Add missile launcher and missile controller projects

This commit is contained in:
Greg Burri 2024-05-08 21:20:58 +02:00
parent 1d890b728a
commit 6b3ee666d6
18 changed files with 992 additions and 195 deletions

View file

@ -5,77 +5,77 @@
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\bnnd2422.thc</MDKInstallPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>True</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

View file

@ -5,77 +5,77 @@
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\bnnd2422.thc</MDKInstallPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>True</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

View file

@ -58,10 +58,25 @@ namespace IngameScript
var output = this.Me.GetSurface(0);
this.output = new Output(output, CONSOLE_NB_LINES);
this.output.Print("Base mining system starting...");
this.output.Print("Base system starting...");
this.InitMiningSystem();
this.minerConnector = this.GridTerminalSystem.GetBlockWithName("[Base] Connector Miner") as IMyShipConnector;
if (this.minerConnector == null)
this.output.Print($"Error: miner connector not found");
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print("Base system has started");
}
void InitMiningSystem()
{
this.output.Print("Mining system initializing...");
this.GridTerminalSystem.GetBlocksOfType(
this.drills,
this.drills,
(IMyShipDrill drill) => drill.CustomName.StartsWith(GRID_PREFIX)
);
@ -86,14 +101,8 @@ namespace IngameScript
);
this.output.Print($"Nb of rotating lights: {this.rotatingLights.Count}");
this.minerConnector = this.GridTerminalSystem.GetBlockWithName("[Base] Connector Miner") as IMyShipConnector;
if (this.minerConnector == null)
this.output.Print($"Error: miner connector not found");
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print("base Mining system has started");
this.output.Print("Mining system initialized");
}
public void Save()

View file

@ -5,77 +5,77 @@
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\bnnd2422.thc</MDKInstallPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>True</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

View file

@ -0,0 +1,27 @@
using Malware.MDKUtilities;
namespace IngameScript.MDK
{
public class TestBootstrapper
{
// All the files in this folder, as well as all files containing the file ".debug.", will be excluded
// from the build process. You can use this to create utilites for testing your scripts directly in
// Visual Studio.
static TestBootstrapper()
{
// Initialize the MDK utility framework
MDKUtilityFramework.Load();
}
public static void Main()
{
// In order for your program to actually run, you will need to provide a mockup of all the facilities
// your script uses from the game, since they're not available outside of the game.
// Create and configure the desired program.
var program = MDKFactory.CreateProgram<Program>();
MDKFactory.Run(program);
}
}
}

View file

@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
Contains basic settings that should be included in code repositories
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKTrimTypes>
<Enabled>no</Enabled>
</MDKTrimTypes>
<MDKMinify>
<Level>None</Level>
</MDKMinify>
<MDKIgnore>
<Folder>mdk</Folder>
</MDKIgnore>
</PropertyGroup>
</Project>

View file

@ -0,0 +1,81 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

View file

@ -0,0 +1,59 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{F902E413-8F1A-423D-98A5-F26B684E28BA}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>IngameScript</RootNamespace>
<AssemblyName>MissileController</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
<LangVersion>6</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="netstandard" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<Import Project="MDK/MDK.options.props" />
<Import Project="MDK/MDK.paths.props" Condition="exists('MDK/MDK.paths.props')" />
<ItemGroup>
<Compile Include="MDK\Bootstrapper.cs" />
<AdditionalFiles Include="MDK\MDK.options.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<AdditionalFiles Include="MDK\MDK.paths.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<Compile Include="Program.cs" />
<AdditionalFiles Include="Instructions.readme" />
<AdditionalFiles Include="thumb.png" />
<AdditionalFiles Include="MDK\whitelist.cache" />
</ItemGroup>
<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild">
<Copy SourceFiles="MDK\MDK.options.props" DestinationFolder="$(TargetDir)\MDK" />
<Copy SourceFiles="MDK\MDK.paths.props" DestinationFolder="$(TargetDir)\MDK" />
</Target>
</Project>

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@ -0,0 +1,206 @@
using Sandbox.Game.Entities.Cube;
using Sandbox.Game.EntityComponents;
//using Sandbox.ModAPI;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using VRage;
using VRage.Collections;
using VRage.Game;
using VRage.Game.Components;
using VRage.Game.GUI.TextPanel;
using VRage.Game.ModAPI.Ingame;
using VRage.Game.ModAPI.Ingame.Utilities;
using VRage.Game.ObjectBuilders.Definitions;
using VRageMath;
namespace IngameScript
{
partial class Program : MyGridProgram
{
const string MISSILE_GRID_PREFIX = "[PM]";
const float EPSILON = 0.05f;
const double DELAY_BEFORE_TRAVELLING_MODE = 3000; // [ms].
const double AUTO_DESTRUCTION_AFTER = 60000; // [ms] (1 min).
enum State
{
NORMAL,
LAUNCHING,
TRAVELLING,
}
State currentState = State.NORMAL;
readonly Output output;
int tickFromStart;
IMyThrust forwardThruster;
IMyFlightMovementBlock aiMove;
IMyOffensiveCombatBlock aiCombat;
IMySensorBlock sensor;
List<IMyWarhead> warheads = new List<IMyWarhead>();
IMyGasTank gasTank;
IMyLightingBlock light;
public Program()
{
var output = this.Me.GetSurface(0);
this.output = new Output(output);
this.output.Print("Missile controller system starting...");
this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
this.output.Print("Missile controller system started");
}
void UpdateState10()
{
if (this.forwardThruster == null)
this.forwardThruster = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Thruster 01") as IMyThrust;
if (this.forwardThruster == null)
{
this.output.Print("Error: Cannot find forward thruster");
return;
}
if (this.aiMove == null)
this.aiMove = this.GridTerminalSystem.GetBlockWithName("[PM] AI Flight (Move)") as IMyFlightMovementBlock;
if (this.aiMove == null)
{
this.output.Print("Error: Cannot find AI move");
return;
}
if (this.aiCombat == null)
this.aiCombat = this.GridTerminalSystem.GetBlockWithName("[PM] AI Offensive (Combat)") as IMyOffensiveCombatBlock;
if (this.aiCombat == null)
{
this.output.Print("Error: Cannot find AI combat");
return;
}
if (this.sensor == null)
this.sensor = this.GridTerminalSystem.GetBlockWithName("[PM] Sensor") as IMySensorBlock;
if (this.sensor == null)
{
this.output.Print("Error: Cannot find sensor");
return;
}
if (this.warheads.Count == 0)
this.GridTerminalSystem.GetBlockGroupWithName("[PM] Warheads").GetBlocksOfType(this.warheads);
if (this.warheads.Count == 0)
{
this.output.Print("Error: Cannot find any warhead");
return;
}
if (this.gasTank == null)
this.gasTank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
if (this.gasTank == null)
{
this.output.Print("Error: Cannot find gas tank");
return;
}
if (this.light == null)
this.light = this.GridTerminalSystem.GetBlockWithName("[PM] Light") as IMyLightingBlock;
if (this.light == null)
{
this.output.Print("Error: Cannot find light");
return;
}
switch (this.currentState)
{
case State.LAUNCHING:
// this.output.Print($"Tick: {this.tickFromStart}");
//this.forwardThruster.ove
this.forwardThruster.ThrustOverridePercentage = 1;
if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE)
{
this.forwardThruster.ThrustOverridePercentage = 0;
this.aiMove.Enabled = true;
this.aiCombat.Enabled = true;
foreach (var warhead in this.warheads)
warhead.IsArmed = true;
this.output.Print($"Travelling mode");
this.currentState = State.TRAVELLING;
}
break;
case State.TRAVELLING:
var detectedEntity = this.sensor.LastDetectedEntity;
if (this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000)
this.light.BlinkIntervalSeconds = 0.5f;
if (this.gasTank.FilledRatio <= EPSILON || detectedEntity.Type != MyDetectedEntityType.None || this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER)
{
Detonate();
}
break;
case State.NORMAL:
break; // Nothing;
}
}
void Detonate()
{
foreach (var warhead in this.warheads)
warhead.Detonate();
}
public void Save()
{
}
double MsSinceLaunch
{
get { return (double)this.tickFromStart / 60 * 1000; }
}
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update10) != 0)
{
this.tickFromStart += 10;
this.UpdateState10();
}
else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
{
switch (argument)
{
case "START":
this.output.Print("Launching mode");
this.tickFromStart = 0;
this.currentState = State.LAUNCHING;
break;
default:
this.output.Print($"Uknown command: {argument}");
break;
}
}
}
}
}

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using Malware.MDKUtilities;
namespace IngameScript.MDK
{
public class TestBootstrapper
{
// All the files in this folder, as well as all files containing the file ".debug.", will be excluded
// from the build process. You can use this to create utilites for testing your scripts directly in
// Visual Studio.
static TestBootstrapper()
{
// Initialize the MDK utility framework
MDKUtilityFramework.Load();
}
public static void Main()
{
// In order for your program to actually run, you will need to provide a mockup of all the facilities
// your script uses from the game, since they're not available outside of the game.
// Create and configure the desired program.
var program = MDKFactory.CreateProgram<Program>();
MDKFactory.Run(program);
}
}
}

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@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
Contains basic settings that should be included in code repositories
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKTrimTypes>
<Enabled>no</Enabled>
</MDKTrimTypes>
<MDKMinify>
<Level>None</Level>
</MDKMinify>
<MDKIgnore>
<Folder>mdk</Folder>
</MDKIgnore>
</PropertyGroup>
</Project>

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@ -0,0 +1,81 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

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@ -0,0 +1,59 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{761F968E-CE71-404B-A20A-7C1458D6C014}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>IngameScript</RootNamespace>
<AssemblyName>MissileLauncher</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
<LangVersion>6</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="netstandard" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<Import Project="MDK/MDK.options.props" />
<Import Project="MDK/MDK.paths.props" Condition="exists('MDK/MDK.paths.props')" />
<ItemGroup>
<Compile Include="MDK\Bootstrapper.cs" />
<AdditionalFiles Include="MDK\MDK.options.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<AdditionalFiles Include="MDK\MDK.paths.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<Compile Include="Program.cs" />
<AdditionalFiles Include="Instructions.readme" />
<AdditionalFiles Include="thumb.png" />
<AdditionalFiles Include="MDK\whitelist.cache" />
</ItemGroup>
<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild">
<Copy SourceFiles="MDK\MDK.options.props" DestinationFolder="$(TargetDir)\MDK" />
<Copy SourceFiles="MDK\MDK.paths.props" DestinationFolder="$(TargetDir)\MDK" />
</Target>
</Project>

193
MissileLauncher/Program.cs Normal file
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@ -0,0 +1,193 @@
using Sandbox.Game.Entities.Cube;
using Sandbox.Game.EntityComponents;
using Sandbox.Game.GameSystems;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Text;
using VRage;
using VRage.Collections;
using VRage.Game;
using VRage.Game.Components;
using VRage.Game.GUI.TextPanel;
using VRage.Game.ModAPI.Ingame;
using VRage.Game.ModAPI.Ingame.Utilities;
using VRage.Game.ObjectBuilders.Definitions;
using VRageMath;
using static VRageRender.Utils.MyWingedEdgeMesh;
namespace IngameScript
{
enum State
{
NORMAL,
STARTING_SEQUENCE,
FILLING_TANK,
LAUNCHING,
}
class Missile
{
string prefix;
readonly string tankName = "Hydrogen Tank";
readonly string connectorName = "Connector";
readonly string mergeBlockName = "Merge Block";
readonly string programmableBlockName = "Programmable Block";
State currentState = State.NORMAL;
IMyGridTerminalSystem gridTerminalSystem;
IMyGasTank tank = null;
IMyShipConnector connector = null;
IMyShipMergeBlock mergeBlock = null;
IMyProgrammableBlock programmableBlock = null;
// bool loop = false; // Not used for the moment.
public Missile(string prefix, IMyGridTerminalSystem gridTerminalSystem)
{
this.prefix = prefix;
this.gridTerminalSystem = gridTerminalSystem;
}
}
partial class Program : MyGridProgram
{
const string GRID_PREFIX = "[PML]";
const string MISSILE_GRID_PREFIX = "[PM]";
const double HYDRO_TANK_FILLED_PERCENT = 20;
const float EPSILON = 0.05f;
readonly Output output;
public Program()
{
var output = this.Me.GetSurface(0);
this.output = new Output(output);
this.output.Print("Missile launcher system starting...");
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print("Missile launcher system started");
}
void UpdateState()
{
switch (this.currentState)
{
case State.STARTING_SEQUENCE:
this.tank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
if (this.tank == null)
{
this.output.Print("Cannot find the missile hydrogen tank");
break;
}
this.connector = this.GridTerminalSystem.GetBlockWithName("[PM] Connector") as IMyShipConnector;
if (this.connector == null)
{
this.output.Print("Cannot find the missile connector");
break;
}
this.mergeBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Merge Block") as IMyShipMergeBlock;
if (this.mergeBlock == null)
{
this.output.Print("Cannot find the missile merge block");
break;
}
this.programmableBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Programmable Block") as IMyProgrammableBlock;
if (this.programmableBlock == null)
{
this.output.Print("Cannot find the missile programmable block");
break;
}
this.tank.Stockpile = true;
this.connector.Connect();
this.currentState = State.FILLING_TANK;
break; ;
case State.FILLING_TANK:
this.output.Print("Waiting missile tank filled...");
if (this.tank.FilledRatio >= HYDRO_TANK_FILLED_PERCENT / 100)
{
this.tank.Stockpile = false;
this.currentState = State.LAUNCHING;
}
break;
case State.LAUNCHING:
this.output.Print("Launching missile...");
if (this.programmableBlock.TryRun("START"))
this.output.Print("Missile launched!");
else
this.output.Print("ERROR: Can't send START command to missile");
this.mergeBlock.Enabled = false;
this.connector.Disconnect();
if (this.loop)
this.currentState = State.STARTING_SEQUENCE;
else
this.currentState = State.NORMAL;
break;
case State.NORMAL:
break; // Nothing;
}
}
public void Save()
{
}
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update100) != 0)
{
this.UpdateState();
}
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
{
switch (argument)
{
case "LAUNCH ONE":
this.loop = false;
this.currentState = State.STARTING_SEQUENCE;
break;
case "LAUNCH SOME":
this.loop = true;
this.currentState = State.STARTING_SEQUENCE;
break;
case "STOP":
this.loop = false;
this.currentState = State.NORMAL;
break;
default:
this.output.Print($"Uknown command: {argument}");
break;
}
}
}
}
}

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@ -11,6 +11,16 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutoPilot", "AutoPilot\Auto
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MiningRover", "MiningRover\MiningRover.csproj", "{DBCD62FE-F7AA-4A03-9241-0A4BE6952664}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{A3A0A2EE-BB1F-426A-80EA-3B19273EDCCD}"
ProjectSection(SolutionItems) = preProject
.gitignore = .gitignore
TODO.md = TODO.md
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MissileController", "MissileController\MissileController.csproj", "{F902E413-8F1A-423D-98A5-F26B684E28BA}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MissileLauncher", "MissileLauncher\MissileLauncher.csproj", "{761F968E-CE71-404B-A20A-7C1458D6C014}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -22,6 +32,10 @@ Global
{141E1804-F644-48F8-A3D8-BEFEEE66ECBA}.Debug|x64.Build.0 = Debug|x64
{DBCD62FE-F7AA-4A03-9241-0A4BE6952664}.Debug|x64.ActiveCfg = Debug|x64
{DBCD62FE-F7AA-4A03-9241-0A4BE6952664}.Debug|x64.Build.0 = Debug|x64
{F902E413-8F1A-423D-98A5-F26B684E28BA}.Debug|x64.ActiveCfg = Debug|x64
{F902E413-8F1A-423D-98A5-F26B684E28BA}.Debug|x64.Build.0 = Debug|x64
{761F968E-CE71-404B-A20A-7C1458D6C014}.Debug|x64.ActiveCfg = Debug|x64
{761F968E-CE71-404B-A20A-7C1458D6C014}.Debug|x64.Build.0 = Debug|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -32,6 +46,8 @@ Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
SECommon\SECommon.projitems*{141e1804-f644-48f8-a3d8-befeee66ecba}*SharedItemsImports = 4
SECommon\SECommon.projitems*{22a83955-fe9b-4eba-8980-d9de01353c4c}*SharedItemsImports = 4
SECommon\SECommon.projitems*{761f968e-ce71-404b-a20a-7c1458d6c014}*SharedItemsImports = 4
SECommon\SECommon.projitems*{9e97399c-4fe6-495b-aa87-acc2213647cd}*SharedItemsImports = 13
SECommon\SECommon.projitems*{f902e413-8f1a-423d-98a5-f26b684e28ba}*SharedItemsImports = 4
EndGlobalSection
EndGlobal

3
TODO.md Normal file
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@ -0,0 +1,3 @@
* Make procedure to deploy tank + button
* Make procedure to pack tank + button
* Security system for Loir: Can't