Lot of changes (Update to MDK2)

This commit is contained in:
Greg Burri 2024-11-03 23:45:58 +01:00
parent 6b3ee666d6
commit 93b3689567
48 changed files with 706 additions and 1005 deletions

2
MissileLauncher/.gitignore vendored Normal file
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# MDK
MissileLauncher.csproj.mdk.local.ini

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using Malware.MDKUtilities;
namespace IngameScript.MDK
{
public class TestBootstrapper
{
// All the files in this folder, as well as all files containing the file ".debug.", will be excluded
// from the build process. You can use this to create utilites for testing your scripts directly in
// Visual Studio.
static TestBootstrapper()
{
// Initialize the MDK utility framework
MDKUtilityFramework.Load();
}
public static void Main()
{
// In order for your program to actually run, you will need to provide a mockup of all the facilities
// your script uses from the game, since they're not available outside of the game.
// Create and configure the desired program.
var program = MDKFactory.CreateProgram<Program>();
MDKFactory.Run(program);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
Contains basic settings that should be included in code repositories
-->
<MDKVersion>1.5.17</MDKVersion>
<MDKTrimTypes>
<Enabled>no</Enabled>
</MDKTrimTypes>
<MDKMinify>
<Level>None</Level>
</MDKMinify>
<MDKIgnore>
<Folder>mdk</Folder>
</MDKIgnore>
</PropertyGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--
You can safely exclude this file from code repositories and use different
user settings per machine.
-->
<MDKVersion>1.4.14</MDKVersion>
<MDKUseGameBinPath>no</MDKUseGameBinPath>
<MDKGameBinPath>G:\SteamLibrary\SteamApps\common\SpaceEngineers\Bin64</MDKGameBinPath>
<MDKInstallPath>c:\users\lyssmetal\appdata\local\microsoft\visualstudio\17.0_6c02a30d\extensions\twejjmj5.r1e</MDKInstallPath>
<MDKOutputPath>C:\Users\LyssMetal\AppData\Roaming\SpaceEngineers\IngameScripts\local</MDKOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Sandbox.Common">
<HintPath>$(MDKGameBinPath)\Sandbox.Common.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Game">
<HintPath>$(MDKGameBinPath)\Sandbox.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Sandbox.Graphics">
<HintPath>$(MDKGameBinPath)\Sandbox.Graphics.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.Game">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="SpaceEngineers.ObjectBuilders">
<HintPath>$(MDKGameBinPath)\SpaceEngineers.ObjectBuilders.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage">
<HintPath>$(MDKGameBinPath)\VRage.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Audio">
<HintPath>$(MDKGameBinPath)\VRage.Audio.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Game">
<HintPath>$(MDKGameBinPath)\VRage.Game.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Input">
<HintPath>$(MDKGameBinPath)\VRage.Input.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Library">
<HintPath>$(MDKGameBinPath)\VRage.Library.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Math">
<HintPath>$(MDKGameBinPath)\VRage.Math.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render">
<HintPath>$(MDKGameBinPath)\VRage.Render.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Render11">
<HintPath>$(MDKGameBinPath)\VRage.Render11.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="VRage.Scripting">
<HintPath>$(MDKGameBinPath)\VRage.Scripting.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="MDKUtilities">
<HintPath>$(MDKInstallPath)\MDKUtilities.dll</HintPath>
<Private>true</Private>
</Reference>
<Reference Include="System.Collections.Immutable">
<HintPath>$(MDKGameBinPath)\System.Collections.Immutable.dll</HintPath>
<Private>false</Private>
</Reference>
<Analyzer Include="$(MDKInstallPath)\Analyzers\MDKAnalyzer.dll" />
</ItemGroup>
</Project>

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@ -1,59 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{761F968E-CE71-404B-A20A-7C1458D6C014}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>IngameScript</RootNamespace>
<AssemblyName>MissileLauncher</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
<LangVersion>6</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="netstandard" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<Import Project="MDK/MDK.options.props" />
<Import Project="MDK/MDK.paths.props" Condition="exists('MDK/MDK.paths.props')" />
<ItemGroup>
<Compile Include="MDK\Bootstrapper.cs" />
<AdditionalFiles Include="MDK\MDK.options.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<AdditionalFiles Include="MDK\MDK.paths.props">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</AdditionalFiles>
<Compile Include="Program.cs" />
<AdditionalFiles Include="Instructions.readme" />
<AdditionalFiles Include="thumb.png" />
<AdditionalFiles Include="MDK\whitelist.cache" />
</ItemGroup>
<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild">
<Copy SourceFiles="MDK\MDK.options.props" DestinationFolder="$(TargetDir)\MDK" />
<Copy SourceFiles="MDK\MDK.paths.props" DestinationFolder="$(TargetDir)\MDK" />
</Target>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netframework48</TargetFramework>
<RootNamespace>IngameScript</RootNamespace>
<LangVersion>6</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<Configurations>Release;Debug</Configurations>
<Platforms>x64</Platforms>
</PropertyGroup>
<ItemGroup>
<None Remove="Instructions.readme" />
</ItemGroup>
<ItemGroup>
<AdditionalFiles Include="Instructions.readme" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Mal.Mdk2.PbAnalyzers" Version="2.1.9">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Mal.Mdk2.PbPackager" Version="2.0.6">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Mal.Mdk2.References" Version="2.2.2" />
</ItemGroup>
<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
</Project>

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; This file is project specific and should be checked in to source control.
[mdk]
; This is a programmable block script project.
; You should not change this.
type=programmableblock
; Toggle trace (on|off) (verbose output)
trace=off
; What type of minification to use (none|trim|stripcomments|lite|full)
; none: No minification
; trim: Removes unused types (NOT members).
; stripcomments: trim + removes comments.
; lite: stripcomments + removes leading/trailing whitespace.
; full: lite + renames identifiers to shorter names.
minify=none
; A list of files and folder to ignore when creating the script.
; This is a comma separated list of glob patterns.
; See https://code.visualstudio.com/docs/editor/glob-patterns
ignores=obj/**/*,MDK/**/*,**/*.debug.cs

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; This file is _local_ to your machine and should not be checked in to source control.
[mdk]
; Where to output the script to (auto|specific path)
output=auto
; Override the default binary path (auto|specific path)
binarypath=auto

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@ -4,6 +4,7 @@ using Sandbox.Game.GameSystems;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.Entities.Blocks;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
@ -21,141 +22,290 @@ using VRage.Game.GUI.TextPanel;
using VRage.Game.ModAPI.Ingame;
using VRage.Game.ModAPI.Ingame.Utilities;
using VRage.Game.ObjectBuilders.Definitions;
using VRage.GameServices;
using VRageMath;
using static VRageRender.Utils.MyWingedEdgeMesh;
// using static VRageRender.Utils.MyWingedEdgeMesh;
namespace IngameScript
{
enum State
{
NORMAL,
STARTING_SEQUENCE,
FILLING_TANK,
LAUNCHING,
}
class Missile
{
string prefix;
readonly string tankName = "Hydrogen Tank";
readonly string connectorName = "Connector";
readonly string mergeBlockName = "Merge Block";
readonly string programmableBlockName = "Programmable Block";
//string prefix;
//readonly string tankName = "Hydrogen Tank";
//readonly string connectorName = "Connector";
//readonly string mergeBlockName = "Merge Block";
//readonly string programmableBlockName = "Programmable Block";
State currentState = State.NORMAL;
//State currentState = State.NOMINAL;
IMyGridTerminalSystem gridTerminalSystem;
//IMyGridTerminalSystem gridTerminalSystem;
IMyGasTank tank = null;
IMyShipConnector connector = null;
IMyShipMergeBlock mergeBlock = null;
IMyProgrammableBlock programmableBlock = null;
public IMyGasTank Tank { get; }
public IMyShipConnector Connector { get; }
public IMyShipMergeBlock MergeBlock { get; }
public IMyProgrammableBlock ProgrammableBlock { get; }
// bool loop = false; // Not used for the moment.
public Missile(string prefix, IMyGridTerminalSystem gridTerminalSystem)
public Missile(IMyGasTank tank, IMyShipConnector connector, IMyShipMergeBlock mergeBlock, IMyProgrammableBlock programmableBlock)
{
this.prefix = prefix;
this.gridTerminalSystem = gridTerminalSystem;
this.Tank = tank;
this.Connector = connector;
this.MergeBlock = mergeBlock;
this.ProgrammableBlock = programmableBlock;
}
}
class Launcher
{
enum State
{
NOMINAL,
STARTING_SEQUENCE,
FILLING_TANK,
LAUNCHING,
}
int number;
IMyCubeGrid grid;
Output output;
Missile missile;
State currentState = State.NOMINAL;
IMyGridTerminalSystem gridTerminal;
IMyShipConnector connector;
//IReadOnlyList<IMyShipWelder> welders;
/// <summary>
///
/// </summary>
/// <param name="number"></param>
/// <param name="gridTerminal"></param>
/// <param name="grid"></param>
/// <param name="output">To output some text</param>
/// <param name="connector">Connector of the launcher (not the missile)</param>
public Launcher(int number, IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid, Output output, IMyShipConnector connector)
{
this.number = number;
this.grid = grid;
this.gridTerminal = gridTerminal;
this.output = output;
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($"{this.connector}");
}
public void Launch()
{
if (this.currentState == State.NOMINAL)
this.currentState = State.STARTING_SEQUENCE;
}
void Print(string message)
{
this.output.Print(String.Format("{0:00} {1}", this.number, message));
}
public void UpdateState()
{
switch (this.currentState)
{
case State.STARTING_SEQUENCE:
var missileConnector = this.connector.OtherConnector;
if (missileConnector == null)
{
this.Print("Cannot find the missile connector");
break;
}
var missileGrid = missileConnector.CubeGrid;
IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid); //Utils.GetBlock( this.gridTerminal.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
this.output.Print($"tank: {tank}");
if (tank == null)
{
this.Print("Cannot find the missile hydrogen tank");
break;
}
IMyShipMergeBlock mergeBlock = this.gridTerminal.GetBlock<IMyShipMergeBlock>("[PM] Merge Block", missileGrid);
if (mergeBlock == null)
{
this.Print("Cannot find the missile merge block");
break;
}
IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
if (programmableBlock == null)
{
this.Print("Cannot find the missile programmable block");
break;
}
tank.Stockpile = true;
this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
this.currentState = State.FILLING_TANK;
break;
case State.FILLING_TANK:
this.Print("Waiting missile tank filled...");
if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
{
this.missile.Tank.Stockpile = false;
this.currentState = State.LAUNCHING;
}
break;
case State.LAUNCHING:
this.Print("Launching missile...");
if (this.missile.ProgrammableBlock.TryRun("START"))
this.Print("Missile launched!");
else
this.Print("ERROR: Can't send START command to missile");
this.missile.MergeBlock.Enabled = false;
this.connector.Disconnect();
this.currentState = State.NOMINAL;
break;
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:

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# Missile launcher

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Mal.Mdk2.PbPackager" version="2.0.0-alpha073" targetFramework="net48" />
</packages>