Add missile thruster checks and update configurations

- Implemented validation for missile thrusters, halting if none are found.
- Increased `HYDRO_TANK_FILLED_PERCENT` from 20 to 40.
- Changed runtime update frequency from `Update100` to `Update10`.
This commit is contained in:
Greg Burri 2025-08-30 23:31:22 +02:00
parent 0cbd5370f9
commit 736aec97db

View file

@ -124,13 +124,23 @@ namespace IngameScript
} }
IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid); IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
if (programmableBlock == null) if (programmableBlock == null)
{ {
this.Print("Cannot find the missile programmable block"); this.Print("Cannot find the missile programmable block");
break; break;
} }
IEnumerable<IMyThrust> thrusters = this.gridTerminal.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", missileGrid);
if (thrusters.Count() == 0)
{
this.Print("Cannot find missile thrusters");
break;
}
// When launched the missile will enabled itself its thrusters.
foreach (var thruster in thrusters)
thruster.Enabled = false;
tank.Stockpile = true; tank.Stockpile = true;
connector.Connect(); connector.Connect();
@ -182,7 +192,7 @@ namespace IngameScript
public const string GRID_PREFIX = "[PML]"; public const string GRID_PREFIX = "[PML]";
public const string MISSILE_GRID_PREFIX = "[PM]"; public const string MISSILE_GRID_PREFIX = "[PM]";
public const double HYDRO_TANK_FILLED_PERCENT = 20; public const double HYDRO_TANK_FILLED_PERCENT = 40;
const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc. const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
const string DOORS_MISSILES_GROUP = "Doors Missiles"; const string DOORS_MISSILES_GROUP = "Doors Missiles";
@ -202,7 +212,7 @@ namespace IngameScript
public Program() public Program()
{ {
var output = this.Me.GetSurface(0); var output = this.Me.GetSurface(0);
this.output = new Output(output); this.output = new Output(output, 14);
this.output.Print("Missile launcher system starting..."); this.output.Print("Missile launcher system starting...");
this.missilesDoors = Utils.GetBlocksFromGroup<IMyDoor>(this.GridTerminalSystem, String.Format("{0} {1}", GRID_PREFIX, DOORS_MISSILES_GROUP)); this.missilesDoors = Utils.GetBlocksFromGroup<IMyDoor>(this.GridTerminalSystem, String.Format("{0} {1}", GRID_PREFIX, DOORS_MISSILES_GROUP));
@ -227,7 +237,7 @@ namespace IngameScript
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector)); this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
} }
this.Runtime.UpdateFrequency = UpdateFrequency.Update100; this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))"); this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
} }
@ -293,7 +303,7 @@ namespace IngameScript
public void Main(string argument, UpdateType updateSource) public void Main(string argument, UpdateType updateSource)
{ {
if ((updateSource & UpdateType.Update100) != 0) if ((updateSource & UpdateType.Update10) != 0)
{ {
this.UpdateState(); this.UpdateState();
} }