TechbloxModdingAPI/GamecraftModdingAPI/Blocks/SignalEngine.cs

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using Svelto.ECS;
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using Gamecraft.Wires;
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using GamecraftModdingAPI.Engines;
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
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/// Engine which executes signal actions
/// </summary>
public class SignalEngine : IApiEngine
{
public string Name { get; } = "GamecraftModdingAPISignalGameEngine";
public EntitiesDB entitiesDB { set; private get; }
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public bool isRemovable => false;
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public bool IsInGame = false;
public void Dispose()
{
IsInGame = false;
}
public void Ready()
{
IsInGame = true;
}
// implementations for Signal static class
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public bool SetSignal(EGID blockID, float signal, out uint signalID, bool input = true)
{
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signalID = GetSignalIDs(blockID, input)[0];
return SetSignal(signalID, signal);
}
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public bool SetSignal(uint signalID, float signal, bool input = true)
{
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var array = GetSignalStruct(signalID, out uint index, input);
if (array != null) array[index].valueAsFloat = signal;
return false;
}
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public float AddSignal(EGID blockID, float signal, out uint signalID, bool clamp = true, bool input = true)
{
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signalID = GetSignalIDs(blockID, input)[0];
return AddSignal(signalID, signal, clamp, input);
}
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public float AddSignal(uint signalID, float signal, bool clamp = true, bool input = true)
{
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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;
}
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public float GetSignal(EGID blockID, out uint signalID, bool input = true)
{
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signalID = GetSignalIDs(blockID, input)[0];
return GetSignal(signalID, input);
}
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public float GetSignal(uint signalID, bool input = true)
{
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var array = GetSignalStruct(signalID, out uint index, input);
return array?[index].valueAsFloat ?? 0f;
}
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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;
}
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public EGID[] GetElectricBlocks()
{
uint count = entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.OWNED_BLOCKS) + entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);
uint i = 0;
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EGID[] res = new EGID[count];
foreach (ref BlockPortsStruct s in entitiesDB.QueryEntities<BlockPortsStruct>(BlockIdentifiers.OWNED_BLOCKS))
{
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res[i] = s.ID;
i++;
}
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foreach (ref BlockPortsStruct s in entitiesDB.QueryEntities<BlockPortsStruct>(BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS))
{
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res[i] = s.ID;
i++;
}
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return res;
}
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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;
}
}
}