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

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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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<?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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<?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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<?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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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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