瀏覽代碼

Integrate tweak and signal functionality into Blocks

tags/v1.1.0
NGnius (Graham) 4 年之前
父節點
當前提交
8326d70cbf
共有 14 個檔案被更改,包括 519 行新增778 行删除
  1. +1
    -0
      GamecraftModdingAPI/Block.cs
  2. +2
    -2
      GamecraftModdingAPI/Blocks/BlockEngine.cs
  3. +113
    -0
      GamecraftModdingAPI/Blocks/Motor.cs
  4. +90
    -0
      GamecraftModdingAPI/Blocks/Piston.cs
  5. +118
    -0
      GamecraftModdingAPI/Blocks/Servo.cs
  6. +63
    -4
      GamecraftModdingAPI/Blocks/SignalEngine.cs
  7. +131
    -0
      GamecraftModdingAPI/Blocks/SignalingBlock.cs
  8. +0
    -177
      GamecraftModdingAPI/Blocks/Signals.cs
  9. +0
    -98
      GamecraftModdingAPI/Blocks/Tweakable.cs
  10. +0
    -452
      GamecraftModdingAPI/Blocks/TweakableEngine.cs
  11. +0
    -13
      GamecraftModdingAPI/Blocks/TweakableStat.cs
  12. +0
    -2
      GamecraftModdingAPI/Main.cs
  13. +0
    -29
      GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs
  14. +1
    -1
      doxygen.conf

+ 1
- 0
GamecraftModdingAPI/Block.cs 查看文件

@@ -23,6 +23,7 @@ namespace GamecraftModdingAPI
protected static readonly RotationEngine RotationEngine = new RotationEngine();
protected static readonly RemovalEngine RemovalEngine = new RemovalEngine();
protected static readonly BlockEngine BlockEngine = new BlockEngine();
protected static readonly SignalEngine SignalEngine = new SignalEngine();

/// <summary>
/// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.


+ 2
- 2
GamecraftModdingAPI/Blocks/BlockEngine.cs 查看文件

@@ -74,8 +74,8 @@ namespace GamecraftModdingAPI.Blocks
if (exists)
return ref entitiesDB.QueryEntity<T>(blockID);
T[] structHolder = new T[1];
ref T structRef = ref structHolder[0];
return ref structRef;
//ref T defRef = ref structHolder[0];
return ref structHolder[0];
}

public bool BlockExists(EGID id)


+ 113
- 0
GamecraftModdingAPI/Blocks/Motor.cs 查看文件

@@ -0,0 +1,113 @@
using System;

using RobocraftX.Blocks;
using Svelto.ECS;
using Unity.Mathematics;

using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI.Blocks
{
public class Motor : Block
{
/// <summary>
/// Places a new motor.
/// Any valid motor type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Motor PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.MotorS || block == BlockIDs.MotorM))
{
throw new BlockTypeException($"Block is not a {typeof(Motor).Name} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
Sync();
return new Motor(id);
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}

return null;
}

public Motor(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<MotorReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

public Motor(uint id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<MotorReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

// custom motor properties

/// <summary>
/// The motor's maximum rotational velocity.
/// </summary>
public float TopSpeed
{
get
{
return BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id).maxVelocity;
}

set
{
ref MotorReadOnlyStruct motor = ref BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id);
motor.maxVelocity = value;
}
}

/// <summary>
/// The motor's maximum rotational force.
/// </summary>
public float Torque
{
get
{
return BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id).maxForce;
}

set
{
ref MotorReadOnlyStruct motor = ref BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id);
motor.maxForce = value;
}
}

/// <summary>
/// The motor's direction.
/// </summary>
public bool Reverse
{
get
{
return BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id).reverse;
}

set
{
ref MotorReadOnlyStruct motor = ref BlockEngine.GetBlockInfo<MotorReadOnlyStruct>(Id);
motor.reverse = value;
}
}
}
}

+ 90
- 0
GamecraftModdingAPI/Blocks/Piston.cs 查看文件

@@ -0,0 +1,90 @@
using System;

using RobocraftX.Blocks;
using Svelto.ECS;
using Unity.Mathematics;

using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI.Blocks
{
public class Piston : Block
{
/// <summary>
/// Places a new piston.
/// Any valid piston type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Piston PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.ServoPiston || block == BlockIDs.StepperPiston || block == BlockIDs.PneumaticPiston))
{
throw new BlockTypeException($"Block is not a {typeof(Piston).Name} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
Sync();
return new Piston(id);
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}

return null;
}

public Piston(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<PistonReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

public Piston(uint id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<PistonReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

// custom piston properties

/// <summary>
/// The piston's max extension distance.
/// </summary>
public float MaximumExtension
{
get => BlockEngine.GetBlockInfo<PistonReadOnlyStruct>(Id).maxDeviation;

set
{
ref PistonReadOnlyStruct piston = ref BlockEngine.GetBlockInfo<PistonReadOnlyStruct>(Id);
piston.maxDeviation = value;
}
}

/// <summary>
/// The piston's max extension force.
/// </summary>
public float MaximumForce
{
get => BlockEngine.GetBlockInfo<PistonReadOnlyStruct>(Id).maxForce;

set
{
ref PistonReadOnlyStruct piston = ref BlockEngine.GetBlockInfo<PistonReadOnlyStruct>(Id);
piston.maxForce = value;
}
}
}
}

+ 118
- 0
GamecraftModdingAPI/Blocks/Servo.cs 查看文件

@@ -0,0 +1,118 @@
using System;

using RobocraftX.Blocks;
using Svelto.ECS;
using Unity.Mathematics;

using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI.Blocks
{
public class Servo : Block
{
/// <summary>
/// Places a new servo.
/// Any valid servo type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Servo PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.ServoAxle || block == BlockIDs.ServoHinge || block == BlockIDs.ServoPiston))
{
throw new BlockTypeException($"Block is not a {typeof(Servo).Name} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
Sync();
return new Servo(id);
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}

return null;
}

public Servo(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<ServoReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

public Servo(uint id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<ServoReadOnlyStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

// custom servo properties

/// <summary>
/// The servo's minimum angle.
/// </summary>
public float MinimumAngle
{
get => BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id).minDeviation;

set
{
ref ServoReadOnlyStruct servo = ref BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id);
servo.minDeviation = value;
}
}

/// <summary>
/// The servo's maximum angle.
/// </summary>
public float MaximumAngle
{
get => BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id).maxDeviation;

set
{
ref ServoReadOnlyStruct servo = ref BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id);
servo.maxDeviation = value;
}
}

/// <summary>
/// The servo's maximum force.
/// </summary>
public float MaximumForce
{
get => BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id).maxForce;

set
{
ref ServoReadOnlyStruct servo = ref BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id);
servo.maxForce = value;
}
}

/// <summary>
/// The servo's direction.
/// </summary>
public bool Reverse
{
get => BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id).reverse;

set
{
ref ServoReadOnlyStruct servo = ref BlockEngine.GetBlockInfo<ServoReadOnlyStruct>(Id);
servo.reverse = value;
}
}
}
}

+ 63
- 4
GamecraftModdingAPI/Blocks/SignalEngine.cs 查看文件

@@ -10,6 +10,11 @@ namespace GamecraftModdingAPI.Blocks
/// </summary>
public class SignalEngine : IApiEngine
{
public const float POSITIVE_HIGH = 1.0f;
public const float NEGATIVE_HIGH = -1.0f;
public const float HIGH = 1.0f;
public const float ZERO = 0.0f;

public string Name { get; } = "GamecraftModdingAPISignalGameEngine";

public EntitiesDB entitiesDB { set; private get; }
@@ -58,13 +63,13 @@ namespace GamecraftModdingAPI.Blocks
channelData.valueAsFloat += signal;
if (clamp)
{
if (channelData.valueAsFloat > Signals.POSITIVE_HIGH)
if (channelData.valueAsFloat > POSITIVE_HIGH)
{
channelData.valueAsFloat = Signals.POSITIVE_HIGH;
channelData.valueAsFloat = POSITIVE_HIGH;
}
else if (channelData.valueAsFloat < Signals.NEGATIVE_HIGH)
else if (channelData.valueAsFloat < NEGATIVE_HIGH)
{
channelData.valueAsFloat = Signals.NEGATIVE_HIGH;
channelData.valueAsFloat = NEGATIVE_HIGH;
}

return channelData.valueAsFloat;
@@ -106,6 +111,60 @@ namespace GamecraftModdingAPI.Blocks
return signals;
}

public EGID[] GetSignalInputs(EGID blockID)
{
BlockPortsStruct ports = entitiesDB.QueryEntity<BlockPortsStruct>(blockID);
EGID[] inputs = new EGID[ports.inputCount];
for (uint i = 0; i < ports.inputCount; i++)
{
inputs[i] = new EGID(i + ports.firstInputID, NamedExclusiveGroup<InputPortsGroup>.Group);
}
return inputs;
}

public EGID[] GetSignalOutputs(EGID blockID)
{
BlockPortsStruct ports = entitiesDB.QueryEntity<BlockPortsStruct>(blockID);
EGID[] outputs = new EGID[ports.outputCount];
for (uint i = 0; i < ports.outputCount; i++)
{
outputs[i] = new EGID(i + ports.firstOutputID, NamedExclusiveGroup<OutputPortsGroup>.Group);
}
return outputs;
}

public ref WireEntityStruct MatchPortToWire(EGID portID, EGID blockID, out bool exists)
{
ref PortEntityStruct port = ref entitiesDB.QueryEntity<PortEntityStruct>(portID);
WireEntityStruct[] wires = entitiesDB.QueryEntities<WireEntityStruct>(NamedExclusiveGroup<WiresGroup>.Group).ToFastAccess(out uint count);
for (uint i = 0; i < count; i++)
{
if ((wires[i].destinationPortUsage == port.usage && wires[i].destinationBlockEGID == blockID)
|| (wires[i].sourcePortUsage == port.usage && wires[i].sourceBlockEGID == blockID))
{
exists = true;
return ref wires[i];
}
}
exists = false;
WireEntityStruct[] defRef = new WireEntityStruct[1];
return ref defRef[0];
}

public ref ChannelDataStruct GetChannelDataStruct(EGID portID, out bool exists)
{
ref PortEntityStruct port = ref entitiesDB.QueryEntity<PortEntityStruct>(portID);
ChannelDataStruct[] channels = entitiesDB.QueryEntities<ChannelDataStruct>(NamedExclusiveGroup<ChannelDataGroup>.Group).ToFastAccess(out uint count);
if (port.firstChannelIndexCachedInSim < count)
{
exists = true;
return ref channels[port.firstChannelIndexCachedInSim];
}
exists = false;
ChannelDataStruct[] defRef = new ChannelDataStruct[1];
return ref defRef[0];
}

public EGID[] GetElectricBlocks()
{
uint count = entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.OWNED_BLOCKS) + entitiesDB.Count<BlockPortsStruct>(BlockIdentifiers.FUNCTIONAL_BLOCK_PARTS);


+ 131
- 0
GamecraftModdingAPI/Blocks/SignalingBlock.cs 查看文件

@@ -0,0 +1,131 @@
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
{
/// <summary>
/// Places a new signaling block.
/// Any valid functional block type with IO ports will work.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new SignalingBlock PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
Sync();
return new SignalingBlock(id);
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
}

return null;
}

public SignalingBlock(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

public SignalingBlock(uint id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

protected ref BlockPortsStruct GetBlockPortsStruct()
{
return ref BlockEngine.GetBlockInfo<BlockPortsStruct>(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 port struct.
/// </summary>
/// <returns>The port struct.</returns>
/// <param name="portId">Port identifier.</param>
protected ref PortEntityStruct GetPortStruct(EGID portId)
{
return ref BlockEngine.GetBlockInfo<PortEntityStruct>(portId);
}

/// <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 => GetBlockPortsStruct().inputCount;
}

/// <summary>
/// The output port count.
/// </summary>
public uint OutputCount
{
get => GetBlockPortsStruct().outputCount;
}
}
}

+ 0
- 177
GamecraftModdingAPI/Blocks/Signals.cs 查看文件

@@ -1,177 +0,0 @@
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);
}
}
}

+ 0
- 98
GamecraftModdingAPI/Blocks/Tweakable.cs 查看文件

@@ -1,98 +0,0 @@
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
/// Common tweakable stats operations.
/// The functionality of this class works best in build mode.
/// </summary>
public static class Tweakable
{
private static TweakableEngine tweakableEngine = new TweakableEngine();

/// <summary>
/// Get the tweakable stat's value using a dynamic variable type.
/// This is similar to GetStat<T> but without strong type enforcement.
/// This should be used in dynamically-typed languages like Python.
/// </summary>
/// <returns>The stat's value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
public static dynamic GetStatD(uint blockID, TweakableStat stat)
{
return tweakableEngine.GetStatDynamic(blockID, stat);
}

/// <summary>
/// Get the tweakable stat's value.
/// If T is not the same type as the stat, an InvalidCastException will be thrown.
/// </summary>
/// <returns>The stat's value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
/// <typeparam name="T">The stat's type.</typeparam>
public static T GetStat<T>(uint blockID, TweakableStat stat)
{
return tweakableEngine.GetStatAny<T>(blockID, stat);
}

/// <summary>
/// Set the tweakable stat's value using dynamically-typed variables.
/// This is similar to SetStat<T> but without strong type enforcement.
/// This should be used in dynamically-typed languages like Python.
/// </summary>
/// <returns>The stat's new value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
/// <param name="value">The stat's new value.</param>
public static dynamic SetStatD(uint blockID, TweakableStat stat, dynamic value)
{
return tweakableEngine.SetStatDynamic(blockID, stat, value);
}

/// <summary>
/// Set the tweakable stat's value.
/// If T is not the stat's actual type, an InvalidCastException will be thrown.
/// </summary>
/// <returns>The stat's new value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
/// <param name="value">The stat's new value.</param>
/// <typeparam name="T">The stat's type.</typeparam>
public static T SetStat<T>(uint blockID, TweakableStat stat, T value)
{
return tweakableEngine.SetStatAny<T>(blockID, stat, value);
}

/// <summary>
/// Add another value to the tweakable stat's value using dynamically-typed variables.
/// This is similar to AddStat<T> but without strong type enforcement.
/// This should be used in dynamically-typed languages like Python.
/// </summary>
/// <returns>The stat's new value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
/// <param name="value">The value to be added to the stat.</param>
public static dynamic AddStatD(uint blockID, TweakableStat stat, dynamic value)
{
return tweakableEngine.AddStatDynamic(blockID, stat, value);
}

/// <summary>
/// Add another value to the tweakable stat's value.
/// If T is not the stat's actual type, an InvalidCastException will be thrown.
/// </summary>
/// <returns>The stat's new value.</returns>
/// <param name="blockID">The block's id.</param>
/// <param name="stat">The stat's enumerated id.</param>
/// <param name="value">The value to be added to the stat.</param>
/// <typeparam name="T">The stat's type.</typeparam>
public static T AddStat<T>(uint blockID, TweakableStat stat, T value)
{
return tweakableEngine.AddStatAny<T>(blockID, stat, value);
}

public static void Init()
{
GamecraftModdingAPI.Utility.GameEngineManager.AddGameEngine(tweakableEngine);
}
}
}

+ 0
- 452
GamecraftModdingAPI/Blocks/TweakableEngine.cs 查看文件

@@ -1,452 +0,0 @@
using RobocraftX.Blocks;
using Gamecraft.Wires;
using Svelto.ECS;

using GamecraftModdingAPI.Engines;


namespace GamecraftModdingAPI.Blocks
{
public class TweakableEngine : IApiEngine
{
public string Name { get; } = "GamecraftModdingAPITweakableGameEngine";

public EntitiesDB entitiesDB { set; private get; }

public bool isRemovable => false;

public bool IsInGame = false;

public void Dispose()
{
IsInGame = false;
}

public void Ready()
{
IsInGame = true;
}

// Implementations for Tweakable static class

public T GetStatAny<T>(EGID blockID, TweakableStat stat)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID).maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).maxDeviation;
}
break;
case TweakableStat.Reverse:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
return (T)(object)entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID).startValue;
}
break;
}
return default(T);
}

public T GetStatAny<T>(uint blockID, TweakableStat stat)
{
return GetStatAny<T>(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat);
}

public dynamic GetStatDynamic(EGID blockID, TweakableStat stat)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID).maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).maxDeviation;
}
break;
case TweakableStat.Reverse:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID).reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
return entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID).reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
return entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID).startValue;
}
break;
}
return null;
}

public dynamic GetStatDynamic(uint blockID, TweakableStat stat)
{
return GetStatDynamic(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat);
}

public T SetStatAny<T>(EGID blockID, TweakableStat stat, T value)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxVelocity = (float)(object)value;
return (T)(object)refStruct.maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxForce = (float)(object)value;
return (T)(object)refStruct.maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
ref PistonReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID);
refStruct.maxDeviation = (float)(object)value;
return (T)(object)refStruct.maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.minDeviation = (float)(object)value;
return (T)(object)refStruct.minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.maxDeviation = (float)(object)value;
return (T)(object)refStruct.maxDeviation;
}
break;
case TweakableStat.Reverse:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.reverse = (bool)(object)value;
return (T)(object)refStruct.reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.reverse = (bool)(object)value;
return (T)(object)refStruct.reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
ref SignalGeneratorEntityStruct refStruct = ref entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID);
refStruct.startValue = (float)(object)value;
return (T)(object)refStruct.startValue;
}
break;
}
return default(T);
}

public T SetStatAny<T>(uint blockID, TweakableStat stat, T value)
{
return SetStatAny<T>(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat, value);
}

public dynamic SetStatDynamic(EGID blockID, TweakableStat stat, dynamic value)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxVelocity = value;
return refStruct.maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxForce = value;
return refStruct.maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
ref PistonReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID);
refStruct.maxDeviation = value;
return refStruct.maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.minDeviation = value;
return refStruct.minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.maxDeviation = value;
return refStruct.maxDeviation;
}
break;
case TweakableStat.Reverse:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.reverse = value;
return refStruct.reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.reverse = value;
return refStruct.reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
ref SignalGeneratorEntityStruct refStruct = ref entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID);
refStruct.startValue = value;
return refStruct.startValue;
}
break;
}
return null;
}

public dynamic SetStatDynamic(uint blockID, TweakableStat stat, dynamic value)
{
return SetStatDynamic(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat, value);
}

public T AddStatAny<T>(EGID blockID, TweakableStat stat, T value)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxVelocity += (float)(object)value;
return (T)(object)refStruct.maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxForce += (float)(object)value;
return (T)(object)refStruct.maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
ref PistonReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID);
refStruct.maxDeviation += (float)(object)value;
return (T)(object)refStruct.maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.minDeviation += (float)(object)value;
return (T)(object)refStruct.minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.maxDeviation += (float)(object)value;
return (T)(object)refStruct.maxDeviation;
}
break;
case TweakableStat.Reverse:
// '+' is associated with logical OR in some fields, so it technically isn't invalid to "add" booleans
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.reverse = refStruct.reverse || (bool)(object)value;
return (T)(object)refStruct.reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.reverse = refStruct.reverse || (bool)(object)value;
return (T)(object)refStruct.reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
ref SignalGeneratorEntityStruct refStruct = ref entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID);
refStruct.startValue += (float)(object)value;
return (T)(object)refStruct.startValue;
}
break;
}
return default(T);
}

public T AddStatAny<T>(uint blockID, TweakableStat stat, T value)
{
return AddStatAny<T>(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat, value);
}

public dynamic AddStatDynamic(EGID blockID, TweakableStat stat, dynamic value)
{
switch (stat)
{
case TweakableStat.TopSpeed:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxVelocity += value;
return refStruct.maxVelocity;
}
break;
case TweakableStat.Torque:
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.maxForce += value;
return refStruct.maxForce;
}
break;
case TweakableStat.MaxExtension:
if (entitiesDB.Exists<PistonReadOnlyStruct>(blockID))
{
ref PistonReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<PistonReadOnlyStruct>(blockID);
refStruct.maxDeviation += value;
return refStruct.maxDeviation;
}
break;
case TweakableStat.MinAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.minDeviation += value;
return refStruct.minDeviation;
}
break;
case TweakableStat.MaxAngle:
if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.maxDeviation += value;
return refStruct.maxDeviation;
}
break;
case TweakableStat.Reverse:
// '+' is associated with logical OR in some fields, so it technically isn't invalid to "add" booleans
if (entitiesDB.Exists<MotorReadOnlyStruct>(blockID))
{
ref MotorReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<MotorReadOnlyStruct>(blockID);
refStruct.reverse = refStruct.reverse || value;
return refStruct.reverse;
}
else if (entitiesDB.Exists<ServoReadOnlyStruct>(blockID))
{
ref ServoReadOnlyStruct refStruct = ref entitiesDB.QueryEntity<ServoReadOnlyStruct>(blockID);
refStruct.reverse = refStruct.reverse || value;
return refStruct.reverse;
}
break;
case TweakableStat.StartValue:
if (entitiesDB.Exists<SignalGeneratorEntityStruct>(blockID))
{
ref SignalGeneratorEntityStruct refStruct = ref entitiesDB.QueryEntity<SignalGeneratorEntityStruct>(blockID);
refStruct.startValue += value;
return refStruct.startValue;
}
break;
}
return null;
}

public dynamic AddStatDynamic(uint blockID, TweakableStat stat, dynamic value)
{
return AddStatDynamic(new EGID(blockID, BlockIdentifiers.OWNED_BLOCKS), stat, value);
}
}
}

+ 0
- 13
GamecraftModdingAPI/Blocks/TweakableStat.cs 查看文件

@@ -1,13 +0,0 @@
namespace GamecraftModdingAPI.Blocks
{
public enum TweakableStat
{
TopSpeed, // MotorReadOnlyStruct
Torque, // MotorReadOnlyStruct
MaxExtension, // PistonReadOnlyStruct
MinAngle, // ServoReadOnlyStruct
MaxAngle, // ServoReadOnlyStruct
Reverse, // MotorReadOnlyStruct or ServoReadOnlyStruct
StartValue, // SignalGeneratorEntityStruct
}
}

+ 0
- 2
GamecraftModdingAPI/Main.cs 查看文件

@@ -63,8 +63,6 @@ namespace GamecraftModdingAPI
EventManager.AddEventEmitter(GameHostTransitionDeterministicGroupEnginePatch.simEngine);
// init block implementors
Logging.MetaDebugLog($"Initializing Blocks");
Blocks.Signals.Init();
Blocks.Tweakable.Init();
// init inventory
Inventory.Hotbar.Init();
// init input


+ 0
- 29
GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs 查看文件

@@ -146,35 +146,6 @@ namespace GamecraftModdingAPI.Tests
.Action((float x, float y, float z) => { Block.PlaceNew(Blocks.BlockIDs.AluminiumCube, new Unity.Mathematics.float3(x, y, z)); })
.Build();

System.Random random = new System.Random(); // for command below
CommandBuilder.Builder()
.Name("RandomizeSignalsInputs")
.Description("Do the thing")
.Action(() => {
if (!GameState.IsSimulationMode())
{
Logging.CommandLogError("You must be in simulation mode for this to work!");
return;
}
Tasks.Repeatable task = new Tasks.Repeatable(
() => {
uint count = 0;
EGID[] eBlocks = Blocks.Signals.GetElectricBlocks();
for (uint i = 0u; i < eBlocks.Length; i++)
{
uint[] ids = Blocks.Signals.GetSignalIDs(eBlocks[i]);
for (uint j = 0u; j < ids.Length; j++)
{
Blocks.Signals.SetSignalByID(ids[j], (float)random.NextDouble());
count++;
}
}
Logging.MetaDebugLog($"Did the thing on {count} inputs");
},
() => { return GameState.IsSimulationMode(); });
Tasks.Scheduler.Schedule(task);
}).Build();

CommandBuilder.Builder("getBlock")
.Action(() => uREPL.Log.Output(new Player(Players.PlayerType.Local).GetBlockLookedAt()+"")).Build();



+ 1
- 1
doxygen.conf 查看文件

@@ -38,7 +38,7 @@ PROJECT_NAME = "GamecraftModdingAPI"
# could be handy for archiving the generated documentation or if some version
# control system is used.

PROJECT_NUMBER = "v1.0.0"
PROJECT_NUMBER = "v1.1.0"

# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a


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