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59
AutoPilot/AutoPilot.csproj
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59
AutoPilot/AutoPilot.csproj
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|||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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||||
<PropertyGroup>
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||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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||||
<ProjectGuid>{141E1804-F644-48F8-A3D8-BEFEEE66ECBA}</ProjectGuid>
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||||
<OutputType>Exe</OutputType>
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<RootNamespace>IngameScript</RootNamespace>
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<AssemblyName>AutoPilot</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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<TargetFrameworkProfile />
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<DebugType>full</DebugType>
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<PlatformTarget>x64</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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<Prefer32Bit>true</Prefer32Bit>
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<LangVersion>6</LangVersion>
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||||
</PropertyGroup>
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<ItemGroup>
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||||
<Reference Include="netstandard" />
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||||
<Reference Include="System" />
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<Reference Include="System.Core" />
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||||
<Reference Include="System.Xml.Linq" />
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||||
<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<Import Project="MDK/MDK.options.props" />
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<Import Project="MDK/MDK.paths.props" Condition="exists('MDK/MDK.paths.props')" />
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<ItemGroup>
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<Compile Include="MDK\Bootstrapper.cs" />
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<AdditionalFiles Include="MDK\MDK.options.props">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</AdditionalFiles>
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<AdditionalFiles Include="MDK\MDK.paths.props">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</AdditionalFiles>
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<Compile Include="Program.cs" />
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<AdditionalFiles Include="Instructions.readme" />
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<AdditionalFiles Include="thumb.png" />
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<AdditionalFiles Include="MDK\whitelist.cache" />
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</ItemGroup>
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<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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<Copy SourceFiles="MDK\MDK.options.props" DestinationFolder="$(TargetDir)\MDK" />
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<Copy SourceFiles="MDK\MDK.paths.props" DestinationFolder="$(TargetDir)\MDK" />
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</Target>
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</Project>
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27
AutoPilot/MDK/Bootstrapper.cs
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27
AutoPilot/MDK/Bootstrapper.cs
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using Malware.MDKUtilities;
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namespace IngameScript.MDK
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{
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public class TestBootstrapper
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{
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// All the files in this folder, as well as all files containing the file ".debug.", will be excluded
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// from the build process. You can use this to create utilites for testing your scripts directly in
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// Visual Studio.
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static TestBootstrapper()
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{
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// Initialize the MDK utility framework
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MDKUtilityFramework.Load();
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}
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public static void Main()
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{
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// In order for your program to actually run, you will need to provide a mockup of all the facilities
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// your script uses from the game, since they're not available outside of the game.
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// Create and configure the desired program.
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var program = MDKFactory.CreateProgram<Program>();
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MDKFactory.Run(program);
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}
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}
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}
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18
AutoPilot/MDK/MDK.options.props
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18
AutoPilot/MDK/MDK.options.props
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<?xml version="1.0" encoding="utf-8"?>
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||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<!--
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Contains basic settings that should be included in code repositories
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-->
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<MDKVersion>1.5.17</MDKVersion>
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<MDKTrimTypes>
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<Enabled>no</Enabled>
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</MDKTrimTypes>
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<MDKMinify>
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<Level>None</Level>
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</MDKMinify>
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<MDKIgnore>
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<Folder>mdk</Folder>
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</MDKIgnore>
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</PropertyGroup>
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</Project>
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81
AutoPilot/MDK/MDK.paths.props
Normal file
81
AutoPilot/MDK/MDK.paths.props
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@ -0,0 +1,81 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<!--
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You can safely exclude this file from code repositories and use different
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user settings per machine.
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-->
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<MDKVersion>1.5.17</MDKVersion>
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<MDKUseGameBinPath>no</MDKUseGameBinPath>
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<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
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<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\bnnd2422.thc</MDKInstallPath>
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<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System.Collections.Immutable">
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<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Sandbox.Common">
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<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Sandbox.Game">
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<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Sandbox.Graphics">
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<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="SpaceEngineers.Game">
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<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="SpaceEngineers.ObjectBuilders">
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<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage">
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<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Audio">
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<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Game">
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<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Input">
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<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Library">
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<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Math">
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<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Render">
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<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Render11">
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<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="VRage.Scripting">
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<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="MDKUtilities">
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<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
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<Private>True</Private>
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</Reference>
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<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
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</ItemGroup>
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||||
</Project>
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283
AutoPilot/Program.cs
Normal file
283
AutoPilot/Program.cs
Normal file
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@ -0,0 +1,283 @@
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/*
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* API index: https://github.com/malware-dev/MDK-SE/wiki/Api-Index
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* Vector transformation: https://github.com/malware-dev/MDK-SE/wiki/Vector-Transformations-with-World-Matrices
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* How to get rotation/position: https://forum.keenswh.com/threads/how-do-i-get-the-world-position-and-rotation-of-a-ship.7363867/
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*
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*/
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using Sandbox.Game.EntityComponents;
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using Sandbox.ModAPI.Ingame;
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using Sandbox.ModAPI.Interfaces;
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using SpaceEngineers.Game.ModAPI.Ingame;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Text;
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using VRage;
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using VRage.Collections;
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using VRage.Game;
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using VRage.Game.Components;
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using VRage.Game.GUI.TextPanel;
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using VRage.Game.ModAPI.Ingame;
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using VRage.Game.ModAPI.Ingame.Utilities;
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using VRage.Game.ObjectBuilders.Definitions;
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using VRageMath;
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using VRageMath.Spatial;
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namespace IngameScript
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{
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partial class Program : MyGridProgram
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{
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const int CONSOLE_NB_LINES = 9;
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const float MAX_SPEED = 0.15f; // In rad per second.
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const int NB_OF_GYRO = 1000; // To limit the number of gyros set to overdrive.
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enum State
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{
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NORMAL, // Normal state: Manual commands.
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AUTO_STABILIZATION,
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AUTO_DOCKING,
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}
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State state = State.NORMAL;
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readonly Output output;
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IMyRemoteControl remoteController;
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IMyCubeGrid grid;
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readonly List<IMyGyro> gyros = new List<IMyGyro>();
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||||
|
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IMyBroadcastListener connnectorMinerPositionListener;
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MatrixD connectorMinerPosition;
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public Program()
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{
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this.grid = this.Me.CubeGrid;
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var cockpits = new List<IMyCockpit>();
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this.GridTerminalSystem.GetBlocksOfType(cockpits);
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IMyCockpit cockpit = null;
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foreach (var c in cockpits)
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{
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if (c.CubeGrid == this.grid)
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{
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cockpit = c;
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||||
break;
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}
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||||
}
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|
||||
if (cockpit == null)
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{
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this.Echo("Can't find a cockpit");
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return;
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}
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this.output = new Output(cockpit, CONSOLE_NB_LINES);
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this.output.Print("Intializing navigation control...");
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var remoteControls = new List<IMyRemoteControl>();
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this.GridTerminalSystem.GetBlocksOfType(remoteControls);
|
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foreach (var rc in remoteControls)
|
||||
{
|
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if (rc.CubeGrid == this.grid)
|
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{
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this.remoteController = rc;
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break;
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}
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}
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|
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this.GridTerminalSystem.GetBlocksOfType(
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this.gyros,
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(IMyGyro gyro) => gyro.CubeGrid == this.grid
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||||
);
|
||||
|
||||
if (this.remoteController == null)
|
||||
{
|
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this.output.Print("Can't find a remote controller");
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return;
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||||
}
|
||||
|
||||
|
||||
this.connnectorMinerPositionListener = this.IGC.RegisterBroadcastListener("POSITION_CONNECTOR_MINER");
|
||||
|
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/*
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var sensor = this.GridTerminalSystem.GetBlockWithName("Sensor") as IMySensorBlock;
|
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var entities = new List<MyDetectedEntityInfo>();
|
||||
sensor.DetectedEntities(entities);
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
entity.
|
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this.output.Print(entity.Name);
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}*/
|
||||
|
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this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
|
||||
|
||||
this.output.Print("Navigation control initializing complete");
|
||||
}
|
||||
|
||||
public void Save()
|
||||
{
|
||||
}
|
||||
|
||||
void UpdateStateAutoStabilization()
|
||||
{
|
||||
//var pos = this.remoteController.Position;
|
||||
var gravity = this.remoteController.GetNaturalGravity().Normalized();
|
||||
|
||||
if (!Vector3D.IsZero(gravity))
|
||||
{
|
||||
var worldMatrix = this.remoteController.WorldMatrix;
|
||||
var up = worldMatrix.Up;
|
||||
var forward = worldMatrix.Forward;
|
||||
var left = worldMatrix.Left;
|
||||
|
||||
//this.Print(gravity.ToString());
|
||||
//gravity.ToString();
|
||||
this.output.Display(
|
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$"Gravity: {gravity.ToString("f2")}\n" +
|
||||
$"Up: {up.ToString("f2")}\n" +
|
||||
$"Foward: {forward.ToString("f2")}\n" +
|
||||
$"Left: {left.ToString("f2")}\n",
|
||||
1
|
||||
);
|
||||
|
||||
var alpha = (float)Math.Asin(up.Dot(gravity));
|
||||
var beta = (float)Math.Asin(left.Dot(gravity));
|
||||
|
||||
this.output.Display(
|
||||
$"Alpha: {alpha}\n" +
|
||||
$"Beta: {beta}\n" +
|
||||
$"Is under control: {this.remoteController.IsUnderControl}",
|
||||
2
|
||||
);
|
||||
|
||||
for (int i = 0; i < NB_OF_GYRO && i < this.gyros.Count; i++)
|
||||
{
|
||||
var gyro = this.gyros[i];
|
||||
gyro.Pitch = MathHelper.Clamp(-alpha, -MAX_SPEED, MAX_SPEED);
|
||||
gyro.Roll = MathHelper.Clamp(beta, -MAX_SPEED, MAX_SPEED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateStateAutoDocking()
|
||||
{
|
||||
if (this.connnectorMinerPositionListener.HasPendingMessage)
|
||||
this.connectorMinerPosition = this.connnectorMinerPositionListener.AcceptMessage().As<MatrixD>();
|
||||
|
||||
if (this.connectorMinerPosition.IsValid())
|
||||
{
|
||||
this.output.Display($"Connector position:\n{this.connectorMinerPosition}", 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.output.Display($"NOPE", 3);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateState()
|
||||
{
|
||||
switch (this.state)
|
||||
{
|
||||
case State.AUTO_STABILIZATION:
|
||||
this.UpdateStateAutoStabilization();
|
||||
break;
|
||||
case State.AUTO_DOCKING:
|
||||
this.UpdateStateAutoDocking();
|
||||
break;
|
||||
case State.NORMAL:
|
||||
break; // Nothing.
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateStateMachine(State newState)
|
||||
{
|
||||
if (this.state == newState)
|
||||
return;
|
||||
|
||||
if (newState == State.NORMAL)
|
||||
{
|
||||
switch (this.state)
|
||||
{
|
||||
case State.AUTO_STABILIZATION:
|
||||
foreach (var gyro in this.gyros)
|
||||
gyro.GyroOverride = false;
|
||||
this.state = State.NORMAL;
|
||||
this.output.Print("Auto stabilization disabled");
|
||||
break;
|
||||
case State.AUTO_DOCKING:
|
||||
this.state = State.NORMAL;
|
||||
this.output.Print("Auto docking disabled");
|
||||
break;
|
||||
case State.NORMAL:
|
||||
break; // Nothing.
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.UpdateStateMachine(State.NORMAL);
|
||||
switch (newState)
|
||||
{
|
||||
case State.AUTO_STABILIZATION:
|
||||
for (int i = 0; i < NB_OF_GYRO && i < this.gyros.Count; i++)
|
||||
{
|
||||
var gyro = this.gyros[i];
|
||||
gyro.GyroOverride = true;
|
||||
gyro.Yaw = 0f;
|
||||
gyro.Pitch = 0f;
|
||||
gyro.Roll = 0f;
|
||||
}
|
||||
|
||||
this.state = State.AUTO_STABILIZATION;
|
||||
this.output.Print("Auto stabilization enabled");
|
||||
break;
|
||||
case State.AUTO_DOCKING:
|
||||
this.state = State.AUTO_DOCKING;
|
||||
this.output.Print("Auto docking enabled");
|
||||
break;
|
||||
case State.NORMAL:
|
||||
break; // Nothing.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Main(string argument, UpdateType updateSource)
|
||||
{
|
||||
if ((updateSource & UpdateType.Update10) != 0)
|
||||
{
|
||||
this.UpdateState();
|
||||
}
|
||||
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
|
||||
{
|
||||
switch (argument)
|
||||
{
|
||||
case "SWITCH_AUTO_STABILIZATION":
|
||||
if (this.state != State.AUTO_STABILIZATION)
|
||||
this.UpdateStateMachine(State.AUTO_STABILIZATION);
|
||||
else
|
||||
this.UpdateStateMachine(State.NORMAL);
|
||||
break;
|
||||
|
||||
case "SWITCH_AUTO_DOCKING":
|
||||
if (this.state != State.AUTO_DOCKING)
|
||||
this.UpdateStateMachine(State.AUTO_DOCKING);
|
||||
else
|
||||
this.UpdateStateMachine(State.NORMAL);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.output.Print($"Uknown command: {argument}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
AutoPilot/thumb.png
Normal file
BIN
AutoPilot/thumb.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 385 KiB |
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Add table
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Reference in a new issue