Fix signal API & docs and improve API Init
This commit is contained in:
parent
2df8da1af5
commit
b796751420
12 changed files with 206 additions and 47 deletions
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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 SimModeUtil.IsBuildMode(this.entitiesDB);
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return GamecraftModdingAPI.Utility.GameState.IsBuildMode();
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}
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}
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}
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@ -80,7 +80,7 @@ namespace GamecraftModdingAPI.Blocks
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public bool IsBuildMode()
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{
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return SimModeUtil.IsBuildMode(this.entitiesDB);
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return GamecraftModdingAPI.Utility.GameState.IsBuildMode();
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}
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}
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}
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@ -113,37 +113,43 @@ namespace GamecraftModdingAPI.Blocks
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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($"Found {connectedCubeIDs.Length} connected cubes");
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for (int i = 0; i < connectedCubeIDs.Length; i++)
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//uint[] connectedCubeIDs = GetConductivelyConnectedBlocks(blockID);
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//uint index;
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//ElectricityEntityStruct[] structs;
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EGID elecEGID = new EGID(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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if (!entitiesDB.Exists<ElectricityEntityStruct>(elecEGID))
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{
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if (entitiesDB.TryQueryEntitiesAndIndex(new EGID(connectedCubeIDs[i], CommonExclusiveGroups.OWNED_BLOCKS_GROUP), out index, out structs)
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|| entitiesDB.TryQueryEntitiesAndIndex(new EGID(connectedCubeIDs[i], CommonExclusiveGroups.FUNCTIONAL_BLOCK_PART_GROUP), out index, out structs))
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elecEGID = new EGID(blockID, CommonExclusiveGroups.FUNCTIONAL_BLOCK_PART_GROUP);
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}
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if (!entitiesDB.Exists<ElectricityEntityStruct>(elecEGID))
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{
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ref ConductiveClusterID clusterId = ref entitiesDB.QueryEntity<ConductiveClusterIdStruct>(structs[index].ID).clusterId;
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uint operatingChannel = entitiesDB.QueryEntity<SignalOperatingChannelStruct>(structs[index].ID).operatingChannel;
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Logging.CommandLog($"Channel {operatingChannel} found");
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return default;
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}
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ref ElectricityEntityStruct eStruct = ref entitiesDB.QueryEntity<ElectricityEntityStruct>(elecEGID);
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ref ConductiveClusterID clusterId = ref entitiesDB.QueryEntity<ConductiveClusterIdStruct>(eStruct.ID).clusterId;
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uint operatingChannel = entitiesDB.QueryEntity<SignalOperatingChannelStruct>(eStruct.ID).operatingChannel;
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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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public uint[] GetElectricBlocks()
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{
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uint count = entitiesDB.Count<ElectricityEntityStruct>(CommonExclusiveGroups.FUNCTIONAL_CUBES_IN_BOTH_SIM_AND_BUILD[0])
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+ entitiesDB.Count<ElectricityEntityStruct>(CommonExclusiveGroups.FUNCTIONAL_CUBES_IN_BOTH_SIM_AND_BUILD[1]);
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uint i = 0;
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uint[] res = new uint[count];
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foreach (ref var ees in entitiesDB.QueryEntities<ElectricityEntityStruct>(CommonExclusiveGroups.FUNCTIONAL_CUBES_IN_BOTH_SIM_AND_BUILD))
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{
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res[i] = ees.ID.entityID;
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i++;
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}
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return res;
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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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@ -152,21 +158,34 @@ namespace GamecraftModdingAPI.Blocks
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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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ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID, cubesStack, cubesList, (in GridConnectionsEntityStruct g) => { return g.isIsolator; });
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uint[] res = cubesList.ToArray();
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stackInUse = false;
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listInUse = false;
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foreach (var id in res)
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{
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entitiesDB.QueryEntity<GridConnectionsEntityStruct>(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP).isProcessed = false;
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}
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return res;
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}
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else
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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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ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID, cubesStack, cubesList, (in GridConnectionsEntityStruct g) => { return g.isIsolator; });
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uint[] res = cubesList.ToArray();
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foreach (var id in res)
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{
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entitiesDB.QueryEntity<GridConnectionsEntityStruct>(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP).isProcessed = false;
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}
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return res;
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}
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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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return GamecraftModdingAPI.Utility.GameState.IsSimulationMode();
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}
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}
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}
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@ -24,7 +24,7 @@ namespace GamecraftModdingAPI.Blocks
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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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/// Set the electric block's channel to a value
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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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@ -51,7 +51,7 @@ namespace GamecraftModdingAPI.Blocks
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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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/// Add a value to an electric block's channel signal
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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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@ -80,12 +80,12 @@ namespace GamecraftModdingAPI.Blocks
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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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/// Get a electric block's channel's signal value
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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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public static float GetSignalBlock(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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@ -108,6 +108,21 @@ namespace GamecraftModdingAPI.Blocks
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return 0f;
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}
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/// <summary>
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/// Get the ID of every electricity consumer in the game world
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/// </summary>
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/// <returns>The block IDs</returns>
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public static uint[] GetElectricBlocks()
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{
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return signalEngine.GetElectricBlocks();
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}
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/// <summary>
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/// Get the conductive cluster's unique identifier for an electric block
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="channel"></param>
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/// <returns>The unique ID</returns>
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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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@ -33,11 +33,13 @@ namespace GamecraftModdingAPI.Commands
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public void Dispose()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Unregistering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Registering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Register(this.Name, this.runCommand, this.Description);
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}
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@ -24,11 +24,13 @@ namespace GamecraftModdingAPI.Commands
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public void Dispose()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Unregistering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Registering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Register<A>(this.Name, this.runCommand, this.Description);
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}
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@ -24,11 +24,13 @@ namespace GamecraftModdingAPI.Commands
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public void Dispose()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Unregistering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Registering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Register<A,B>(this.Name, this.runCommand, this.Description);
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}
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@ -24,11 +24,13 @@ namespace GamecraftModdingAPI.Commands
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public void Dispose()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Unregistering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Unregister(this.Name);
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}
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public void Ready()
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{
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GamecraftModdingAPI.Utility.Logging.MetaDebugLog($"Registering SimpleCustomCommandEngine {this.Name}");
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CommandRegistrationHelper.Register<A,B,C>(this.Name, this.runCommand, this.Description);
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}
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@ -25,6 +25,8 @@ namespace GamecraftModdingAPI
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get { return harmony != null; }
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}
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private static int referenceCount = 0;
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/// <summary>
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/// Initializes the GamecraftModdingAPI.
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/// Call this as soon as possible after Gamecraft starts up.
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@ -32,6 +34,8 @@ namespace GamecraftModdingAPI
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/// </summary>
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public static void Init()
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{
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referenceCount++;
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if (referenceCount > 1) { return; }
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if (IsInitialized)
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{
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Logging.LogWarning("GamecraftModdingAPI.Main.Init() called but API is already initialized!");
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@ -41,6 +45,9 @@ namespace GamecraftModdingAPI
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var currentAssembly = Assembly.GetExecutingAssembly();
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harmony = HarmonyInstance.Create(currentAssembly.GetName().Name);
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harmony.PatchAll(currentAssembly);
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// init utility
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Logging.MetaDebugLog($"Initializing Utility");
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Utility.GameState.Init();
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// create default event emitters
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Logging.MetaDebugLog($"Initializing Events");
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.ApplicationInitialized, "GamecraftModdingAPIApplicationInitializedEventEmitter", false));
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@ -63,6 +70,9 @@ namespace GamecraftModdingAPI
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/// Ideally, this should be called from your main Plugin class's OnApplicationQuit() method.
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/// </summary>
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public static void Shutdown()
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{
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if (referenceCount > 0) { referenceCount--; }
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if (referenceCount == 0)
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{
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if (!IsInitialized)
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{
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@ -76,4 +86,5 @@ namespace GamecraftModdingAPI
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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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}
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}
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@ -31,16 +31,31 @@ namespace GamecraftModdingAPI.Tasks
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public static readonly Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunner = new Svelto.Tasks.Lean.Unity.UpdateMonoRunner("GamecraftModdingAPILean");
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public static void Schedule(ISchedulable toRun, bool extraLean = false)
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public static void Schedule(ISchedulable toRun, bool extraLean = false, bool ui = false)
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{
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if (extraLean)
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{
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if (ui)
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{
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toRun.Run().RunOn(extraLeanRunnerUI);
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}
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else
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{
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toRun.Run().RunOn(extraLeanRunner);
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}
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}
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else
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{
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if (ui)
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{
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toRun.Run().RunOn(leanRunnerUI);
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}
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else
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{
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toRun.Run().RunOn(leanRunner);
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}
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}
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}
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48
GamecraftModdingAPI/Utility/GameState.cs
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48
GamecraftModdingAPI/Utility/GameState.cs
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@ -0,0 +1,48 @@
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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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namespace GamecraftModdingAPI.Utility
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{
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/// <summary>
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/// Utility to get the state of the current Gamecraft game
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/// </summary>
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public static class GameState
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{
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private static GameStateEngine gameEngine = new GameStateEngine();
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/// <summary>
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/// Is the game in edit mode?
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/// </summary>
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/// <returns>Whether the game is in build mode</returns>
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public static bool IsBuildMode()
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{
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return gameEngine.IsBuildMode();
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}
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/// <summary>
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/// Is the game in simulation mode?
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/// </summary>
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/// <returns>Whether the game is in simulation mode</returns>
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public static bool IsSimulationMode()
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{
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return gameEngine.IsSimulationMode();
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}
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/// <summary>
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/// Is a game loaded?
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/// </summary>
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/// <returns>Whether Gamecraft has a game open (false = Main Menu)</returns>
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public static bool IsInGame()
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{
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return gameEngine.IsInGame;
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}
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public static void Init()
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{
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GameEngineManager.AddGameEngine(gameEngine);
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}
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}
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}
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43
GamecraftModdingAPI/Utility/GameStateEngine.cs
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43
GamecraftModdingAPI/Utility/GameStateEngine.cs
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using Svelto.ECS;
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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.SimulationModeState;
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namespace GamecraftModdingAPI.Utility
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{
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class GameStateEngine : IApiEngine
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{
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public string Name { get; } = "GamecraftModdingAPIGameStateGameEngine";
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public IEntitiesDB entitiesDB { set; private get; }
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private bool _isInGame = false;
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public bool IsInGame { get { return _isInGame; } }
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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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public bool IsBuildMode()
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{
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return _isInGame && SimModeUtil.IsBuildMode(entitiesDB);
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}
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public bool IsSimulationMode()
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{
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return _isInGame && SimModeUtil.IsSimulationMode(entitiesDB);
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}
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}
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}
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