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3 commits

Author SHA1 Message Date
7656b66348 Cleaning 2025-08-22 23:31:32 +02:00
ebf5477ad1 Use the new utilities functions and add the STOP command 2025-08-22 23:29:17 +02:00
0aa3ae21d2 Set some field as readonly 2025-08-22 23:28:20 +02:00
3 changed files with 55 additions and 86 deletions

View file

@ -2,7 +2,6 @@
* API index: https://github.com/malware-dev/MDK-SE/wiki/Api-Index
* Vector transformation: https://github.com/malware-dev/MDK-SE/wiki/Vector-Transformations-with-World-Matrices
* How to get rotation/position: https://forum.keenswh.com/threads/how-do-i-get-the-world-position-and-rotation-of-a-ship.7363867/
*
*/
using Sandbox.Game.EntityComponents;
@ -49,11 +48,11 @@ namespace IngameScript
readonly Output output;
IMyRemoteControl remoteController;
IMyCubeGrid grid;
readonly IMyRemoteControl remoteController;
readonly IMyCubeGrid grid;
readonly List<IMyGyro> gyros = new List<IMyGyro>();
IMyBroadcastListener connnectorMinerPositionListener;
readonly IMyBroadcastListener connnectorMinerPositionListener;
MatrixD connectorMinerPosition;
public Program()

View file

@ -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;

View file

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