Add mostly reliable signal & channel API support
This commit is contained in:
parent
15a73ecfab
commit
2df8da1af5
15 changed files with 522 additions and 10 deletions
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@ -33,6 +33,8 @@ namespace GamecraftModdingAPI.Blocks
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public static ExclusiveGroup SPAWN_POINTS_DISABLED { get { return CommonExclusiveGroups.SPAWN_POINTS_DISABLED_GROUP; } }
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public static ExclusiveGroup OUTPUT_SIGNAL_CHANNELS { get { return CommonExclusiveGroups.CHANNEL_OUTPUT_SIGNAL_GROUPS; } }
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/// <summary>
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/// The ID of the most recently placed block
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/// </summary>
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@ -81,7 +81,7 @@ namespace GamecraftModdingAPI.Blocks
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public bool IsBuildMode()
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{
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return this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP).simulationMode == SimulationMode.Build;
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return SimModeUtil.IsBuildMode(this.entitiesDB);
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}
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}
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}
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@ -21,7 +21,7 @@ namespace GamecraftModdingAPI.Blocks
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/// <param name="id">The block's id</param>
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/// <param name="vector">The rotation amount around the x,y,z-planes</param>
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/// <returns></returns>
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public static bool MoveBlock(uint id, float3 vector)
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public static bool RotateBlock(uint id, float3 vector)
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{
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if (rotationEngine.IsInGame && rotationEngine.IsBuildMode())
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{
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@ -37,11 +37,11 @@ namespace GamecraftModdingAPI.Blocks
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/// <param name="id">The starting block's id</param>
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/// <param name="vector">The rotation around the x,y,z-planes</param>
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/// <returns></returns>
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public static bool MoveRotateBlocks(uint id, float3 vector)
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public static bool RotateConnectedBlocks(uint id, float3 vector)
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{
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if (rotationEngine.IsInGame && rotationEngine.IsBuildMode())
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{
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rotationEngine.MoveConnectedBlocks(id, vector);
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rotationEngine.RotateConnectedBlocks(id, vector);
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return true;
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}
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return false;
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@ -73,14 +73,14 @@ namespace GamecraftModdingAPI.Blocks
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}
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public float3 MoveConnectedBlocks(uint blockID, Vector3 vector)
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public float3 RotateConnectedBlocks(uint blockID, Vector3 vector)
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{
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throw new NotImplementedException();
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}
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public bool IsBuildMode()
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{
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return this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP).simulationMode == SimulationMode.Build;
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return SimModeUtil.IsBuildMode(this.entitiesDB);
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}
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}
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}
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172
GamecraftModdingAPI/Blocks/SignalEngine.cs
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172
GamecraftModdingAPI/Blocks/SignalEngine.cs
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@ -0,0 +1,172 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using RobocraftX;
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using RobocraftX.Blocks;
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using RobocraftX.Blocks.Ghost;
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using RobocraftX.Common;
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using RobocraftX.Multiplayer;
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using RobocraftX.SimulationModeState;
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using RobocraftX.UECS;
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using Unity.Entities;
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using Svelto.Context;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using Unity.Transforms;
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using Unity.Mathematics;
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using UnityEngine;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Blocks
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{
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/// <summary>
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/// Engine which executes block movement actions
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/// </summary>
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public class SignalEngine : IApiEngine
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{
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public string Name { get; } = "GamecraftModdingAPISignalGameEngine";
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public IEntitiesDB entitiesDB { set; private get; }
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public bool IsInGame = false;
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private Stack<uint> cubesStack = new Stack<uint>();
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private bool stackInUse = false;
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private Gamecraft.DataStructures.FasterList<uint> cubesList = new Gamecraft.DataStructures.FasterList<uint>();
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private bool listInUse = false;
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public void Dispose()
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{
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IsInGame = false;
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}
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public void Ready()
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{
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IsInGame = true;
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}
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// implementations for Signal static class
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public bool SetSignal(uint blockID, uint channel, float signal, out EGID clusterID)
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{
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clusterID = GetClusterEGID(blockID, channel);
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return SetSignal(clusterID, signal);
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}
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public bool SetSignal(EGID clusterID, float signal)
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{
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if (entitiesDB.Exists<ChannelOutputSignalDataStruct>(clusterID))
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{
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entitiesDB.QueryEntity<ChannelOutputSignalDataStruct>(clusterID).outputSignal = signal;
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return true;
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}
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return false;
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}
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public float AddSignal(uint blockID, uint channel, float signal, out EGID clusterID, bool clamp = true)
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{
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clusterID = GetClusterEGID(blockID, channel);
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return AddSignal(clusterID, signal, clamp);
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}
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public float AddSignal(EGID clusterID, float signal, bool clamp=true)
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{
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if (entitiesDB.Exists<ChannelOutputSignalDataStruct>(clusterID))
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{
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ref ChannelOutputSignalDataStruct chanOutSig = ref entitiesDB.QueryEntity<ChannelOutputSignalDataStruct>(clusterID);
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chanOutSig.outputSignal += signal;
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if (clamp)
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{
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if (chanOutSig.outputSignal > Signals.POSITIVE_HIGH)
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{
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chanOutSig.outputSignal = Signals.POSITIVE_HIGH;
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}
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else if (chanOutSig.outputSignal < Signals.NEGATIVE_HIGH)
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{
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chanOutSig.outputSignal = Signals.NEGATIVE_HIGH;
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}
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return chanOutSig.outputSignal;
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}
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}
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return signal;
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}
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public float GetSignal(uint blockID, uint channel, out EGID clusterID)
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{
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clusterID = GetClusterEGID(blockID, channel);
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return GetSignal(clusterID);
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}
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public float GetSignal(EGID clusterID)
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{
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if (entitiesDB.Exists<ChannelOutputSignalDataStruct>(clusterID))
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{
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return entitiesDB.QueryEntity<ChannelOutputSignalDataStruct>(clusterID).outputSignal;
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}
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return 0f;
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}
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public EGID GetClusterEGID(uint blockID, uint channel)
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{
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uint[] connectedCubeIDs = GetConductivelyConnectedBlocks(blockID);
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uint index;
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ElectricityEntityStruct[] structs;
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Logging.CommandLog($"Found {connectedCubeIDs.Length} connected cubes");
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for (int i = 0; i < connectedCubeIDs.Length; i++)
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{
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if (entitiesDB.TryQueryEntitiesAndIndex(new EGID(connectedCubeIDs[i], CommonExclusiveGroups.OWNED_BLOCKS_GROUP), out index, out structs)
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|| entitiesDB.TryQueryEntitiesAndIndex(new EGID(connectedCubeIDs[i], CommonExclusiveGroups.FUNCTIONAL_BLOCK_PART_GROUP), out index, out structs))
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{
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ref ConductiveClusterID clusterId = ref entitiesDB.QueryEntity<ConductiveClusterIdStruct>(structs[index].ID).clusterId;
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uint operatingChannel = entitiesDB.QueryEntity<SignalOperatingChannelStruct>(structs[index].ID).operatingChannel;
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Logging.CommandLog($"Channel {operatingChannel} found");
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EGID eGID = new EGID(channel, BlockIdentifiers.OUTPUT_SIGNAL_CHANNELS + clusterId.ID);
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if (clusterId.initialized && clusterId.isConductive && entitiesDB.Exists<ChannelOutputSignalDataStruct>(eGID))
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{
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return eGID;
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}
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}
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}
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// failsafe; not 100% reliable
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foreach (ref ConductiveClusterIdStruct clusterIdStruct in entitiesDB.QueryEntities<ConductiveClusterIdStruct>(CommonExclusiveGroups.FUNCTIONAL_CUBES_IN_BOTH_SIM_AND_BUILD))
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{
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EGID eGID = new EGID(channel, BlockIdentifiers.OUTPUT_SIGNAL_CHANNELS + clusterIdStruct.clusterId.ID);
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if (clusterIdStruct.clusterId.initialized && clusterIdStruct.clusterId.isConductive && entitiesDB.Exists<ChannelOutputSignalDataStruct>(eGID))
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{
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return eGID;
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}
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}
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return default;
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}
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private uint[] GetConductivelyConnectedBlocks(uint blockID)
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{
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if (!(stackInUse || listInUse))
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{
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stackInUse = true;
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listInUse = true;
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cubesStack.Clear();
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cubesList.FastClear();
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ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID, cubesStack, cubesList, (in GridConnectionsEntityStruct g) => { return false; });
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uint[] res = cubesList.ToArray();
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stackInUse = false;
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listInUse = false;
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return res;
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}
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Stack<uint> cubeStack = new Stack<uint>();
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Gamecraft.DataStructures.FasterList<uint> cubeList = new Gamecraft.DataStructures.FasterList<uint>();
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ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID, cubesStack, cubesList, (in GridConnectionsEntityStruct g) => { return false; });
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return cubeList.ToArray();
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}
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public bool IsSimulationMode()
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{
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return SimModeUtil.IsSimulationMode(this.entitiesDB);
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}
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}
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}
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122
GamecraftModdingAPI/Blocks/Signals.cs
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122
GamecraftModdingAPI/Blocks/Signals.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.ECS;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Blocks
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{
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/// <summary>
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/// [EXPERIMENTAL] Common block signal operations
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/// </summary>
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public static class Signals
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{
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// Signal constants
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public static readonly float HIGH = 1.0f;
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public static readonly float POSITIVE_HIGH = HIGH;
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public static readonly float NEGATIVE_HIGH = -1.0f;
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public static readonly float LOW = 0.0f;
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private static SignalEngine signalEngine = new SignalEngine();
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/// <summary>
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/// Set a channel to a value in the block's conductive block cluster
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="channel">The channel (1 to 99)</param>
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/// <param name="signal">The signal value (-1 to 1; not enforced)</param>
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public static void SetSignalConnectedBlocks(uint id, uint channel, float signal)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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signalEngine.SetSignal(id, channel, signal, out EGID _);
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}
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}
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/// <summary>
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/// Set a conductive cluster channel to a value
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/// </summary>
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/// <param name="clusterID">The channel cluster's id</param>
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/// <param name="signal">The signal value (-1 to 1; not enforced)</param>
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public static void SetSignalCluster(EGID clusterID, float signal)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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signalEngine.SetSignal(clusterID, signal);
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}
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}
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/// <summary>
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/// Add a value to a channel signal in the block's conductive block cluster
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="channel">The channel (1 to 99)</param>
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/// <param name="signal">The signal value to add</param>
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/// <param name="clamp">Whether to clamp the resulting signal value between -1 and 1</param>
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public static void AddSignalConnectedBlocks(uint id, uint channel, float signal, bool clamp = true)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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signalEngine.AddSignal(id, channel, signal, out EGID _, clamp);
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}
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}
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/// <summary>
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/// Add a value to a conductive cluster channel
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/// </summary>
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/// <param name="clusterID">The channel cluster's id</param>
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/// <param name="signal">The signal value to add</param>
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/// <param name="clamp">Whether to clamp the resulting signal value between -1 and 1</param>
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public static void AddSignalCluster(EGID clusterID, float signal, bool clamp = true)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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signalEngine.AddSignal(clusterID, signal, clamp);
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}
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}
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/// <summary>
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/// Get a channel's signal value from the block's conductive block cluster
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="channel">The channel (1 to 99)</param>
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/// <returns>The signal value</returns>
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public static float GetSignalConnectedBlocks(uint id, uint channel)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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return signalEngine.GetSignal(id, channel, out EGID _);
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}
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return 0f;
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}
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/// <summary>
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/// Get a conductive cluster channel's signal value
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/// </summary>
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/// <param name="clusterID">The channel cluster's id</param>
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/// <returns>The signal value</returns>
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public static float GetSignalCluster(EGID clusterID)
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{
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if (signalEngine.IsInGame && signalEngine.IsSimulationMode())
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{
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return signalEngine.GetSignal(clusterID);
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}
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return 0f;
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}
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public static EGID GetClusterID(uint id, uint channel)
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{
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return signalEngine.GetClusterEGID(id, channel);
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}
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public static void Init()
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{
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GameEngineManager.AddGameEngine(signalEngine);
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}
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}
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}
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@ -60,7 +60,8 @@ namespace GamecraftModdingAPI.Events
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/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
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/// <param name="type">The type of event to handle</param>
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/// <param name="name">The name of the engine</param>
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public SimpleEventHandlerEngine(Action activated, Action removed, object type, string name)
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/// <param name="simple">A useless parameter to use to avoid Python overload resolution errors</param>
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public SimpleEventHandlerEngine(Action activated, Action removed, object type, string name, bool simple = true)
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: this((IEntitiesDB _) => { activated.Invoke(); }, (IEntitiesDB _) => { removed.Invoke(); }, type, name) { }
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/// <summary>
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@ -9,6 +9,7 @@ using Harmony;
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using GamecraftModdingAPI.Utility;
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using GamecraftModdingAPI.Events;
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using GamecraftModdingAPI.Tasks;
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namespace GamecraftModdingAPI
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{
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Logging.MetaDebugLog($"Initializing Blocks");
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Blocks.Movement.Init();
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Blocks.Rotation.Init();
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Blocks.Signals.Init();
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Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} initialized");
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}
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/// </summary>
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public static void Shutdown()
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{
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if (!IsInitialized)
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{
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Logging.LogWarning("GamecraftModdingAPI.Main.Shutdown() called but API is not initialized!");
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return;
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}
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Scheduler.Dispose();
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var currentAssembly = Assembly.GetExecutingAssembly();
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harmony.UnpatchAll(currentAssembly.GetName().Name);
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harmony = null;
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Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} shutdown");
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}
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}
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22
GamecraftModdingAPI/Tasks/ISchedulable.cs
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22
GamecraftModdingAPI/Tasks/ISchedulable.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.Tasks;
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namespace GamecraftModdingAPI.Tasks
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{
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/// <summary>
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/// Interface for asynchronous tasks
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/// </summary>
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public interface ISchedulable
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{
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/// <summary>
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/// Asynchronous task runner
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/// </summary>
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/// <returns>A yield-ed Svelto.Tasks-compatible object</returns>
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IEnumerator<TaskContract> Run();
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}
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}
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38
GamecraftModdingAPI/Tasks/Once.cs
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38
GamecraftModdingAPI/Tasks/Once.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.Tasks;
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using Svelto.Tasks.Enumerators;
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namespace GamecraftModdingAPI.Tasks
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{
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/// <summary>
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/// An asynchronous task to be performed once
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/// </summary>
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public class Once : ISchedulable
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{
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private Action task;
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private float delay;
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public IEnumerator<TaskContract> Run()
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{
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yield return new WaitForSecondsEnumerator(delay).Continue();
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task();
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yield return Yield.It;
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}
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/// <summary>
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/// Construct a single-run task
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/// </summary>
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/// <param name="task">The task to run once</param>
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/// <param name="after">The delay (in seconds) before the task is run</param>
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public Once(Action task, float after = 0.0f)
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{
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this.task = task;
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this.delay = after;
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}
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}
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}
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65
GamecraftModdingAPI/Tasks/Repeatable.cs
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65
GamecraftModdingAPI/Tasks/Repeatable.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.Tasks;
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||||
using Svelto.Tasks.Enumerators;
|
||||
|
||||
namespace GamecraftModdingAPI.Tasks
|
||||
{
|
||||
/// <summary>
|
||||
/// An asynchronous repeating task
|
||||
/// </summary>
|
||||
public class Repeatable : ISchedulable
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines if the task should continue to repeat
|
||||
/// </summary>
|
||||
/// <returns>Whether the task should run again (true) or end (false)</returns>
|
||||
public delegate bool ShouldContinue();
|
||||
|
||||
private ShouldContinue shouldContinue;
|
||||
|
||||
private Action task;
|
||||
|
||||
private float delay;
|
||||
|
||||
public IEnumerator<TaskContract> Run()
|
||||
{
|
||||
while (shouldContinue())
|
||||
{
|
||||
task();
|
||||
yield return new WaitForSecondsEnumerator(delay).Continue();
|
||||
}
|
||||
yield return Yield.It;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct a repeating task
|
||||
/// </summary>
|
||||
/// <param name="task">The task to repeat</param>
|
||||
/// <param name="shouldContinue">The check to determine if the task should run again</param>
|
||||
/// <param name="delay">The time to wait between repeats (in seconds)</param>
|
||||
public Repeatable(Action task, ShouldContinue shouldContinue, float delay = 0.0f)
|
||||
{
|
||||
this.task = task;
|
||||
this.shouldContinue = shouldContinue;
|
||||
this.delay = delay;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct a repeating task
|
||||
/// </summary>
|
||||
/// <param name="task">The task to repeat</param>
|
||||
/// <param name="count">The amount of times to repeat</param>
|
||||
/// <param name="delay">The time to wait between repeats (in seconds)</param>
|
||||
public Repeatable(Action task, int count, float delay = 0.0f)
|
||||
{
|
||||
this.task = task;
|
||||
this.shouldContinue = () => { return count-- != 0; };
|
||||
this.delay = delay;
|
||||
}
|
||||
}
|
||||
}
|
55
GamecraftModdingAPI/Tasks/Scheduler.cs
Normal file
55
GamecraftModdingAPI/Tasks/Scheduler.cs
Normal file
|
@ -0,0 +1,55 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
using Svelto.Tasks.Lean;
|
||||
using Svelto.Tasks.ExtraLean;
|
||||
|
||||
namespace GamecraftModdingAPI.Tasks
|
||||
{
|
||||
public static class Scheduler
|
||||
{
|
||||
public static Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunnerUI
|
||||
{
|
||||
get
|
||||
{
|
||||
return RobocraftX.Schedulers.Lean.UIScheduler;
|
||||
}
|
||||
}
|
||||
|
||||
public static Svelto.Tasks.ExtraLean.Unity.UpdateMonoRunner extraLeanRunnerUI
|
||||
{
|
||||
get
|
||||
{
|
||||
return RobocraftX.Schedulers.ExtraLean.UIScheduler;
|
||||
}
|
||||
}
|
||||
|
||||
public static readonly Svelto.Tasks.ExtraLean.Unity.UpdateMonoRunner extraLeanRunner = new Svelto.Tasks.ExtraLean.Unity.UpdateMonoRunner("GamecraftModdingAPIExtraLean");
|
||||
|
||||
public static readonly Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunner = new Svelto.Tasks.Lean.Unity.UpdateMonoRunner("GamecraftModdingAPILean");
|
||||
|
||||
public static void Schedule(ISchedulable toRun, bool extraLean = false)
|
||||
{
|
||||
if (extraLean)
|
||||
{
|
||||
toRun.Run().RunOn(extraLeanRunner);
|
||||
}
|
||||
else
|
||||
{
|
||||
toRun.Run().RunOn(leanRunner);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void Dispose()
|
||||
{
|
||||
leanRunner.Stop();
|
||||
extraLeanRunner.Stop();
|
||||
leanRunner.Dispose();
|
||||
extraLeanRunner.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,6 +2,11 @@
|
|||
using System.Reflection;
|
||||
|
||||
using Harmony;
|
||||
// test
|
||||
using Svelto.ECS;
|
||||
using RobocraftX.Blocks;
|
||||
using RobocraftX.Common;
|
||||
using RobocraftX.SimulationModeState;
|
||||
|
||||
using GamecraftModdingAPI.Commands;
|
||||
using GamecraftModdingAPI.Events;
|
||||
|
@ -94,6 +99,27 @@ namespace GamecraftModdingAPI.Tests
|
|||
|
||||
public void OnLevelWasLoaded(int level) { }
|
||||
|
||||
public void OnUpdate() { }
|
||||
public void OnUpdate()
|
||||
{
|
||||
/*
|
||||
if (db != null && signalStrength != 0.0f && db.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP).simulationMode == SimulationMode.Simulation)
|
||||
{
|
||||
//GamecraftModdingAPI.Utility.Logging.MetaDebugLog("Simulation frame update");
|
||||
foreach (ref ElectricityEntityStruct powah in db.QueryEntities<ElectricityEntityStruct>(CommonExclusiveGroups.FUNCTIONAL_CUBES_IN_BOTH_SIM_AND_BUILD))
|
||||
{
|
||||
ref ConductiveClusterID clusterId = ref db.QueryEntity<ConductiveClusterIdStruct>(powah.ID).clusterId;
|
||||
GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"ID {powah.ID.entityID} unmodded values: Power* {powah.powerMultiplier} Conductivity* {powah.conductivityMultiplier} Output* {powah.outputSignalMultiplier}");
|
||||
uint operatingChannel = db.QueryEntity<SignalOperatingChannelStruct>(powah.ID).operatingChannel;
|
||||
if (operatingChannel != 0)
|
||||
{
|
||||
EGID eGID = new EGID(operatingChannel, CommonExclusiveGroups.CHANNEL_OUTPUT_SIGNAL_GROUPS + clusterId.ID);
|
||||
if (db.Exists<ChannelOutputSignalDataStruct>(eGID))
|
||||
{
|
||||
db.QueryEntity<ChannelOutputSignalDataStruct>(eGID).outputSignal = signalStrength;
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -167,7 +167,7 @@ namespace GamecraftModdingAPI.Utility
|
|||
public static void MetaLog(object obj)
|
||||
{
|
||||
var method = (new StackTrace()).GetFrame(1).GetMethod();
|
||||
Log($"[{DateTime.Now.ToString()}][{method.DeclaringType.Name}.{method.Name}]{obj.ToString()}");
|
||||
Log($"[{DateTime.Now.ToString()}][{method.DeclaringType.FullName}.{method.Name}]{obj.ToString()}");
|
||||
}
|
||||
|
||||
// CLI logging
|
||||
|
|
Loading…
Reference in a new issue