Lot of changes (Update to MDK2)
This commit is contained in:
parent
6b3ee666d6
commit
93b3689567
48 changed files with 706 additions and 1005 deletions
2
MissileLauncher/.gitignore
vendored
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2
MissileLauncher/.gitignore
vendored
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# MDK
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MissileLauncher.csproj.mdk.local.ini
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@ -1,27 +0,0 @@
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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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@ -1,18 +0,0 @@
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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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@ -1,81 +0,0 @@
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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="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
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</ItemGroup>
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</Project>
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@ -1,59 +1,34 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(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=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{761F968E-CE71-404B-A20A-7C1458D6C014}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>IngameScript</RootNamespace>
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<AssemblyName>MissileLauncher</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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<TargetFrameworkProfile />
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</PropertyGroup>
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<PropertyGroup Condition="'$(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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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netframework48</TargetFramework>
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<RootNamespace>IngameScript</RootNamespace>
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<LangVersion>6</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<Configurations>Release;Debug</Configurations>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="Instructions.readme" />
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</ItemGroup>
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<ItemGroup>
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<AdditionalFiles Include="Instructions.readme" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Mal.Mdk2.PbAnalyzers" Version="2.1.9">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="Mal.Mdk2.PbPackager" Version="2.0.6">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="Mal.Mdk2.References" Version="2.2.2" />
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</ItemGroup>
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<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
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</Project>
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22
MissileLauncher/MissileLauncher.mdk.ini
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22
MissileLauncher/MissileLauncher.mdk.ini
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; This file is project specific and should be checked in to source control.
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[mdk]
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; This is a programmable block script project.
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; You should not change this.
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type=programmableblock
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; Toggle trace (on|off) (verbose output)
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trace=off
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; What type of minification to use (none|trim|stripcomments|lite|full)
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; none: No minification
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; trim: Removes unused types (NOT members).
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; stripcomments: trim + removes comments.
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; lite: stripcomments + removes leading/trailing whitespace.
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; full: lite + renames identifiers to shorter names.
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minify=none
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; A list of files and folder to ignore when creating the script.
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; This is a comma separated list of glob patterns.
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; See https://code.visualstudio.com/docs/editor/glob-patterns
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ignores=obj/**/*,MDK/**/*,**/*.debug.cs
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7
MissileLauncher/MissileLauncher.mdk.local.ini
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MissileLauncher/MissileLauncher.mdk.local.ini
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; This file is _local_ to your machine and should not be checked in to source control.
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[mdk]
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; Where to output the script to (auto|specific path)
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output=auto
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; Override the default binary path (auto|specific path)
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binarypath=auto
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@ -4,6 +4,7 @@ using Sandbox.Game.GameSystems;
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using Sandbox.ModAPI.Ingame;
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using Sandbox.ModAPI.Interfaces;
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using SpaceEngineers.Game.Entities.Blocks;
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using SpaceEngineers.Game.ModAPI.Ingame;
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using System;
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@ -21,141 +22,290 @@ 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 VRage.GameServices;
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using VRageMath;
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using static VRageRender.Utils.MyWingedEdgeMesh;
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// using static VRageRender.Utils.MyWingedEdgeMesh;
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namespace IngameScript
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{
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enum State
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{
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NORMAL,
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STARTING_SEQUENCE,
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FILLING_TANK,
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LAUNCHING,
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}
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class Missile
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{
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string prefix;
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readonly string tankName = "Hydrogen Tank";
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readonly string connectorName = "Connector";
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readonly string mergeBlockName = "Merge Block";
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readonly string programmableBlockName = "Programmable Block";
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//string prefix;
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//readonly string tankName = "Hydrogen Tank";
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//readonly string connectorName = "Connector";
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//readonly string mergeBlockName = "Merge Block";
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//readonly string programmableBlockName = "Programmable Block";
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State currentState = State.NORMAL;
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//State currentState = State.NOMINAL;
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IMyGridTerminalSystem gridTerminalSystem;
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//IMyGridTerminalSystem gridTerminalSystem;
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IMyGasTank tank = null;
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IMyShipConnector connector = null;
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IMyShipMergeBlock mergeBlock = null;
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IMyProgrammableBlock programmableBlock = null;
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public IMyGasTank Tank { get; }
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public IMyShipConnector Connector { get; }
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public IMyShipMergeBlock MergeBlock { get; }
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public IMyProgrammableBlock ProgrammableBlock { get; }
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// bool loop = false; // Not used for the moment.
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public Missile(string prefix, IMyGridTerminalSystem gridTerminalSystem)
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public Missile(IMyGasTank tank, IMyShipConnector connector, IMyShipMergeBlock mergeBlock, IMyProgrammableBlock programmableBlock)
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{
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this.prefix = prefix;
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this.gridTerminalSystem = gridTerminalSystem;
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this.Tank = tank;
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this.Connector = connector;
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this.MergeBlock = mergeBlock;
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this.ProgrammableBlock = programmableBlock;
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}
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}
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class Launcher
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{
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enum State
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{
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NOMINAL,
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STARTING_SEQUENCE,
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FILLING_TANK,
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LAUNCHING,
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}
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int number;
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IMyCubeGrid grid;
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Output output;
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Missile missile;
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State currentState = State.NOMINAL;
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IMyGridTerminalSystem gridTerminal;
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IMyShipConnector connector;
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//IReadOnlyList<IMyShipWelder> welders;
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/// <summary>
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///
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/// </summary>
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/// <param name="number"></param>
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/// <param name="gridTerminal"></param>
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/// <param name="grid"></param>
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/// <param name="output">To output some text</param>
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/// <param name="connector">Connector of the launcher (not the missile)</param>
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public Launcher(int number, IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid, Output output, IMyShipConnector connector)
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{
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this.number = number;
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this.grid = grid;
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this.gridTerminal = gridTerminal;
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this.output = output;
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this.connector = connector;
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//this.connector = this.gridTerminal.GetBlockWithName(String.Format("{0} {1}", Program.GRID_PREFIX, String.Format(LAUNCHER_SMALL_CONNECTOR_NAME, number))) as IMyShipConnector;
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//output.Print($"{this.connector}");
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}
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public void Launch()
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{
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if (this.currentState == State.NOMINAL)
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this.currentState = State.STARTING_SEQUENCE;
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}
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void Print(string message)
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{
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this.output.Print(String.Format("{0:00} {1}", this.number, message));
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}
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public void UpdateState()
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{
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switch (this.currentState)
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{
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case State.STARTING_SEQUENCE:
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var missileConnector = this.connector.OtherConnector;
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if (missileConnector == null)
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{
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this.Print("Cannot find the missile connector");
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break;
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}
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var missileGrid = missileConnector.CubeGrid;
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IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid); //Utils.GetBlock( this.gridTerminal.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
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this.output.Print($"tank: {tank}");
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if (tank == null)
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{
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this.Print("Cannot find the missile hydrogen tank");
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break;
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}
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IMyShipMergeBlock mergeBlock = this.gridTerminal.GetBlock<IMyShipMergeBlock>("[PM] Merge Block", missileGrid);
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if (mergeBlock == null)
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{
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this.Print("Cannot find the missile merge block");
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break;
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}
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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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{
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this.Print("Cannot find the missile programmable block");
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break;
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}
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tank.Stockpile = true;
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this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
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this.currentState = State.FILLING_TANK;
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break;
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case State.FILLING_TANK:
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this.Print("Waiting missile tank filled...");
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if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
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{
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this.missile.Tank.Stockpile = false;
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this.currentState = State.LAUNCHING;
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}
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break;
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case State.LAUNCHING:
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this.Print("Launching missile...");
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if (this.missile.ProgrammableBlock.TryRun("START"))
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this.Print("Missile launched!");
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else
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this.Print("ERROR: Can't send START command to missile");
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this.missile.MergeBlock.Enabled = false;
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this.connector.Disconnect();
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this.currentState = State.NOMINAL;
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break;
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case State.NOMINAL:
|
||||
break; // Nothing;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial class Program : MyGridProgram
|
||||
{
|
||||
const string GRID_PREFIX = "[PML]";
|
||||
const string MISSILE_GRID_PREFIX = "[PM]";
|
||||
const double HYDRO_TANK_FILLED_PERCENT = 20;
|
||||
enum State
|
||||
{
|
||||
NOMINAL,
|
||||
LAUNCHING_ONE,
|
||||
LAUNCHING_ALL,
|
||||
LAUNCHING_CONTINUOUS,
|
||||
}
|
||||
|
||||
public const string GRID_PREFIX = "[PML]";
|
||||
public const string MISSILE_GRID_PREFIX = "[PM]";
|
||||
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 WELDER_NAME_GROUP = "Welder {0:00}"; // Example for group 1: ["Welder 01A", "Welder 01B", "Welder 01C"].
|
||||
|
||||
const float EPSILON = 0.05f;
|
||||
|
||||
readonly Output output;
|
||||
|
||||
IMyCubeGrid grid;
|
||||
|
||||
List<Launcher> launchers = new List<Launcher>();
|
||||
int nbLaunched = 0;
|
||||
int nextToLaunch = 0;
|
||||
|
||||
State currentState = State.NOMINAL;
|
||||
|
||||
//bool continuous_launching = false;
|
||||
|
||||
public Program()
|
||||
{
|
||||
var output = this.Me.GetSurface(0);
|
||||
this.output = new Output(output);
|
||||
this.output.Print("Missile launcher system starting...");
|
||||
|
||||
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
|
||||
this.grid = this.Me.CubeGrid;
|
||||
|
||||
var connectorNamePrefix = String.Format("{0} {1} ", GRID_PREFIX, LAUNCHER_SMALL_CONNECTOR_NAME);
|
||||
|
||||
// Find all launcher sub-grid and create the associated launcher.
|
||||
var launcherConnectors = new List<IMyShipConnector>();
|
||||
this.GridTerminalSystem.GetBlocksOfType(
|
||||
launcherConnectors,
|
||||
(IMyShipConnector connector) => connector.CustomName.StartsWith(connectorNamePrefix)
|
||||
);
|
||||
|
||||
this.output.Print($"launcherConnectors.Count = {launcherConnectors.Count}");
|
||||
|
||||
foreach (var connector in launcherConnectors)
|
||||
//for (int i = 0; i < launcherConnectors.Count; i++)
|
||||
{
|
||||
var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length));
|
||||
this.output.Print($"n = {n}");
|
||||
|
||||
//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.output.Print("Missile launcher system started");
|
||||
}
|
||||
|
||||
void LaunchNext()
|
||||
{
|
||||
if (this.launchers.Count > 0)
|
||||
{
|
||||
this.launchers[this.nextToLaunch].Launch();
|
||||
this.nextToLaunch = (this.nextToLaunch + 1) % this.launchers.Count;
|
||||
}
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
this.nbLaunched = 0;
|
||||
this.currentState = State.NOMINAL;
|
||||
}
|
||||
|
||||
void UpdateState()
|
||||
{
|
||||
switch (this.currentState)
|
||||
{
|
||||
case State.STARTING_SEQUENCE:
|
||||
this.tank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
|
||||
if (this.tank == null)
|
||||
case State.LAUNCHING_ONE:
|
||||
this.LaunchNext();
|
||||
this.Reset();
|
||||
break;
|
||||
|
||||
case State.LAUNCHING_ALL:
|
||||
if (this.nbLaunched >= launchers.Count)
|
||||
{
|
||||
this.output.Print("Cannot find the missile hydrogen tank");
|
||||
break;
|
||||
this.Reset();
|
||||
}
|
||||
|
||||
this.connector = this.GridTerminalSystem.GetBlockWithName("[PM] Connector") as IMyShipConnector;
|
||||
if (this.connector == null)
|
||||
else
|
||||
{
|
||||
this.output.Print("Cannot find the missile connector");
|
||||
break;
|
||||
}
|
||||
|
||||
this.mergeBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Merge Block") as IMyShipMergeBlock;
|
||||
if (this.mergeBlock == null)
|
||||
{
|
||||
this.output.Print("Cannot find the missile merge block");
|
||||
break;
|
||||
}
|
||||
|
||||
this.programmableBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Programmable Block") as IMyProgrammableBlock;
|
||||
if (this.programmableBlock == null)
|
||||
{
|
||||
this.output.Print("Cannot find the missile programmable block");
|
||||
break;
|
||||
}
|
||||
|
||||
this.tank.Stockpile = true;
|
||||
this.connector.Connect();
|
||||
|
||||
this.currentState = State.FILLING_TANK;
|
||||
break; ;
|
||||
|
||||
case State.FILLING_TANK:
|
||||
this.output.Print("Waiting missile tank filled...");
|
||||
if (this.tank.FilledRatio >= HYDRO_TANK_FILLED_PERCENT / 100)
|
||||
{
|
||||
this.tank.Stockpile = false;
|
||||
this.currentState = State.LAUNCHING;
|
||||
this.LaunchNext();
|
||||
}
|
||||
break;
|
||||
|
||||
case State.LAUNCHING:
|
||||
this.output.Print("Launching missile...");
|
||||
|
||||
if (this.programmableBlock.TryRun("START"))
|
||||
this.output.Print("Missile launched!");
|
||||
else
|
||||
this.output.Print("ERROR: Can't send START command to missile");
|
||||
|
||||
this.mergeBlock.Enabled = false;
|
||||
this.connector.Disconnect();
|
||||
|
||||
if (this.loop)
|
||||
this.currentState = State.STARTING_SEQUENCE;
|
||||
else
|
||||
this.currentState = State.NORMAL;
|
||||
|
||||
case State.LAUNCHING_CONTINUOUS:
|
||||
this.LaunchNext();
|
||||
break;
|
||||
|
||||
case State.NORMAL:
|
||||
break; // Nothing;
|
||||
}
|
||||
|
||||
foreach (var launcher in this.launchers)
|
||||
launcher.UpdateState();
|
||||
}
|
||||
|
||||
public void Save()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Main(string argument, UpdateType updateSource)
|
||||
|
|
@ -164,23 +314,28 @@ namespace IngameScript
|
|||
{
|
||||
this.UpdateState();
|
||||
}
|
||||
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
|
||||
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
|
||||
{
|
||||
switch (argument)
|
||||
{
|
||||
case "LAUNCH ONE":
|
||||
this.loop = false;
|
||||
this.currentState = State.STARTING_SEQUENCE;
|
||||
this.output.Print("Launching one missile...");
|
||||
this.currentState = State.LAUNCHING_ONE;
|
||||
break;
|
||||
|
||||
case "LAUNCH SOME":
|
||||
this.loop = true;
|
||||
this.currentState = State.STARTING_SEQUENCE;
|
||||
case "LAUNCH ALL":
|
||||
this.output.Print("Launching all missiles...");
|
||||
this.currentState = State.LAUNCHING_ALL;
|
||||
break;
|
||||
|
||||
case "LAUNCH CONTINUOUS":
|
||||
this.output.Print("Launching missiles in continous...");
|
||||
this.currentState = State.LAUNCHING_CONTINUOUS;
|
||||
break;
|
||||
|
||||
case "STOP":
|
||||
this.loop = false;
|
||||
this.currentState = State.NORMAL;
|
||||
this.output.Print("Stopping lauching...");
|
||||
this.currentState = State.NOMINAL;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
|||
2
MissileLauncher/README.md
Normal file
2
MissileLauncher/README.md
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
# Missile launcher
|
||||
|
||||
4
MissileLauncher/packages.config
Normal file
4
MissileLauncher/packages.config
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Mal.Mdk2.PbPackager" version="2.0.0-alpha073" targetFramework="net48" />
|
||||
</packages>
|
||||
Loading…
Add table
Add a link
Reference in a new issue