TechbloxModdingAPI/GamecraftModdingAPI/Blocks/SignalingBlock.cs
2020-08-03 12:45:38 -04:00

168 lines
5.7 KiB
C#

using System;
using Gamecraft.Wires;
using Svelto.ECS;
using Unity.Mathematics;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
/// Common implementation for blocks that support wiring.
/// </summary>
public class SignalingBlock : Block
{
public SignalingBlock(EGID id) : base(id)
{
}
public SignalingBlock(uint id) : base(id)
{
}
/// <summary>
/// Generates the input port identifiers.
/// </summary>
/// <returns>The input identifiers.</returns>
protected EGID[] GetInputIds()
{
return SignalEngine.GetSignalInputs(Id);
}
/// <summary>
/// Generates the output port identifiers.
/// </summary>
/// <returns>The output identifiers.</returns>
protected EGID[] GetOutputIds()
{
return SignalEngine.GetSignalOutputs(Id);
}
/// <summary>
/// Gets the connected wire.
/// </summary>
/// <returns>The connected wire.</returns>
/// <param name="portId">Port identifier.</param>
/// <param name="connected">Whether the port has a wire connected to it.</param>
protected ref WireEntityStruct GetConnectedWire(EGID portId, out bool connected)
{
return ref SignalEngine.MatchPortToWire(portId, Id, out connected);
}
/// <summary>
/// [EXPERIMENTAL] Gets the channel data.
/// </summary>
/// <returns>The channel data.</returns>
/// <param name="portId">Port identifier.</param>
/// <param name="exists">Whether the channel actually exists.</param>
protected ref ChannelDataStruct GetChannelData(EGID portId, out bool exists)
{
return ref SignalEngine.GetChannelDataStruct(portId, out exists);
}
/// <summary>
/// The input port count.
/// </summary>
public uint InputCount
{
get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.inputCount);
}
/// <summary>
/// The output port count.
/// </summary>
public uint OutputCount
{
get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.outputCount);
}
/// <summary>
/// Connect an output on this block to an input on another block.
/// </summary>
/// <param name="sourcePort">Output port number.</param>
/// <param name="destination">Input block.</param>
/// <param name="destinationPort">Input port number.</param>
/// <returns>The wire connection</returns>
/// <exception cref="WiringException">The wire could not be created.</exception>
public Wire Connect(byte sourcePort, SignalingBlock destination, byte destinationPort)
{
if (sourcePort >= OutputCount)
{
throw new WiringException("Source port does not exist");
}
if (destinationPort >= destination.InputCount)
{
throw new WiringException("Destination port does not exist");
}
return Wire.Connect(this, sourcePort, destination, destinationPort);
}
/// <summary>
/// The port's name.
/// This is localized to the user's language, so this is not reliable for port identification.
/// </summary>
/// <param name="port">Port number.</param>
/// <param name="input">Whether the port is an input (true) or an output (false).</param>
/// <returns>The localized port name.</returns>
public string PortName(byte port, bool input)
{
BlockPortsStruct bps = BlockEngine.GetBlockInfo(this, (BlockPortsStruct a) => a);
PortEntityStruct pes = SignalEngine.GetPortByOffset(this, port, input);
return pes.portNameLocalised;
}
/// <summary>
/// The input port's name.
/// </summary>
/// <param name="port">Input port number.</param>
/// <returns>The port name, localized to the user's language.</returns>
public string InputPortName(byte port) => PortName(port, true);
/// <summary>
/// The output port's name.
/// </summary>
/// <param name="port">Output port number.</param>
/// <returns>The port name, localized to the user's language.</returns>
public string OutputPortName(byte port) => PortName(port, false);
/// <summary>
/// All wires connected to the input port.
/// These wires will always be wired output -> input.
/// </summary>
/// <param name="port">Port number.</param>
/// <returns>Wires connected to the input port.</returns>
public Wire[] ConnectedToInput(byte port)
{
if (port >= InputCount) throw new WiringException($"Port input {port} does not exist");
EGID[] wireEgids = SignalEngine.WiredToInput(Id, port);
Wire[] wires = new Wire[wireEgids.Length];
for (uint i = 0; i < wireEgids.Length; i++)
{
wires[i] = new Wire(wireEgids[i]);
}
return wires;
}
/// <summary>
/// All wires connected to the output port.
/// These wires will always be wired output -> input.
/// </summary>
/// <param name="port">Port number.</param>
/// <returns>Wires connected to the output port.</returns>
public Wire[] ConnectedToOutput(byte port)
{
if (port >= OutputCount) throw new WiringException($"Port output {port} does not exist");
EGID[] wireEgids = SignalEngine.WiredToOutput(Id, port);
Wire[] wires = new Wire[wireEgids.Length];
for (uint i = 0; i < wireEgids.Length; i++)
{
wires[i] = new Wire(wireEgids[i]);
}
return wires;
}
}
}