Enhance missile behavior and state management
- Introduced new constants for missile control: `DISTANCE_BEFORE_ROTATING` and `ROTATION_SPEED`. - Expanded `State` enum to include `TURNING` and `ACCELERATING`. - Added variables for tracking missile position, speed, and acceleration. - Implemented logic for initializing backward thruster and gyroscope. - Added `CheckEnemies` method to switch to AI mode upon enemy detection. - Introduced `Detonate` method for centralized warhead detonation logic. - Updated `DistanceFromLaunch` property for accurate distance calculation.
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1 changed files with 143 additions and 35 deletions
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@ -33,26 +33,38 @@ namespace IngameScript
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{
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{
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partial class Program : MyGridProgram
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partial class Program : MyGridProgram
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{
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{
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//const string MISSILE_GRID_PREFIX = "[PM]";
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const float EPSILON = 0.05f;
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const float EPSILON = 0.05f;
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const double DELAY_BEFORE_TRAVELLING_MODE = 5000; // [ms] (5 s).
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const double DISTANCE_BEFORE_ROTATING = 15; // [m].
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const double AUTO_DESTRUCTION_AFTER = 120000; // [ms] (2 min). Or if the hydrogen tank is empty.
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const float ROTATION_SPEED = 0.5f; // [rad/s].
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enum State
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enum State
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{
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{
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NORMAL,
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NORMAL,
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LAUNCHING,
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LAUNCHING,
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TURNING,
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ACCELERATING,
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TRAVELLING,
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TRAVELLING,
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AI,
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}
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}
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State currentState = State.NORMAL;
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State currentState = State.NORMAL;
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int tickFromStart;
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int begginningOfaccelerationTick;
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bool launchPositionSet = false;
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Vector3D launchPosition;
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Vector3D directionBeforeTurning;
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Vector3D lastPosition;
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double speed;
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double acceleration;
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readonly Output output;
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readonly Output output;
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readonly IMyCubeGrid grid;
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readonly IMyCubeGrid grid;
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int tickFromStart;
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IMyThrust forwardThruster;
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IMyThrust forwardThruster;
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IMyThrust backwardThruster;
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IMyGyro gyroscope;
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IEnumerable<IMyThrust> thrusters;
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IEnumerable<IMyThrust> thrusters;
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IMyFlightMovementBlock aiMove;
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IMyFlightMovementBlock aiMove;
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IMyOffensiveCombatBlock aiCombat;
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IMyOffensiveCombatBlock aiCombat;
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@ -83,6 +95,22 @@ namespace IngameScript
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return false;
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return false;
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}
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}
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if (this.backwardThruster == null)
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this.backwardThruster = this.GridTerminalSystem.GetBlock<IMyThrust>("[PM] Hydrogen Thruster 06", this.grid);
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if (this.backwardThruster == null)
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{
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this.output.Print("Error: Cannot find backward thruster");
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return false;
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}
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if (this.gyroscope == null)
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this.gyroscope = this.GridTerminalSystem.GetBlock<IMyGyro>("[PM] Gyroscope", this.grid);
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if (this.gyroscope == null)
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{
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this.output.Print("Error: Cannot find gyroscope");
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return false;
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}
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if (this.thrusters == null)
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if (this.thrusters == null)
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{
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{
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this.thrusters = this.GridTerminalSystem.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", this.grid);
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this.thrusters = this.GridTerminalSystem.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", this.grid);
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@ -141,15 +169,15 @@ namespace IngameScript
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return true;
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return true;
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}
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}
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bool BlinkBeforeBeingAutodestructed()
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//bool BlinkBeforeBeingAutodestructed()
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{
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//{
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return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000;
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// return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000;
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}
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//}
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bool MustBeAutodestructed()
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//bool MustBeAutodestructed()
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{
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//{
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return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER;
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// return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER;
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}
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//}
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bool EnemyAtRange()
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bool EnemyAtRange()
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{
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{
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@ -160,6 +188,20 @@ namespace IngameScript
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{
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{
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this.tickFromStart += 10;
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this.tickFromStart += 10;
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if (this.forwardThruster != null)
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{
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var currentPosition = this.forwardThruster.GetPosition();
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if (this.lastPosition != new Vector3D())
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{
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var d = (currentPosition - this.lastPosition).Length();
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var speed = d * 10;
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this.acceleration = (speed - this.speed) * 10;
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this.speed = speed;
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//this.output.Print($"Spd: {this.speed:0.0}, Acc: {this.acceleration:0.0}");
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}
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this.lastPosition = currentPosition;
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}
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switch (this.currentState)
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switch (this.currentState)
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{
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{
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case State.LAUNCHING:
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case State.LAUNCHING:
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@ -170,35 +212,69 @@ namespace IngameScript
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break;
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break;
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}
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}
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this.forwardThruster.Enabled = true; // Only one thruster is enabled when launching.
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if (!this.launchPositionSet)
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this.forwardThruster.ThrustOverridePercentage = 1;
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if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE && (this.EnemyAtRange() || this.BlinkBeforeBeingAutodestructed()))
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{
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{
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foreach (var thruster in this.thrusters)
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this.launchPosition = this.forwardThruster.GetPosition();
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{
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this.launchPositionSet = true;
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if (thruster != this.forwardThruster)
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}
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thruster.Enabled = true;
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}
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//this.forwardThruster.Enabled = true; // Only one thruster is enabled when launching. Replaced by the loop below to avoid issues when gravity is present.
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foreach (var thruster in this.thrusters)
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{
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if (thruster != this.backwardThruster)
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thruster.Enabled = true;
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}
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this.forwardThruster.ThrustOverridePercentage = 1f; // Can be lowered for low gravity but set to 1f for 1G planet gravity.
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//this.output.Print($"Distance from launch: {this.DistanceFromLaunch:0.0} m");
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if (this.DistanceFromLaunch > DISTANCE_BEFORE_ROTATING)
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{
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this.directionBeforeTurning = this.forwardThruster.WorldMatrix.Forward.Normalized();
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this.gyroscope.GyroOverride = true;
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this.gyroscope.Roll = ROTATION_SPEED;
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this.output.Print($"Turning mode");
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this.currentState = State.TURNING;
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}
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break;
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case State.TURNING:
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var dotProduct = this.forwardThruster.WorldMatrix.Forward.Normalized().Dot(this.directionBeforeTurning);
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//this.output.Print($"Dot product: {dotProduct:0.000}");
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if (dotProduct <= EPSILON)
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{
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this.gyroscope.GyroOverride = false;
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this.gyroscope.Roll = 0;
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this.forwardThruster.ThrustOverridePercentage = 1f;
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this.output.Print($"Accelerating mode");
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this.begginningOfaccelerationTick = this.tickFromStart;
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this.currentState = State.ACCELERATING;
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}
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break;
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case State.ACCELERATING:
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//this.CheckTank();
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this.CheckEnemies();
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if (this.acceleration <= EPSILON)
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{
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this.forwardThruster.ThrustOverridePercentage = 0;
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this.forwardThruster.ThrustOverridePercentage = 0;
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this.aiMove.Enabled = true;
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foreach (var warhead in this.warheads)
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warhead.IsArmed = true;
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this.output.Print($"Travelling mode");
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this.output.Print($"Travelling mode");
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this.currentState = State.TRAVELLING;
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this.currentState = State.TRAVELLING;
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}
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}
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break;
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break;
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case State.TRAVELLING:
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case State.TRAVELLING:
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if (this.BlinkBeforeBeingAutodestructed())
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//this.CheckTank();
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this.light.BlinkIntervalSeconds = 0.5f;
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this.CheckEnemies();
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break;
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if (this.gasTank.FilledRatio <= EPSILON || this.MustBeAutodestructed())
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case State.AI:
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{
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//this.CheckTank();
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Detonate();
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}
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break;
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break;
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case State.NORMAL:
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case State.NORMAL:
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@ -206,6 +282,33 @@ namespace IngameScript
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}
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}
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}
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}
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//void CheckTank()
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//{
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// if (this.gasTank.FilledRatio <= EPSILON)
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// {
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// this.output.Print("Tank empty, detonating");
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// Detonate();
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// }
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//}
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void CheckEnemies()
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{
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if (this.EnemyAtRange())
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{
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this.forwardThruster.ThrustOverridePercentage = 0;
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foreach (var warhead in this.warheads)
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warhead.IsArmed = true;
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this.backwardThruster.Enabled = true;
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this.aiMove.Enabled = true;
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this.output.Print("Enemy in range, switching to AI mode");
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this.currentState = State.AI;
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}
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}
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void Detonate()
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void Detonate()
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{
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{
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foreach (var warhead in this.warheads)
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foreach (var warhead in this.warheads)
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@ -216,9 +319,14 @@ namespace IngameScript
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{
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{
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}
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}
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double MsSinceLaunch
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//double MsSinceLaunch
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//{
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// get { return (double)this.tickFromStart / 60 * 1000; }
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//}
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double DistanceFromLaunch
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{
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{
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get { return (double)this.tickFromStart / 60 * 1000; }
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get { return (this.forwardThruster.GetPosition() - this.launchPosition).Length(); }
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}
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}
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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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