86 lines
No EOL
2.3 KiB
C#
86 lines
No EOL
2.3 KiB
C#
using System.Collections.Generic;
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using RobocraftX.Blocks;
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using RobocraftX.Common;
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using Svelto.DataStructures;
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using Svelto.ECS;
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using GamecraftModdingAPI.Engines;
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namespace GamecraftModdingAPI.Blocks
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{
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public class BlockEngine : IApiEngine
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{
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public string Name { get; } = "GamecraftModdingAPIBlockGameEngine";
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public EntitiesDB entitiesDB { set; private get; }
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public bool isRemovable => false;
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public void Dispose()
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{
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}
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public void Ready()
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{
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}
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public Block[] GetConnectedBlocks(EGID blockID)
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{
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if (!BlockExists(blockID)) return new Block[0];
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Stack<uint> cubeStack = new Stack<uint>();
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FasterList<uint> cubesToProcess = new FasterList<uint>();
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ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID.entityID, cubeStack, cubesToProcess, (in GridConnectionsEntityStruct g) => { return false; });
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var ret = new Block[cubesToProcess.count];
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for (int i = 0; i < cubesToProcess.count; i++)
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ret[i] = new Block(cubesToProcess[i]);
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return ret;
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}
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/// <summary>
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/// Get a struct of a block. Can be used to set properties.
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/// When only querying parameters, use the other overload for convenience.
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/// </summary>
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/// <param name="blockID"></param>
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/// <param name="def"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public ref T GetBlockInfo<T>(EGID blockID, ref T def) where T : struct, IEntityComponent
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{
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if (entitiesDB.Exists<T>(blockID))
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return ref entitiesDB.QueryEntity<T>(blockID);
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return ref def;
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}
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/// <summary>
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/// Get a struct of a block. Can only be used to retrieve information.
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/// Use the overload with a default parameter to get the struct by reference to set values.
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/// </summary>
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/// <param name="blockID">The block's EGID</param>
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/// <typeparam name="T">The struct's type to get</typeparam>
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/// <returns>A copy of the struct or null</returns>
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public T? GetBlockInfo<T>(EGID blockID) where T : struct, IEntityComponent
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{
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if (entitiesDB.Exists<T>(blockID))
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return entitiesDB.QueryEntity<T>(blockID);
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return null;
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}
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public bool BlockExists(EGID id)
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{
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return entitiesDB.Exists<DBEntityStruct>(id);
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}
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public bool GetBlockInfoExists<T>(EGID blockID) where T : struct, IEntityComponent
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{
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return entitiesDB.Exists<T>(blockID);
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}
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#if DEBUG
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public EntitiesDB GetEntitiesDB()
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{
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return entitiesDB;
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}
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#endif
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}
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} |