Use the new utilities functions and add the STOP command
This commit is contained in:
parent
0aa3ae21d2
commit
ebf5477ad1
1 changed files with 24 additions and 18 deletions
|
|
@ -1,4 +1,5 @@
|
|||
using Sandbox.Game.Entities.Cube;
|
||||
using Sandbox.Game.Entities;
|
||||
using Sandbox.Game.Entities.Cube;
|
||||
using Sandbox.Game.EntityComponents;
|
||||
//using Sandbox.ModAPI;
|
||||
using Sandbox.ModAPI.Ingame;
|
||||
|
|
@ -30,13 +31,12 @@ namespace IngameScript
|
|||
{
|
||||
partial class Program : MyGridProgram
|
||||
{
|
||||
const string MISSILE_GRID_PREFIX = "[PM]";
|
||||
//const string MISSILE_GRID_PREFIX = "[PM]";
|
||||
|
||||
const float EPSILON = 0.05f;
|
||||
const double DELAY_BEFORE_TRAVELLING_MODE = 3000; // [ms].
|
||||
const double AUTO_DESTRUCTION_AFTER = 60000; // [ms] (1 min). Or if the hydrogen tank is empty.
|
||||
|
||||
|
||||
enum State
|
||||
{
|
||||
NORMAL,
|
||||
|
|
@ -47,13 +47,14 @@ namespace IngameScript
|
|||
State currentState = State.NORMAL;
|
||||
|
||||
readonly Output output;
|
||||
readonly IMyCubeGrid grid;
|
||||
|
||||
int tickFromStart;
|
||||
IMyThrust forwardThruster;
|
||||
IMyFlightMovementBlock aiMove;
|
||||
IMyOffensiveCombatBlock aiCombat;
|
||||
IMySensorBlock sensor;
|
||||
List<IMyWarhead> warheads = new List<IMyWarhead>();
|
||||
IEnumerable<IMyWarhead> warheads;
|
||||
IMyGasTank gasTank;
|
||||
IMyLightingBlock light;
|
||||
|
||||
|
|
@ -64,6 +65,7 @@ namespace IngameScript
|
|||
|
||||
this.output.Print("Missile controller system starting...");
|
||||
|
||||
this.grid = this.Me.CubeGrid;
|
||||
this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
|
||||
|
||||
this.output.Print("Missile controller system started");
|
||||
|
|
@ -72,7 +74,7 @@ namespace IngameScript
|
|||
void UpdateState10()
|
||||
{
|
||||
if (this.forwardThruster == null)
|
||||
this.forwardThruster = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Thruster 01") as IMyThrust;
|
||||
this.forwardThruster = this.GridTerminalSystem.GetBlock<IMyThrust>("[PM] Hydrogen Thruster 01", this.grid);
|
||||
if (this.forwardThruster == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find forward thruster");
|
||||
|
|
@ -80,7 +82,7 @@ namespace IngameScript
|
|||
}
|
||||
|
||||
if (this.aiMove == null)
|
||||
this.aiMove = this.GridTerminalSystem.GetBlockWithName("[PM] AI Flight (Move)") as IMyFlightMovementBlock;
|
||||
this.aiMove = this.GridTerminalSystem.GetBlock<IMyFlightMovementBlock>("[PM] AI Flight (Move)", this.grid);
|
||||
if (this.aiMove == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find AI move");
|
||||
|
|
@ -88,31 +90,31 @@ namespace IngameScript
|
|||
}
|
||||
|
||||
if (this.aiCombat == null)
|
||||
this.aiCombat = this.GridTerminalSystem.GetBlockWithName("[PM] AI Offensive (Combat)") as IMyOffensiveCombatBlock;
|
||||
this.aiCombat = this.GridTerminalSystem.GetBlock<IMyOffensiveCombatBlock>("[PM] AI Offensive (Combat)", this.grid);
|
||||
if (this.aiCombat == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find AI combat");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (this.sensor == null)
|
||||
this.sensor = this.GridTerminalSystem.GetBlockWithName("[PM] Sensor") as IMySensorBlock;
|
||||
this.sensor = this.GridTerminalSystem.GetBlock<IMySensorBlock>("[PM] Sensor", this.grid);
|
||||
if (this.sensor == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find sensor");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.warheads.Count == 0)
|
||||
this.GridTerminalSystem.GetBlockGroupWithName("[PM] Warheads").GetBlocksOfType(this.warheads);
|
||||
if (this.warheads.Count == 0)
|
||||
if (this.warheads == null)
|
||||
this.warheads = this.GridTerminalSystem.GetBlocksFromGroup<IMyWarhead>("[PM] Warheads", this.grid);
|
||||
if (this.warheads.Count() == 0)
|
||||
{
|
||||
this.output.Print("Error: Cannot find any warhead");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.gasTank == null)
|
||||
this.gasTank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
|
||||
this.gasTank = this.GridTerminalSystem.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", this.grid);
|
||||
if (this.gasTank == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find gas tank");
|
||||
|
|
@ -120,18 +122,18 @@ namespace IngameScript
|
|||
}
|
||||
|
||||
if (this.light == null)
|
||||
this.light = this.GridTerminalSystem.GetBlockWithName("[PM] Light") as IMyLightingBlock;
|
||||
this.light = this.GridTerminalSystem.GetBlock<IMyLightingBlock>("[PM] Light", this.grid);
|
||||
if (this.light == null)
|
||||
{
|
||||
this.output.Print("Error: Cannot find light");
|
||||
return;
|
||||
}
|
||||
|
||||
this.tickFromStart += 10;
|
||||
|
||||
switch (this.currentState)
|
||||
{
|
||||
case State.LAUNCHING:
|
||||
// this.output.Print($"Tick: {this.tickFromStart}");
|
||||
//this.forwardThruster.ove
|
||||
this.forwardThruster.ThrustOverridePercentage = 1;
|
||||
if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE)
|
||||
{
|
||||
|
|
@ -167,7 +169,7 @@ namespace IngameScript
|
|||
void Detonate()
|
||||
{
|
||||
foreach (var warhead in this.warheads)
|
||||
warhead.Detonate();
|
||||
warhead.Detonate();
|
||||
}
|
||||
|
||||
public void Save()
|
||||
|
|
@ -183,7 +185,6 @@ namespace IngameScript
|
|||
{
|
||||
if ((updateSource & UpdateType.Update10) != 0)
|
||||
{
|
||||
this.tickFromStart += 10;
|
||||
this.UpdateState10();
|
||||
}
|
||||
else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
|
||||
|
|
@ -196,6 +197,11 @@ namespace IngameScript
|
|||
this.currentState = State.LAUNCHING;
|
||||
break;
|
||||
|
||||
case "STOP":
|
||||
this.output.Print("Stop mode");
|
||||
this.currentState = State.NORMAL;
|
||||
break;
|
||||
|
||||
default:
|
||||
this.output.Print($"Uknown command: {argument}");
|
||||
break;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue