131 lines
3.9 KiB
C#
131 lines
3.9 KiB
C#
using System;
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using Gamecraft.Wires;
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using Svelto.ECS;
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using Unity.Mathematics;
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using GamecraftModdingAPI;
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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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/// Common implementation for blocks that support wiring.
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/// </summary>
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public class SignalingBlock : Block
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{
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/// <summary>
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/// Places a new signaling block.
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/// Any valid functional block type with IO ports will work.
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/// This re-implements Block.PlaceNew(...)
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/// </summary>
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public static new SignalingBlock PlaceNew(BlockIDs block, float3 position,
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float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
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int uscale = 1, float3 scale = default, Player player = null)
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{
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if (PlacementEngine.IsInGame && GameState.IsBuildMode())
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{
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try
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{
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EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
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position, uscale, scale, player, rotation);
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Sync();
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return new SignalingBlock(id);
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}
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catch (Exception e)
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{
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Logging.MetaDebugLog(e);
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}
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}
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return null;
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}
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public SignalingBlock(EGID id) : base(id)
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{
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if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this.Id))
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{
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throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
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}
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}
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public SignalingBlock(uint id) : base(id)
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{
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if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this.Id))
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{
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throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
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}
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}
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protected ref BlockPortsStruct GetBlockPortsStruct()
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{
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return ref BlockEngine.GetBlockInfo<BlockPortsStruct>(Id);
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}
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/// <summary>
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/// Generates the input port identifiers.
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/// </summary>
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/// <returns>The input identifiers.</returns>
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protected EGID[] GetInputIds()
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{
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return SignalEngine.GetSignalInputs(Id);
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}
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/// <summary>
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/// Generates the output port identifiers.
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/// </summary>
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/// <returns>The output identifiers.</returns>
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protected EGID[] GetOutputIds()
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{
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return SignalEngine.GetSignalOutputs(Id);
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}
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/// <summary>
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/// Gets the port struct.
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/// </summary>
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/// <returns>The port struct.</returns>
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/// <param name="portId">Port identifier.</param>
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protected ref PortEntityStruct GetPortStruct(EGID portId)
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{
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return ref BlockEngine.GetBlockInfo<PortEntityStruct>(portId);
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}
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/// <summary>
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/// Gets the connected wire.
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/// </summary>
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/// <returns>The connected wire.</returns>
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/// <param name="portId">Port identifier.</param>
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/// <param name="connected">Whether the port has a wire connected to it.</param>
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protected ref WireEntityStruct GetConnectedWire(EGID portId, out bool connected)
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{
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return ref SignalEngine.MatchPortToWire(portId, Id, out connected);
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}
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/// <summary>
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/// [EXPERIMENTAL] Gets the channel data.
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/// </summary>
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/// <returns>The channel data.</returns>
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/// <param name="portId">Port identifier.</param>
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/// <param name="exists">Whether the channel actually exists.</param>
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protected ref ChannelDataStruct GetChannelData(EGID portId, out bool exists)
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{
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return ref SignalEngine.GetChannelDataStruct(portId, out exists);
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}
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/// <summary>
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/// The input port count.
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/// </summary>
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public uint InputCount
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{
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get => GetBlockPortsStruct().inputCount;
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}
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/// <summary>
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/// The output port count.
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/// </summary>
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public uint OutputCount
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{
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get => GetBlockPortsStruct().outputCount;
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}
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}
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}
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