using System; using Gamecraft.Wires; using Svelto.ECS; using Unity.Mathematics; using GamecraftModdingAPI; using GamecraftModdingAPI.Utility; namespace GamecraftModdingAPI.Blocks { /// <summary> /// Common implementation for blocks that support wiring. /// </summary> public class SignalingBlock : Block { public SignalingBlock(EGID id) : base(id) { } public SignalingBlock(uint id) : base(id) { } /// <summary> /// Generates the input port identifiers. /// </summary> /// <returns>The input identifiers.</returns> protected EGID[] GetInputIds() { return SignalEngine.GetSignalInputs(Id); } /// <summary> /// Generates the output port identifiers. /// </summary> /// <returns>The output identifiers.</returns> protected EGID[] GetOutputIds() { return SignalEngine.GetSignalOutputs(Id); } /// <summary> /// Gets the connected wire. /// </summary> /// <returns>The connected wire.</returns> /// <param name="portId">Port identifier.</param> /// <param name="connected">Whether the port has a wire connected to it.</param> protected ref WireEntityStruct GetConnectedWire(EGID portId, out bool connected) { return ref SignalEngine.MatchPortToWire(portId, Id, out connected); } /// <summary> /// [EXPERIMENTAL] Gets the channel data. /// </summary> /// <returns>The channel data.</returns> /// <param name="portId">Port identifier.</param> /// <param name="exists">Whether the channel actually exists.</param> protected ref ChannelDataStruct GetChannelData(EGID portId, out bool exists) { return ref SignalEngine.GetChannelDataStruct(portId, out exists); } /// <summary> /// The input port count. /// </summary> public uint InputCount { get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.inputCount); } /// <summary> /// The output port count. /// </summary> public uint OutputCount { get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.outputCount); } /// <summary> /// Connect an output on this block to an input on another block. /// </summary> /// <param name="sourcePort">Output port number.</param> /// <param name="destination">Input block.</param> /// <param name="destinationPort">Input port number.</param> /// <returns>The wire connection</returns> /// <exception cref="WiringException">The wire could not be created.</exception> public Wire Connect(byte sourcePort, SignalingBlock destination, byte destinationPort) { if (sourcePort >= OutputCount) { throw new WiringException("Source port does not exist"); } if (destinationPort >= destination.InputCount) { throw new WiringException("Destination port does not exist"); } return Wire.Connect(this, sourcePort, destination, destinationPort); } /// <summary> /// The port's name. /// This is localized to the user's language, so this is not reliable for port identification. /// </summary> /// <param name="port">Port number.</param> /// <param name="input">Whether the port is an input (true) or an output (false).</param> /// <returns>The localized port name.</returns> public string PortName(byte port, bool input) { BlockPortsStruct bps = BlockEngine.GetBlockInfo(this, (BlockPortsStruct a) => a); PortEntityStruct pes = SignalEngine.GetPortByOffset(this, port, input); return pes.portNameLocalised; } /// <summary> /// The input port's name. /// </summary> /// <param name="port">Input port number.</param> /// <returns>The port name, localized to the user's language.</returns> public string InputPortName(byte port) => PortName(port, true); /// <summary> /// The output port's name. /// </summary> /// <param name="port">Output port number.</param> /// <returns>The port name, localized to the user's language.</returns> public string OutputPortName(byte port) => PortName(port, false); /// <summary> /// All wires connected to the input port. /// These wires will always be wired output -> input. /// </summary> /// <param name="port">Port number.</param> /// <returns>Wires connected to the input port.</returns> public Wire[] ConnectedToInput(byte port) { if (port >= InputCount) throw new WiringException($"Port input {port} does not exist"); EGID[] wireEgids = SignalEngine.WiredToInput(Id, port); Wire[] wires = new Wire[wireEgids.Length]; for (uint i = 0; i < wireEgids.Length; i++) { wires[i] = new Wire(wireEgids[i]); } return wires; } /// <summary> /// All wires connected to the output port. /// These wires will always be wired output -> input. /// </summary> /// <param name="port">Port number.</param> /// <returns>Wires connected to the output port.</returns> public Wire[] ConnectedToOutput(byte port) { if (port >= OutputCount) throw new WiringException($"Port output {port} does not exist"); EGID[] wireEgids = SignalEngine.WiredToOutput(Id, port); Wire[] wires = new Wire[wireEgids.Length]; for (uint i = 0; i < wireEgids.Length; i++) { wires[i] = new Wire(wireEgids[i]); } return wires; } } }