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- 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;
- }
- }
- }
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