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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
-
- using Svelto.ECS;
-
- using GamecraftModdingAPI.Utility;
-
- namespace GamecraftModdingAPI.Blocks
- {
- /// <summary>
- /// [EXPERIMENTAL] Common block signal operations
- /// The functionality in this class only works when in a game.
- /// </summary>
- public static class Signals
- {
- // Signal constants
- public static readonly float HIGH = 1.0f;
- public static readonly float POSITIVE_HIGH = HIGH;
- public static readonly float NEGATIVE_HIGH = -1.0f;
- public static readonly float LOW = 0.0f;
-
- private static SignalEngine signalEngine = new SignalEngine();
-
- /// <summary>
- /// Set the electric block's (first) signal value.
- /// </summary>
- /// <param name="blockID">The block's id.</param>
- /// <param name="signal">The signal value (-1 to 1; not enforced).</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <param name="owned">Whether the block is in the owned group (true) or functional group (false)</param>
- public static void SetSignalByBlock(uint blockID, float signal, bool input = true, bool owned = true)
- {
- EGID egid = new EGID(blockID, owned ? BlockIdentifiers.OWNED_BLOCKS : BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);
- if (signalEngine.IsInGame && GameState.IsSimulationMode())
- {
- signalEngine.SetSignal(egid, signal, out uint _, input);
- }
- }
-
- public static void SetSignalByBlock(EGID blockID, float signal, bool input = true)
- {
- if (signalEngine.IsInGame && GameState.IsSimulationMode())
- {
- signalEngine.SetSignal(blockID, signal, out uint _, input);
- }
- }
-
- /// <summary>
- /// Set the signal's value.
- /// </summary>
- /// <param name="signalID">The channel cluster's id.</param>
- /// <param name="signal">The signal value (-1 to 1; not enforced).</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- public static void SetSignalByID(uint signalID, float signal, bool input = true)
- {
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- signalEngine.SetSignal(signalID, signal, input);
- }
- }
-
- /// <summary>
- /// Add a value to an electric block's signal.
- /// </summary>
- /// <param name="blockID">The block's id.</param>
- /// <param name="signal">The signal value to add.</param>
- /// <param name="clamp">Whether to clamp the resulting signal value between -1 and 1.</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <param name="owned">Whether the block is in the owned group (true) or functional group (false)</param>
- /// <returns>The signal's new value.</returns>
- public static float AddSignalByBlock(uint blockID, float signal, bool clamp = true, bool input = true, bool owned = true)
- {
- EGID egid = new EGID(blockID, owned ? BlockIdentifiers.OWNED_BLOCKS : BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.AddSignal(egid, signal, out uint _, clamp, input);
- }
- return 0f;
- }
-
- public static float AddSignalByBlock(EGID blockID, float signal, bool clamp = true, bool input = true)
- {
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.AddSignal(blockID, signal, out uint _, clamp, input);
- }
- return 0f;
- }
-
- /// <summary>
- /// Add a value to a conductive cluster channel.
- /// </summary>
- /// <param name="signalID">The channel cluster's id.</param>
- /// <param name="signal">The signal value to add.</param>
- /// <param name="clamp">Whether to clamp the resulting signal value between -1 and 1.</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <returns>The signal's new value.</returns>
- public static float AddSignalByID(uint signalID, float signal, bool clamp = true, bool input = true)
- {
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.AddSignal(signalID, signal, clamp, input);
- }
- return 0f;
- }
-
- /// <summary>
- /// Get a electric block's signal's (first) value.
- /// </summary>
- /// <param name="blockID">The block's id.</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <param name="owned">Whether the block is in the owned group (true) or functional group (false)</param>
- /// <returns>The signal's value.</returns>
- public static float GetSignalByBlock(uint blockID, bool input = true, bool owned = true)
- {
- EGID egid = new EGID(blockID, owned? BlockIdentifiers.OWNED_BLOCKS : BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.GetSignal(egid, out uint _, input);
- }
- return 0f;
- }
-
- public static float GetSignalByBlock(EGID blockID, bool input = true)
- {
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.GetSignal(blockID, out uint _, input);
- }
- return 0f;
- }
-
- /// <summary>
- /// Get a signal's value.
- /// </summary>
- /// <param name="signalID">The signal's id.</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <returns>The signal's value.</returns>
- public static float GetSignalByID(uint signalID, bool input = true)
- {
- if (signalEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsSimulationMode())
- {
- return signalEngine.GetSignal(signalID, input);
- }
- return 0f;
- }
-
- /// <summary>
- /// Get the ID of every electric block in the game world.
- /// </summary>
- /// <returns>The block IDs.</returns>
- public static EGID[] GetElectricBlocks()
- {
- return signalEngine.GetElectricBlocks();
- }
-
- /// <summary>
- /// Get the unique identifiers for the input wires connected to an electric block.
- /// </summary>
- /// <param name="blockID">The block's id.</param>
- /// <param name="input">Whether to retrieve input IDs (true) or output IDs (false).</param>
- /// <param name="owned">Whether the block is in the owned group (true) or functional group (false)</param>
- /// <returns>The unique IDs.</returns>
- public static uint[] GetSignalIDs(uint blockID, bool input = true, bool owned = true)
- {
- EGID egid = new EGID(blockID, owned ? BlockIdentifiers.OWNED_BLOCKS : BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);
- return signalEngine.GetSignalIDs(egid, input);
- }
-
- public static uint[] GetSignalIDs(EGID blockID, bool input = true, bool owned = true)
- {
- return signalEngine.GetSignalIDs(blockID, input);
- }
-
- public static void Init()
- {
- GameEngineManager.AddGameEngine(signalEngine);
- }
- }
- }
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