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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
- {
- /// <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())
- {
- EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
- position, uscale, scale, player, rotation);
- return new SignalingBlock(id);
- }
-
- 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;
- }
- }
- }
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