.AddDrawList( Id, DrawList );
		}
	}

	protected override void OnDrawSelf( ImDrawList drawList )
	{
		DrawList.AddRect( ScreenRect.TopLeft, ScreenRect.BottomRight, BorderColor, rounding: 0, flags: ImDrawFlags.None, thickness: 1 );
		DrawList.AddRectFilled( ScreenRect.TopLeft, ScreenRect.BottomRight, BackgroundColor );
	}
}
namespace Duccsoft.ImGui;

public static partial class ImGui
{
	public static ImGuiIO GetIO() => System.InputState;
	public static Vector2 GetMousePos() => MouseState.Position;
	public static Vector2 GetMouseDragDelta( ImGuiMouseButton button, float lockThreshold = -1.0f )
	{
		if ( lockThreshold < 0f )
		{
			// TODO: Use io.MouseDraggingThreshold
			lockThreshold = 1.0f;
		}
		var mouseDelta = button switch
		{
			ImGuiMouseButton.Left	=> MouseState.LeftClickDragTotalDelta,
			ImGuiMouseButton.Right	=> MouseState.RightClickDragTotalDelta,
			ImGuiMouseButton.Middle	=> MouseState.MiddleClickDragTotalDelta,
			_						=> Vector2.Zero
		};
		if ( mouseDelta.Length < lockThreshold )
			return Vector2.Zero;

		return mouseDelta;
	}
}
using System;

namespace Duccsoft.ImGui;

public static partial class ImGui
{
	public static float GetFontSize() => (int)(18 * ImGuiStyle.UIScale);

	public static ImGuiStyle GetStyle()
	{
		return ImGuiSystem.Current.Style;
	}

	public static Color32 GetColorU32( ImGuiCol color, float alphaMul = 1.0f )
	{
		var colors = ImGuiSystem.Current.Style.Colors;

		if ( colors is null || !colors.TryGetValue( color, out Color32 styleColor ) )
			return new Color32( 0xFF, 0x00, 0xFF, (byte)(0xFF * alphaMul) );

		return styleColor with { a = (byte)(styleColor.a * alphaMul) };
	}

	#region Style Colors
	public static void StyleColorsDark( ImGuiStyle style )
	{
		if ( style is null )
			return;

		style.Colors ??= new();
		style.Colors[ImGuiCol.WindowBg]						= new( 0x0F, 0x0F, 0x0F, 240 );
		style.Colors[ImGuiCol.Border]						= new( 0x42, 0x42, 0x4C, 128 );
		style.Colors[ImGuiCol.Text]							= new( 0xFF, 0xFF, 0xFF );
		style.Colors[ImGuiCol.TitleBg]						= new( 0x0A, 0x0A, 0x0A );
		style.Colors[ImGuiCol.TitleBgActive]				= new( 0x29, 0x4A, 0x7A );
		style.Colors[ImGuiCol.Button]						= new( 66, 150, 250, 102 );
		style.Colors[ImGuiCol.ImGuiColButtonHovered]		= new( 66, 150, 250 );
		style.Colors[ImGuiCol.ButtonActive]					= new( 15, 135, 250 );
		style.Colors[ImGuiCol.FrameBg]						= new( 41, 74, 122, 138 );
		style.Colors[ImGuiCol.FrameBgHovered]				= new( 66, 150, 250, 102 );
		style.Colors[ImGuiCol.FrameBgActive]				= new( 66, 150, 250, 171 );
		style.Colors[ImGuiCol.SliderGrab]					= new( 61, 133, 244 );
		style.Colors[ImGuiCol.SliderGrabActive]				= new( 66, 150, 250, 255 );
		style.Colors[ImGuiCol.CheckMark]					= new( 66, 150, 250, 255 );
	}
	#endregion
}
using Duccsoft.ImGui.Elements;

namespace Duccsoft.ImGui;

public static partial class ImGui
{
	public static bool IsItemClicked( ImGuiMouseButton button = ImGuiMouseButton.Left )
	{
		return System.ClickedElementId == CurrentItemRecursive?.Id;
	}

	public static void Text( string formatString, params object[] args )
	{
		var text = string.Format( formatString, args );
		_ = new TextWidget( CurrentWindow, text );
	}

	public static bool Button( string label, Vector2 size = default )
	{
		var button = new ButtonWidget( CurrentWindow, label );
		return button.IsReleased;
	}

	public static bool Checkbox( string label, ref bool value )
	{
		var checkbox = new Checkbox( CurrentWindow, label, ref value );
		return checkbox.IsReleased;
	}

	public static bool DragInt( string label, ref int value, float speed = 1.0f, int min = 0, int max = 0, string format = null, ImGuiSliderFlags flags = 0 )
	{
		_ = new DragInt( CurrentWindow, label, ref value, speed, min, max, format, flags );
		// TODO: Is returning true correct?
		return true;
	}

	public static bool SliderFloat( string label, ref float value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
	{
		var components = new float[1] { value };
		_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
		value = components[0];
		return true;
	}

	public static bool SliderFloat2( string label, ref Vector2 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
	{
		var components = new float[2] { value.x, value.y };
		_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
		value.x = components[0];
		value.y = components[1];
		return true;
	}

	public static bool SliderFloat3( string label, ref Vector3 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
	{
		var components = new float[3] { value.x, value.y, value.z };
		_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
		value.x = components[0];
		value.y = components[1];
		value.z = components[2];
		return true;
	}

	public static bool SliderFloat4( string label, ref Vector4 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
	{
		var components = new float[4] { value.x, value.y, value.z, value.w };
		_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
		value.x = components[0];
		value.y = components[1];
		value.z = components[2];
		value.w = components[3];
		return true;
	}

	public static bool SliderInt( string label, ref int value, int min, int max, string format = null, ImGuiSliderFlags flags = 0 )
	{
		var components = new int[1] { value };
		_ = new Slider<int>( CurrentWindow, label, ref components, min, max, format );
		value = components[0];
		return true;
	}

	public static void Image( Texture texture, Vector2 size, Vector2 uv0, Vector2 uv1, Color tintColor, Color borderColor )
	{
		_ = new ImageWidget( CurrentWindow, texture, size, uv0, uv1, tintColor, borderColor );
	}

	public static void Image( Texture texture, Vector2 size, Color tintColor, Color borderColor )
	{
		Image( texture, size, Vector2.Zero, Vector2.One, tintColor, borderColor );
	}
}
using System;
using System.Collections.Generic;

namespace Duccsoft.ImGui;

public class IdStack
{
	private struct HashData
	{
		public HashData( string id )
		{
			StringSource = id;
		}

		public HashData( int id )
		{
			IntSource = id;
		}

		public string StringSource { get; set; }
		public int IntSource { get; set; }
		
		public override int GetHashCode()
		{
			return HashCode.Combine( StringSource, IntSource );
		}
	}

	private Stack<HashData> _data = new();
	private Stack<int> _hashes = new();
	private int GetSeed()
	{
		if ( _hashes.Count == 0 )
		{
			return 0;
		}
		else
		{
			return _hashes.Peek();
		}
	}

	public void Clear()
	{
		_data.Clear();
		_hashes.Clear();
	}

	public int GetHash( string id ) => HashCode.Combine( GetSeed(), id );
	public int GetHash( int id ) => HashCode.Combine( GetSeed(), id );
	private int GetHash( HashData id ) => HashCode.Combine( GetSeed(), id.GetHashCode() );

	public void Push( string id ) => Push( new HashData( id ) );
	public void Push( int id ) => Push( new HashData( id ) );
	private void Push( HashData data )
	{
		_data.Push( data );
		var hash = GetHash( data );
		_hashes.Push( hash );
	}

	public void Pop()
	{
		_data.Pop();
		_hashes.Pop();
	}

}
using System;
using System.Collections.Generic;
using System.Linq;

namespace Duccsoft.ImGui;

internal class ReflectionCache : IHotloadManaged
{
	private Dictionary<Type, TypeDescription> _typeCache { get; set; } = new();
	private Dictionary<Type, List<PropertyDescription>> _propertyCache { get; set; } = new();
	public TypeDescription GetTypeDescription( Type type )
	{
		ArgumentNullException.ThrowIfNull( type );
		if ( !_typeCache.TryGetValue( type, out var typeDesc ) )
		{
			typeDesc = TypeLibrary.GetType( type );
			if ( typeDesc is null )
				throw new Exception( $"Type {type?.FullName} not found in {nameof( TypeLibrary )}" );
			_typeCache[type] = typeDesc;
		}
		return _typeCache[type];
	}

	public List<PropertyDescription> GetProperties( Type type )
	{
		ArgumentNullException.ThrowIfNull( type );
		if ( !_propertyCache.TryGetValue( type, out var properties ) )
		{
			var typeDesc = GetTypeDescription( type );
			properties = typeDesc.Properties
				.Where( p => p.HasAttribute<PropertyAttribute>() )
				.ToList();
			_propertyCache[type] = properties;
		}
		return _propertyCache[type];
	}

	private void Clear()
	{
		_typeCache?.Clear();
		_propertyCache?.Clear();
		_typeCache ??= new();
		_propertyCache ??= new();
	}

	public void Created( IReadOnlyDictionary<string, object> state ) => Clear();
	public void Persisted() => Clear();
}