SignalRules class
What each block is to a SignalNetwork, by id. Every state is a block id
(a lever on and off, a lit and an unlit lamp), so a flip is a plain
setBlock and meshing, saving and networking come free.
Constructors
-
SignalRules({required int wireOff, required int wireOn, Set<
int> sources = const {}, Set<int> pressSources = const {}, Map<int, int> toggles = const {}, Map<int, ButtonRule> buttons = const {}, Map<int, SignalReaction> reactions = const {}, int maxStrength = 15, double period = 0.1, int networkCap = 400}) -
The rules of one game.
const
Properties
-
What SignalNetwork.use presses, and for how long.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- maxStrength → int
-
The strength beside a source; a wire carries one less per link.
final
- networkCap → int
-
The most wire cells one rebuild floods.
final
- period → double
-
Seconds between two rebuilds of dirty networks.
final
-
pressSources
→ Set<
int> -
Blocks that power only while pressed (a plate with a body on it): see
SignalNetwork.setPressed.
final
-
reactions
→ Map<
int, SignalReaction> -
What reacts to power, by id: lamps, doors, pistons, TNT, powered rails.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
-
sources
→ Set<
int> -
Blocks that power what touches them while they stand (a lever on, a
button pressed, a powered block).
final
-
toggles
→ Map<
int, int> -
What SignalNetwork.use turns a block into (a lever off to on, and back).
final
- wireOff → int
-
An unpowered wire.
final
- wireOn → int
-
A powered wire.
final
Methods
-
isCircuit(
int id) → bool -
Whether
idtakes part in circuits at all. -
isWire(
int id) → bool -
Whether
idis a wire. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited