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- using System.Collections.Generic;
-
- using Gamecraft.Wires;
- using RobocraftX.Blocks;
- using RobocraftX.Common;
- using RobocraftX.GUI.Hotbar.Colours;
- using RobocraftX.Physics;
- using RobocraftX.Scene.Simulation;
- using Svelto.DataStructures;
- using Svelto.ECS;
-
- using GamecraftModdingAPI.Engines;
- using GamecraftModdingAPI.Utility;
-
- namespace GamecraftModdingAPI.Blocks
- {
- /// <summary>
- /// Engine for executing general block actions
- /// </summary>
- public class BlockEngine : IApiEngine
- {
- public string Name { get; } = "GamecraftModdingAPIBlockGameEngine";
-
- public EntitiesDB entitiesDB { set; private get; }
-
- public bool isRemovable => false;
-
- internal bool Synced = true;
-
- public void Dispose()
- {
- }
-
- public void Ready()
- {
- }
-
- public Block[] GetConnectedBlocks(EGID blockID)
- {
- if (!BlockExists(blockID)) return new Block[0];
- Stack<uint> cubeStack = new Stack<uint>();
- FasterList<uint> cubes = new FasterList<uint>(10);
- var coll = entitiesDB.QueryEntities<GridConnectionsEntityStruct>(CommonExclusiveGroups
- .OWNED_BLOCKS_GROUP);
- for (int i = 0; i < coll.count; i++)
- coll[i].isProcessed = false;
-
- ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(entitiesDB, blockID.entityID, cubeStack, cubes, (in GridConnectionsEntityStruct g) => { return false; });
-
- var ret = new Block[cubes.count];
- for (int i = 0; i < cubes.count; i++)
- ret[i] = new Block(cubes[i]);
- return ret;
- }
-
- public void SetBlockColorFromPalette(ref ColourParameterEntityStruct color)
- {
- ref var paletteEntry = ref entitiesDB.QueryEntity<PaletteEntryEntityStruct>(color.indexInPalette,
- CommonExclusiveGroups.COLOUR_PALETTE_GROUP);
- color.paletteColour = paletteEntry.Colour;
- }
-
- /// <summary>
- /// Get a struct of a block. Can be used to set properties.
- /// Returns a default value if not found.
- /// </summary>
- /// <param name="blockID">The block's ID</param>
- /// <typeparam name="T">The struct to query</typeparam>
- /// <returns>An editable reference to the struct</returns>
- public ref T GetBlockInfo<T>(EGID blockID) where T : struct, IEntityComponent
- {
- if (!Synced)
- {
- Sync();
- Synced = true;
- }
- if (entitiesDB.Exists<T>(blockID))
- return ref entitiesDB.QueryEntity<T>(blockID);
- T[] structHolder = new T[1]; //Create something that can be referenced
- return ref structHolder[0]; //Gets a default value automatically
- }
-
- /// <summary>
- /// Get a struct of a block. Can be used to set properties.
- /// Returns a default value if not found.
- /// </summary>
- /// <param name="blockID">The block's ID</param>
- /// <param name="exists">Whether the specified struct exists for the block</param>
- /// <typeparam name="T">The struct to query</typeparam>
- /// <returns>An editable reference to the struct</returns>
- public ref T GetBlockInfo<T>(EGID blockID, out bool exists) where T : struct, IEntityComponent
- {
- if (!Synced)
- {
- Sync();
- Synced = true;
- }
- exists = entitiesDB.Exists<T>(blockID);
- if (exists)
- return ref entitiesDB.QueryEntity<T>(blockID);
- T[] structHolder = new T[1];
- return ref structHolder[0];
- }
-
- public bool BlockExists(EGID id)
- {
- if (!Synced)
- {
- Sync();
- Synced = true;
- }
- return entitiesDB.Exists<DBEntityStruct>(id);
- }
-
- public bool GetBlockInfoExists<T>(EGID blockID) where T : struct, IEntityComponent
- {
- if (!Synced)
- {
- Sync();
- Synced = true;
- }
- return entitiesDB.Exists<T>(blockID);
- }
-
- public SimBody[] GetSimBodiesFromID(byte id)
- {
- var ret = new FasterList<SimBody>(4);
- if (!entitiesDB.HasAny<ObjectIdEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP))
- return new SimBody[0];
- var oids = entitiesDB.QueryEntities<ObjectIdEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
- var connections = entitiesDB.QueryMappedEntities<GridConnectionsEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
- foreach (ref ObjectIdEntityStruct oid in oids)
- {
- if (oid.objectId != id) continue;
- var rid = connections.Entity(oid.ID.entityID).machineRigidBodyId;
- foreach (var rb in ret)
- {
- if (rb.Id.entityID == rid)
- goto DUPLICATE; //Multiple Object Identifiers on one rigid body
- }
- ret.Add(new SimBody(rid));
- DUPLICATE: ;
- }
- return ret.ToArray();
- }
-
- public ObjectIdentifier[] GetObjectIDsFromID(byte id)
- {
- var ret = new FasterList<ObjectIdentifier>(4);
- if (!entitiesDB.HasAny<ObjectIdEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP))
- return new ObjectIdentifier[0];
- var oids = entitiesDB.QueryEntities<ObjectIdEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
- foreach (ref ObjectIdEntityStruct oid in oids)
- if (oid.objectId == id)
- ret.Add(new ObjectIdentifier(oid.ID));
- return ret.ToArray();
- }
-
- public SimBody[] GetConnectedSimBodies(uint id)
- {
- var joints = entitiesDB.QueryEntities<JointEntityStruct>(MachineSimulationGroups.JOINTS_GROUP);
- var list = new FasterList<SimBody>(4);
- foreach (var joint in joints)
- {
- if (joint.jointState == JointState.Broken) continue;
- if (joint.connectedEntityA == id) list.Add(new SimBody(joint.connectedEntityB));
- else if (joint.connectedEntityB == id) list.Add(new SimBody(joint.connectedEntityA));
- }
-
- return list.ToArray();
- }
-
- /// <summary>
- /// Synchronize newly created entity components with entities DB.
- /// This forces a partial game tick, so it may be slow.
- /// This also has the potential to make Gamecraft unstable.
- /// Use this sparingly.
- /// </summary>
- private static void Sync()
- {
- DeterministicStepCompositionRootPatch.SubmitEntitiesNow();
- }
-
- #if DEBUG
- public EntitiesDB GetEntitiesDB()
- {
- return entitiesDB;
- }
- #endif
- }
- }
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