TechbloxModdingAPI/GamecraftModdingAPI/Blocks/SignalEngine.cs
2020-02-19 20:32:58 -05:00

182 lines
5.3 KiB
C#

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;
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
/// Engine which executes signal actions
/// </summary>
public class SignalEngine : IApiEngine
{
public string Name { get; } = "GamecraftModdingAPISignalGameEngine";
public IEntitiesDB entitiesDB { set; private get; }
public bool IsInGame = false;
private System.Random random = new System.Random();
public void Dispose()
{
IsInGame = false;
}
public void Ready()
{
IsInGame = true;
}
public void DoTheThing()
{
GamecraftModdingAPI.Tasks.Repeatable thing = new GamecraftModdingAPI.Tasks.Repeatable(
() => { Thing(); },
() => { return IsSimulationMode(); } );
GamecraftModdingAPI.Tasks.Scheduler.Schedule(thing);
}
public void Thing()
{
uint count = 0;
EGID[] eBlocks = GetElectricBlocks();
for (uint i = 0u; i < eBlocks.Length; i++)
{
uint[] ids = GetSignalIDs(eBlocks[i]);
for (uint j = 0u; j < ids.Length; j++)
{
SetSignal(ids[j], (float)random.NextDouble());
count++;
}
}
Logging.Log($"Did the thing on {count} inputs");
}
// 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)
{
ExclusiveGroup group = input ? NamedExclusiveGroup<InputPortsGroup>.Group : NamedExclusiveGroup<OutputPortsGroup>.Group;
if (entitiesDB.Exists<PortEntityStruct>(signalID, group))
{
entitiesDB.QueryEntity<PortEntityStruct>(signalID, group).value = signal;
return true;
}
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)
{
ExclusiveGroup group = input ? NamedExclusiveGroup<InputPortsGroup>.Group : NamedExclusiveGroup<OutputPortsGroup>.Group;
if (entitiesDB.Exists<PortEntityStruct>(signalID, group))
{
ref PortEntityStruct pes = ref entitiesDB.QueryEntity<PortEntityStruct>(signalID, group);
pes.value += signal;
if (clamp)
{
if (pes.value > Signals.POSITIVE_HIGH)
{
pes.value = Signals.POSITIVE_HIGH;
}
else if (pes.value < Signals.NEGATIVE_HIGH)
{
pes.value = Signals.NEGATIVE_HIGH;
}
return pes.value;
}
}
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)
{
ExclusiveGroup group = input ? NamedExclusiveGroup<InputPortsGroup>.Group : NamedExclusiveGroup<OutputPortsGroup>.Group;
if (entitiesDB.Exists<PortEntityStruct>(signalID, group))
{
return entitiesDB.QueryEntity<PortEntityStruct>(signalID, group).value;
}
return 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;
}
public bool IsSimulationMode()
{
return GamecraftModdingAPI.Utility.GameState.IsSimulationMode();
}
}
}