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`.
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0cbd5370f9
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1 changed files with 15 additions and 5 deletions
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@ -124,13 +124,23 @@ namespace IngameScript
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}
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}
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IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
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IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
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if (programmableBlock == null)
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if (programmableBlock == null)
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{
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{
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this.Print("Cannot find the missile programmable block");
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this.Print("Cannot find the missile programmable block");
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break;
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break;
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}
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}
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IEnumerable<IMyThrust> thrusters = this.gridTerminal.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", missileGrid);
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if (thrusters.Count() == 0)
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{
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this.Print("Cannot find missile thrusters");
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break;
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}
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// When launched the missile will enabled itself its thrusters.
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foreach (var thruster in thrusters)
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thruster.Enabled = false;
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tank.Stockpile = true;
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tank.Stockpile = true;
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connector.Connect();
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connector.Connect();
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@ -182,7 +192,7 @@ namespace IngameScript
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public const string GRID_PREFIX = "[PML]";
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public const string GRID_PREFIX = "[PML]";
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public const string MISSILE_GRID_PREFIX = "[PM]";
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public const string MISSILE_GRID_PREFIX = "[PM]";
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public const double HYDRO_TANK_FILLED_PERCENT = 20;
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public const double HYDRO_TANK_FILLED_PERCENT = 40;
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const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
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const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
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const string DOORS_MISSILES_GROUP = "Doors Missiles";
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const string DOORS_MISSILES_GROUP = "Doors Missiles";
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@ -202,7 +212,7 @@ namespace IngameScript
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public Program()
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public Program()
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{
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{
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var output = this.Me.GetSurface(0);
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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 = new Output(output, 14);
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this.output.Print("Missile launcher system starting...");
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this.output.Print("Missile launcher system starting...");
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this.missilesDoors = Utils.GetBlocksFromGroup<IMyDoor>(this.GridTerminalSystem, String.Format("{0} {1}", GRID_PREFIX, DOORS_MISSILES_GROUP));
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this.missilesDoors = Utils.GetBlocksFromGroup<IMyDoor>(this.GridTerminalSystem, String.Format("{0} {1}", GRID_PREFIX, DOORS_MISSILES_GROUP));
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@ -227,7 +237,7 @@ namespace IngameScript
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this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
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this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
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}
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}
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this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
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this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
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this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
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this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
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}
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}
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@ -293,7 +303,7 @@ namespace IngameScript
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public void Main(string argument, UpdateType updateSource)
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public void Main(string argument, UpdateType updateSource)
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{
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{
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if ((updateSource & UpdateType.Update100) != 0)
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if ((updateSource & UpdateType.Update10) != 0)
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{
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{
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this.UpdateState();
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this.UpdateState();
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}
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}
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