This commit is contained in:
Greg Burri 2025-08-22 23:31:32 +02:00
parent ebf5477ad1
commit 7656b66348

View file

@ -26,22 +26,10 @@ using VRage.GameServices;
using VRageMath; using VRageMath;
// using static VRageRender.Utils.MyWingedEdgeMesh;
namespace IngameScript namespace IngameScript
{ {
class Missile 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.NOMINAL;
//IMyGridTerminalSystem gridTerminalSystem;
public IMyGasTank Tank { get; } public IMyGasTank Tank { get; }
public IMyShipConnector Connector { get; } public IMyShipConnector Connector { get; }
public IMyShipMergeBlock MergeBlock { get; } public IMyShipMergeBlock MergeBlock { get; }
@ -66,37 +54,29 @@ namespace IngameScript
LAUNCHING, LAUNCHING,
} }
int number; readonly int number;
IMyCubeGrid grid; readonly Output output;
Output output;
readonly IMyGridTerminalSystem gridTerminal;
readonly IMyShipConnector connector;
Missile missile; Missile missile;
State currentState = State.NOMINAL; State currentState = State.NOMINAL;
IMyGridTerminalSystem gridTerminal;
IMyShipConnector connector;
//IReadOnlyList<IMyShipWelder> welders;
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
/// <param name="number"></param> /// <param name="number"></param>
/// <param name="gridTerminal"></param> /// <param name="gridTerminal"></param>
/// <param name="grid"></param> /// <param name="grid"></param>
/// <param name="output">To output some text</param> /// <param name="output">To output some text</param>
/// <param name="connector">Connector of the launcher (not the missile)</param> /// <param name="connector">Connector of the launcher (not the missile)</param>
public Launcher(int number, IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid, Output output, IMyShipConnector connector) public Launcher(int number, IMyGridTerminalSystem gridTerminal, Output output, IMyShipConnector connector)
{ {
this.number = number; this.number = number;
this.grid = grid;
this.gridTerminal = gridTerminal; this.gridTerminal = gridTerminal;
this.output = output; this.output = output;
this.connector = connector; this.connector = connector;
//this.connector = this.gridTerminal.GetBlockWithName(String.Format("{0} {1}", Program.GRID_PREFIX, String.Format(LAUNCHER_SMALL_CONNECTOR_NAME, number))) as IMyShipConnector;
//output.Print($"{this.connector}");
} }
public void Launch() public void Launch()
@ -107,7 +87,7 @@ namespace IngameScript
void Print(string message) void Print(string message)
{ {
this.output.Print(String.Format("{0:00} {1}", this.number, message)); this.output.Print(String.Format("{0:00}: {1}", this.number, message));
} }
public void UpdateState() public void UpdateState()
@ -123,9 +103,13 @@ namespace IngameScript
} }
var missileGrid = missileConnector.CubeGrid; var missileGrid = missileConnector.CubeGrid;
if (missileGrid == null)
{
this.Print("Cannot find the missile grid");
break;
}
IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid); //Utils.GetBlock( this.gridTerminal.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank; IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid);
this.output.Print($"tank: {tank}");
if (tank == null) if (tank == null)
{ {
this.Print("Cannot find the missile hydrogen tank"); this.Print("Cannot find the missile hydrogen tank");
@ -148,6 +132,7 @@ namespace IngameScript
} }
tank.Stockpile = true; tank.Stockpile = true;
connector.Connect();
this.missile = new Missile(tank, connector, mergeBlock, programmableBlock); this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
@ -155,7 +140,7 @@ namespace IngameScript
break; break;
case State.FILLING_TANK: case State.FILLING_TANK:
this.Print("Waiting missile tank filled..."); this.Print($"Waiting missile tank filled... ({this.missile.Tank.FilledRatio * 100:.0}%)");
if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100) if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
{ {
@ -175,6 +160,7 @@ namespace IngameScript
this.missile.MergeBlock.Enabled = false; this.missile.MergeBlock.Enabled = false;
this.connector.Disconnect(); this.connector.Disconnect();
this.currentState = State.NOMINAL; this.currentState = State.NOMINAL;
this.missile = null;
break; break;
@ -198,65 +184,43 @@ namespace IngameScript
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 = 20;
const string LAUNCHER_GRID_NAME = "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 LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
//const string WELDER_NAME_GROUP = "Welder {0:00}"; // Example for group 1: ["Welder 01A", "Welder 01B", "Welder 01C"].
const float EPSILON = 0.05f; const float EPSILON = 0.05f;
readonly Output output; readonly Output output;
IMyCubeGrid grid; readonly List<Launcher> launchers = new List<Launcher>();
List<Launcher> launchers = new List<Launcher>();
int nbLaunched = 0; int nbLaunched = 0;
int nextToLaunch = 0; int nextToLaunch = 0;
State currentState = State.NOMINAL; State currentState = State.NOMINAL;
//bool continuous_launching = false;
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);
this.output.Print("Missile launcher system starting..."); this.output.Print("Missile launcher system starting...");
this.grid = this.Me.CubeGrid;
var connectorNamePrefix = String.Format("{0} {1} ", GRID_PREFIX, LAUNCHER_SMALL_CONNECTOR_NAME); var connectorNamePrefix = String.Format("{0} {1} ", GRID_PREFIX, LAUNCHER_SMALL_CONNECTOR_NAME);
// Find all launcher sub-grid and create the associated launcher. // Find all launcher sub-grid and create the associated launcher.
var launcherConnectors = new List<IMyShipConnector>(); var launcherConnectors = new List<IMyShipConnector>();
this.GridTerminalSystem.GetBlocksOfType( this.GridTerminalSystem.GetBlocksOfType(
launcherConnectors, launcherConnectors,
(IMyShipConnector connector) => connector.CustomName.StartsWith(connectorNamePrefix) (IMyShipConnector connector) => connector.CustomName.StartsWith(connectorNamePrefix)
); );
this.output.Print($"launcherConnectors.Count = {launcherConnectors.Count}");
foreach (var connector in launcherConnectors) foreach (var connector in launcherConnectors)
//for (int i = 0; i < launcherConnectors.Count; i++)
{ {
var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length)); var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length));
this.output.Print($"n = {n}"); this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
//var n = i + 1;
//var connector = launcherConnectors[i];
// Find associated welders.
//var welders = new List<IMyShipWelder>();
//this.GridTerminalSystem.GetBlocksOfType(
// welders,
// (IMyShipWelder welder) => welder.CustomName.StartsWith(String.Format("{0} {1}", GRID_PREFIX, String.Format(WELDER_NAME_GROUP, n)))
//);
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, connector.CubeGrid, this.output, connector));
} }
this.Runtime.UpdateFrequency = UpdateFrequency.Update100; this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print("Missile launcher system started"); this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
} }
void LaunchNext() void LaunchNext()
@ -265,10 +229,11 @@ namespace IngameScript
{ {
this.launchers[this.nextToLaunch].Launch(); this.launchers[this.nextToLaunch].Launch();
this.nextToLaunch = (this.nextToLaunch + 1) % this.launchers.Count; this.nextToLaunch = (this.nextToLaunch + 1) % this.launchers.Count;
this.nbLaunched += 1;
} }
} }
void Reset() void ResetToNominal()
{ {
this.nbLaunched = 0; this.nbLaunched = 0;
this.currentState = State.NOMINAL; this.currentState = State.NOMINAL;
@ -280,13 +245,13 @@ namespace IngameScript
{ {
case State.LAUNCHING_ONE: case State.LAUNCHING_ONE:
this.LaunchNext(); this.LaunchNext();
this.Reset(); this.ResetToNominal();
break; break;
case State.LAUNCHING_ALL: case State.LAUNCHING_ALL:
if (this.nbLaunched >= launchers.Count) if (this.nbLaunched >= launchers.Count)
{ {
this.Reset(); this.ResetToNominal();
} }
else else
{ {
@ -305,7 +270,6 @@ namespace IngameScript
public void Save() public void Save()
{ {
} }
public void Main(string argument, UpdateType updateSource) public void Main(string argument, UpdateType updateSource)
@ -314,7 +278,7 @@ namespace IngameScript
{ {
this.UpdateState(); this.UpdateState();
} }
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0) else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
{ {
switch (argument) switch (argument)
{ {
@ -335,7 +299,7 @@ namespace IngameScript
case "STOP": case "STOP":
this.output.Print("Stopping lauching..."); this.output.Print("Stopping lauching...");
this.currentState = State.NOMINAL; this.ResetToNominal();
break; break;
default: default: