using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RobocraftX; using RobocraftX.Blocks; using RobocraftX.Blocks.Ghost; using RobocraftX.Common; using RobocraftX.Multiplayer; using RobocraftX.SimulationModeState; using RobocraftX.UECS; using Unity.Entities; using Svelto.Context; using Svelto.DataStructures; using Svelto.ECS; using Svelto.ECS.EntityStructs; using Unity.Transforms; using Unity.Mathematics; using UnityEngine; using Gamecraft.Wires; using GamecraftModdingAPI.Utility; using GamecraftModdingAPI.Engines; namespace GamecraftModdingAPI.Blocks { /// <summary> /// Engine which executes signal actions /// </summary> public class SignalEngine : IApiEngine { public string Name { get; } = "GamecraftModdingAPISignalGameEngine"; public EntitiesDB entitiesDB { set; private get; } public bool isRemovable => false; public bool IsInGame = false; public void Dispose() { IsInGame = false; } public void Ready() { IsInGame = true; } // implementations for Signal static class public bool SetSignal(EGID blockID, float signal, out uint signalID, bool input = true) { signalID = GetSignalIDs(blockID, input)[0]; return SetSignal(signalID, signal); } public bool SetSignal(uint signalID, float signal, bool input = true) { var array = GetSignalStruct(signalID, out uint index, input); if (array != null) array[index].valueAsFloat = signal; return false; } public float AddSignal(EGID blockID, float signal, out uint signalID, bool clamp = true, bool input = true) { signalID = GetSignalIDs(blockID, input)[0]; return AddSignal(signalID, signal, clamp, input); } public float AddSignal(uint signalID, float signal, bool clamp = true, bool input = true) { var array = GetSignalStruct(signalID, out uint index, input); if (array != null) { ref var channelData = ref array[index]; channelData.valueAsFloat += signal; if (clamp) { if (channelData.valueAsFloat > Signals.POSITIVE_HIGH) { channelData.valueAsFloat = Signals.POSITIVE_HIGH; } else if (channelData.valueAsFloat < Signals.NEGATIVE_HIGH) { channelData.valueAsFloat = Signals.NEGATIVE_HIGH; } return channelData.valueAsFloat; } } return signal; } public float GetSignal(EGID blockID, out uint signalID, bool input = true) { signalID = GetSignalIDs(blockID, input)[0]; return GetSignal(signalID, input); } public float GetSignal(uint signalID, bool input = true) { var array = GetSignalStruct(signalID, out uint index, input); return array?[index].valueAsFloat ?? 0f; } public uint[] GetSignalIDs(EGID blockID, bool input = true) { ref BlockPortsStruct bps = ref entitiesDB.QueryEntity<BlockPortsStruct>(blockID); uint[] signals; if (input) { signals = new uint[bps.inputCount]; for (uint i = 0u; i < bps.inputCount; i++) { signals[i] = bps.firstInputID + i; } } else { signals = new uint[bps.outputCount]; for (uint i = 0u; i < bps.outputCount; i++) { signals[i] = bps.firstOutputID + i; } } return signals; } public EGID[] GetElectricBlocks() { uint count = entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.OWNED_BLOCKS) + entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS); uint i = 0; EGID[] res = new EGID[count]; foreach (ref BlockPortsStruct s in entitiesDB.QueryEntities<BlockPortsStruct>(BlockIdentifiers.OWNED_BLOCKS)) { res[i] = s.ID; i++; } foreach (ref BlockPortsStruct s in entitiesDB.QueryEntities<BlockPortsStruct>(BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS)) { res[i] = s.ID; i++; } return res; } private ChannelDataStruct[] GetSignalStruct(uint signalID, out uint index, bool input = true) { ExclusiveGroup group = input ? NamedExclusiveGroup<InputPortsGroup>.Group : NamedExclusiveGroup<OutputPortsGroup>.Group; if (entitiesDB.Exists<PortEntityStruct>(signalID, group)) { index = entitiesDB.QueryEntity<PortEntityStruct>(signalID, group).anyChannelIndex; ChannelDataStruct[] channelData = entitiesDB .QueryEntities<ChannelDataStruct>(NamedExclusiveGroup<ChannelDataGroup>.Group) .ToFastAccess(out uint _); return channelData; } index = 0; return null; } } }