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@@ -0,0 +1,61 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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namespace BSO
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{
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public struct EntityInfo
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{
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public int Slot;
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public nint Ptr;
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public string Class;
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public Vec3 Pos;
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}
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/// <summary>Alle Entities der Szene (VisBaseEntity_cl) mit Klassenname und Position.</summary>
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public static unsafe class Entities
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{
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public static List<EntityInfo> Scan()
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{
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var list = new List<EntityInfo>();
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if (!Vision.TryGetEntities(out nint* data, out int count)) return list;
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for (int i = 0; i < count; i++)
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{
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nint e = data[i];
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if (e == 0) continue;
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string cls = Rtti.ClassName(e);
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if (cls == null) continue; // kein gueltiges Objekt - lieber nicht anfassen
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list.Add(new EntityInfo { Slot = i, Ptr = e, Class = cls, Pos = Vision.GetPosition(e) });
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}
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return list;
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}
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/// <summary>Steht in Platz slot noch dasselbe Objekt? Dann lebt es noch und darf gelesen werden.</summary>
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public static bool StillThere(int slot, nint ptr)
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{
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return Vision.TryGetEntities(out nint* data, out int count) && slot < count && data[slot] == ptr;
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}
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/// <summary>Diagnose (F10): alle Entities nach BSO\entities.txt, naechste zur Kamera zuerst.</summary>
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public static string Dump(Vec3 camera)
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{
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var list = Scan();
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var sb = new StringBuilder();
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sb.AppendLine($"BSO {Bootstrap.ModVersion} - {list.Count} Entities, Kamera bei {camera}");
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sb.AppendLine();
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sb.AppendLine("Klassen:");
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foreach (var g in list.GroupBy(e => e.Class).OrderByDescending(g => g.Count()))
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sb.AppendLine($" {g.Count(),5} {g.Key}");
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sb.AppendLine();
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sb.AppendLine("Platz Abstand Klasse Position");
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foreach (var e in list.OrderBy(e => (e.Pos - camera).Length))
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sb.AppendLine($"{e.Slot,5} {(e.Pos - camera).Length,8:0} {e.Class,-34} {e.Pos}");
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string file = Path.Combine(Bootstrap.Folder, "entities.txt");
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File.WriteAllText(file, sb.ToString());
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Bootstrap.Log($"{list.Count} Entities nach {file} geschrieben");
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return file;
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}
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}
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}
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