Add missile launcher and missile controller projects
This commit is contained in:
parent
1d890b728a
commit
6b3ee666d6
18 changed files with 992 additions and 195 deletions
27
MissileController/MDK/Bootstrapper.cs
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27
MissileController/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
MissileController/MDK/MDK.options.props
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18
MissileController/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
MissileController/MDK/MDK.paths.props
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81
MissileController/MDK/MDK.paths.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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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>1.4.14</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\twejjmj5.r1e</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="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>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
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<Private>true</Private>
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</Reference>
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<Reference Include="System.Collections.Immutable">
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<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
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</ItemGroup>
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</Project>
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59
MissileController/MissileController.csproj
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59
MissileController/MissileController.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(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=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{F902E413-8F1A-423D-98A5-F26B684E28BA}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>IngameScript</RootNamespace>
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<AssemblyName>MissileController</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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<TargetFrameworkProfile />
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</PropertyGroup>
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<PropertyGroup Condition="'$(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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206
MissileController/Program.cs
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206
MissileController/Program.cs
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using Sandbox.Game.Entities.Cube;
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using Sandbox.Game.EntityComponents;
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//using Sandbox.ModAPI;
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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.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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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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namespace IngameScript
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{
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partial class Program : MyGridProgram
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{
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const string MISSILE_GRID_PREFIX = "[PM]";
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const float EPSILON = 0.05f;
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const double DELAY_BEFORE_TRAVELLING_MODE = 3000; // [ms].
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const double AUTO_DESTRUCTION_AFTER = 60000; // [ms] (1 min).
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enum State
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{
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NORMAL,
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LAUNCHING,
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TRAVELLING,
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}
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State currentState = State.NORMAL;
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readonly Output output;
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int tickFromStart;
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IMyThrust forwardThruster;
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IMyFlightMovementBlock aiMove;
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IMyOffensiveCombatBlock aiCombat;
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IMySensorBlock sensor;
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List<IMyWarhead> warheads = new List<IMyWarhead>();
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IMyGasTank gasTank;
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IMyLightingBlock light;
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public Program()
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{
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var output = this.Me.GetSurface(0);
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this.output = new Output(output);
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this.output.Print("Missile controller system starting...");
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this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
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this.output.Print("Missile controller system started");
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}
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void UpdateState10()
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{
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if (this.forwardThruster == null)
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this.forwardThruster = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Thruster 01") as IMyThrust;
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if (this.forwardThruster == null)
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{
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this.output.Print("Error: Cannot find forward thruster");
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return;
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}
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if (this.aiMove == null)
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this.aiMove = this.GridTerminalSystem.GetBlockWithName("[PM] AI Flight (Move)") as IMyFlightMovementBlock;
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if (this.aiMove == null)
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{
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this.output.Print("Error: Cannot find AI move");
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return;
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}
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if (this.aiCombat == null)
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this.aiCombat = this.GridTerminalSystem.GetBlockWithName("[PM] AI Offensive (Combat)") as IMyOffensiveCombatBlock;
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if (this.aiCombat == null)
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{
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this.output.Print("Error: Cannot find AI combat");
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return;
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}
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if (this.sensor == null)
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this.sensor = this.GridTerminalSystem.GetBlockWithName("[PM] Sensor") as IMySensorBlock;
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if (this.sensor == null)
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{
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this.output.Print("Error: Cannot find sensor");
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return;
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}
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if (this.warheads.Count == 0)
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this.GridTerminalSystem.GetBlockGroupWithName("[PM] Warheads").GetBlocksOfType(this.warheads);
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if (this.warheads.Count == 0)
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{
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this.output.Print("Error: Cannot find any warhead");
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return;
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}
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if (this.gasTank == null)
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this.gasTank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
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if (this.gasTank == null)
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{
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this.output.Print("Error: Cannot find gas tank");
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return;
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}
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if (this.light == null)
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this.light = this.GridTerminalSystem.GetBlockWithName("[PM] Light") as IMyLightingBlock;
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if (this.light == null)
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{
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this.output.Print("Error: Cannot find light");
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return;
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}
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switch (this.currentState)
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{
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case State.LAUNCHING:
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// this.output.Print($"Tick: {this.tickFromStart}");
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//this.forwardThruster.ove
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this.forwardThruster.ThrustOverridePercentage = 1;
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if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE)
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{
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this.forwardThruster.ThrustOverridePercentage = 0;
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this.aiMove.Enabled = true;
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this.aiCombat.Enabled = true;
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foreach (var warhead in this.warheads)
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warhead.IsArmed = true;
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this.output.Print($"Travelling mode");
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this.currentState = State.TRAVELLING;
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}
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break;
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case State.TRAVELLING:
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var detectedEntity = this.sensor.LastDetectedEntity;
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if (this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000)
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this.light.BlinkIntervalSeconds = 0.5f;
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if (this.gasTank.FilledRatio <= EPSILON || detectedEntity.Type != MyDetectedEntityType.None || this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER)
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{
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Detonate();
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}
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break;
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case State.NORMAL:
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break; // Nothing;
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}
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}
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void Detonate()
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{
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foreach (var warhead in this.warheads)
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warhead.Detonate();
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}
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public void Save()
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{
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}
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double MsSinceLaunch
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{
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get { return (double)this.tickFromStart / 60 * 1000; }
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}
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public void Main(string argument, UpdateType updateSource)
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{
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if ((updateSource & UpdateType.Update10) != 0)
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{
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this.tickFromStart += 10;
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this.UpdateState10();
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}
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else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
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{
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switch (argument)
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{
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case "START":
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this.output.Print("Launching mode");
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this.tickFromStart = 0;
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this.currentState = State.LAUNCHING;
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break;
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default:
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this.output.Print($"Uknown command: {argument}");
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break;
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}
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}
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}
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}
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}
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BIN
MissileController/thumb.png
Normal file
BIN
MissileController/thumb.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 385 KiB |
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