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482f5a9d7d
...
7656b66348
| Author | SHA1 | Date | |
|---|---|---|---|
| 7656b66348 | |||
| ebf5477ad1 | |||
| 0aa3ae21d2 |
3 changed files with 55 additions and 86 deletions
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@ -2,7 +2,6 @@
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* API index: https://github.com/malware-dev/MDK-SE/wiki/Api-Index
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* Vector transformation: https://github.com/malware-dev/MDK-SE/wiki/Vector-Transformations-with-World-Matrices
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* How to get rotation/position: https://forum.keenswh.com/threads/how-do-i-get-the-world-position-and-rotation-of-a-ship.7363867/
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*
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*/
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using Sandbox.Game.EntityComponents;
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@ -49,11 +48,11 @@ namespace IngameScript
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readonly Output output;
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IMyRemoteControl remoteController;
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IMyCubeGrid grid;
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readonly IMyRemoteControl remoteController;
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readonly IMyCubeGrid grid;
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readonly List<IMyGyro> gyros = new List<IMyGyro>();
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IMyBroadcastListener connnectorMinerPositionListener;
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readonly IMyBroadcastListener connnectorMinerPositionListener;
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MatrixD connectorMinerPosition;
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public Program()
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@ -1,4 +1,5 @@
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using Sandbox.Game.Entities.Cube;
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using Sandbox.Game.Entities;
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using Sandbox.Game.Entities.Cube;
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using Sandbox.Game.EntityComponents;
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//using Sandbox.ModAPI;
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using Sandbox.ModAPI.Ingame;
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@ -30,13 +31,12 @@ namespace IngameScript
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{
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partial class Program : MyGridProgram
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{
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const string MISSILE_GRID_PREFIX = "[PM]";
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//const string MISSILE_GRID_PREFIX = "[PM]";
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const float EPSILON = 0.05f;
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const double DELAY_BEFORE_TRAVELLING_MODE = 3000; // [ms].
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const double AUTO_DESTRUCTION_AFTER = 60000; // [ms] (1 min). Or if the hydrogen tank is empty.
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enum State
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{
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NORMAL,
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@ -47,13 +47,14 @@ namespace IngameScript
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State currentState = State.NORMAL;
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readonly Output output;
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readonly IMyCubeGrid grid;
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int tickFromStart;
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IMyThrust forwardThruster;
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IMyFlightMovementBlock aiMove;
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IMyOffensiveCombatBlock aiCombat;
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IMySensorBlock sensor;
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List<IMyWarhead> warheads = new List<IMyWarhead>();
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IEnumerable<IMyWarhead> warheads;
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IMyGasTank gasTank;
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IMyLightingBlock light;
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@ -64,6 +65,7 @@ namespace IngameScript
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this.output.Print("Missile controller system starting...");
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this.grid = this.Me.CubeGrid;
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this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
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this.output.Print("Missile controller system started");
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@ -72,7 +74,7 @@ namespace IngameScript
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void UpdateState10()
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{
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if (this.forwardThruster == null)
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this.forwardThruster = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Thruster 01") as IMyThrust;
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this.forwardThruster = this.GridTerminalSystem.GetBlock<IMyThrust>("[PM] Hydrogen Thruster 01", this.grid);
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if (this.forwardThruster == null)
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{
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this.output.Print("Error: Cannot find forward thruster");
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@ -80,7 +82,7 @@ namespace IngameScript
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}
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if (this.aiMove == null)
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this.aiMove = this.GridTerminalSystem.GetBlockWithName("[PM] AI Flight (Move)") as IMyFlightMovementBlock;
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this.aiMove = this.GridTerminalSystem.GetBlock<IMyFlightMovementBlock>("[PM] AI Flight (Move)", this.grid);
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if (this.aiMove == null)
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{
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this.output.Print("Error: Cannot find AI move");
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@ -88,31 +90,31 @@ namespace IngameScript
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}
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if (this.aiCombat == null)
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this.aiCombat = this.GridTerminalSystem.GetBlockWithName("[PM] AI Offensive (Combat)") as IMyOffensiveCombatBlock;
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this.aiCombat = this.GridTerminalSystem.GetBlock<IMyOffensiveCombatBlock>("[PM] AI Offensive (Combat)", this.grid);
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if (this.aiCombat == null)
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{
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this.output.Print("Error: Cannot find AI combat");
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return;
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}
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if (this.sensor == null)
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this.sensor = this.GridTerminalSystem.GetBlockWithName("[PM] Sensor") as IMySensorBlock;
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this.sensor = this.GridTerminalSystem.GetBlock<IMySensorBlock>("[PM] Sensor", this.grid);
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if (this.sensor == null)
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{
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this.output.Print("Error: Cannot find sensor");
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return;
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}
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if (this.warheads.Count == 0)
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this.GridTerminalSystem.GetBlockGroupWithName("[PM] Warheads").GetBlocksOfType(this.warheads);
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if (this.warheads.Count == 0)
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if (this.warheads == null)
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this.warheads = this.GridTerminalSystem.GetBlocksFromGroup<IMyWarhead>("[PM] Warheads", this.grid);
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if (this.warheads.Count() == 0)
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{
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this.output.Print("Error: Cannot find any warhead");
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return;
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}
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if (this.gasTank == null)
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this.gasTank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
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this.gasTank = this.GridTerminalSystem.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", this.grid);
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if (this.gasTank == null)
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{
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this.output.Print("Error: Cannot find gas tank");
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@ -120,18 +122,18 @@ namespace IngameScript
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}
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if (this.light == null)
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this.light = this.GridTerminalSystem.GetBlockWithName("[PM] Light") as IMyLightingBlock;
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this.light = this.GridTerminalSystem.GetBlock<IMyLightingBlock>("[PM] Light", this.grid);
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if (this.light == null)
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{
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this.output.Print("Error: Cannot find light");
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return;
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}
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this.tickFromStart += 10;
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switch (this.currentState)
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{
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case State.LAUNCHING:
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// this.output.Print($"Tick: {this.tickFromStart}");
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//this.forwardThruster.ove
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this.forwardThruster.ThrustOverridePercentage = 1;
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if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE)
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{
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@ -167,7 +169,7 @@ namespace IngameScript
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void Detonate()
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{
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foreach (var warhead in this.warheads)
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warhead.Detonate();
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warhead.Detonate();
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}
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public void Save()
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@ -183,7 +185,6 @@ namespace IngameScript
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{
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if ((updateSource & UpdateType.Update10) != 0)
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{
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this.tickFromStart += 10;
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this.UpdateState10();
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}
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else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
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@ -196,6 +197,11 @@ namespace IngameScript
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this.currentState = State.LAUNCHING;
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break;
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case "STOP":
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this.output.Print("Stop mode");
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this.currentState = State.NORMAL;
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break;
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default:
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this.output.Print($"Uknown command: {argument}");
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break;
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@ -26,22 +26,10 @@ using VRage.GameServices;
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using VRageMath;
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// using static VRageRender.Utils.MyWingedEdgeMesh;
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namespace IngameScript
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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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//State currentState = State.NOMINAL;
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//IMyGridTerminalSystem gridTerminalSystem;
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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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@ -66,37 +54,29 @@ namespace IngameScript
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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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readonly int number;
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readonly Output output;
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readonly IMyGridTerminalSystem gridTerminal;
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readonly IMyShipConnector connector;
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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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///
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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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public Launcher(int number, IMyGridTerminalSystem gridTerminal, 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($"{this.connector}");
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}
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public void Launch()
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@ -107,7 +87,7 @@ namespace IngameScript
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void Print(string message)
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{
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this.output.Print(String.Format("{0:00} {1}", this.number, message));
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this.output.Print(String.Format("{0:00}: {1}", this.number, message));
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}
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public void UpdateState()
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@ -123,9 +103,13 @@ namespace IngameScript
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}
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var missileGrid = missileConnector.CubeGrid;
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if (missileGrid == null)
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{
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this.Print("Cannot find the missile grid");
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break;
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}
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IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid); //Utils.GetBlock( this.gridTerminal.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
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this.output.Print($"tank: {tank}");
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IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid);
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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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@ -148,6 +132,7 @@ namespace IngameScript
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}
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tank.Stockpile = true;
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connector.Connect();
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this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
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@ -155,7 +140,7 @@ namespace IngameScript
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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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this.Print($"Waiting missile tank filled... ({this.missile.Tank.FilledRatio * 100:.0}%)");
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if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
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{
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@ -175,6 +160,7 @@ namespace IngameScript
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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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this.missile = null;
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break;
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@ -198,65 +184,43 @@ namespace IngameScript
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public const string MISSILE_GRID_PREFIX = "[PM]";
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public const double HYDRO_TANK_FILLED_PERCENT = 20;
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const string LAUNCHER_GRID_NAME = "Launcher"; // Following by a number: "01", "02", etc.
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const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
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//const string WELDER_NAME_GROUP = "Welder {0:00}"; // Example for group 1: ["Welder 01A", "Welder 01B", "Welder 01C"].
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const float EPSILON = 0.05f;
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readonly Output output;
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IMyCubeGrid grid;
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readonly List<Launcher> launchers = new List<Launcher>();
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List<Launcher> launchers = new List<Launcher>();
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int nbLaunched = 0;
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int nextToLaunch = 0;
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State currentState = State.NOMINAL;
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//bool continuous_launching = false;
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public Program()
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{
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var output = this.Me.GetSurface(0);
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this.output = new Output(output);
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this.output.Print("Missile launcher system starting...");
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this.grid = this.Me.CubeGrid;
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var connectorNamePrefix = String.Format("{0} {1} ", GRID_PREFIX, LAUNCHER_SMALL_CONNECTOR_NAME);
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// Find all launcher sub-grid and create the associated launcher.
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var launcherConnectors = new List<IMyShipConnector>();
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this.GridTerminalSystem.GetBlocksOfType(
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launcherConnectors,
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launcherConnectors,
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(IMyShipConnector connector) => connector.CustomName.StartsWith(connectorNamePrefix)
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);
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this.output.Print($"launcherConnectors.Count = {launcherConnectors.Count}");
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foreach (var connector in launcherConnectors)
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//for (int i = 0; i < launcherConnectors.Count; i++)
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{
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var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length));
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this.output.Print($"n = {n}");
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//var n = i + 1;
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//var connector = launcherConnectors[i];
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// Find associated welders.
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//var welders = new List<IMyShipWelder>();
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//this.GridTerminalSystem.GetBlocksOfType(
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// welders,
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// (IMyShipWelder welder) => welder.CustomName.StartsWith(String.Format("{0} {1}", GRID_PREFIX, String.Format(WELDER_NAME_GROUP, n)))
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//);
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this.launchers.Add(new Launcher(n, this.GridTerminalSystem, connector.CubeGrid, this.output, connector));
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this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
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}
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this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
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this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
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this.output.Print("Missile launcher system started");
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this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
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}
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void LaunchNext()
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@ -265,10 +229,11 @@ namespace IngameScript
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{
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this.launchers[this.nextToLaunch].Launch();
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this.nextToLaunch = (this.nextToLaunch + 1) % this.launchers.Count;
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this.nbLaunched += 1;
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}
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}
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void Reset()
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void ResetToNominal()
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{
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this.nbLaunched = 0;
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this.currentState = State.NOMINAL;
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@ -280,13 +245,13 @@ namespace IngameScript
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{
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case State.LAUNCHING_ONE:
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this.LaunchNext();
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this.Reset();
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this.ResetToNominal();
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break;
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case State.LAUNCHING_ALL:
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if (this.nbLaunched >= launchers.Count)
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{
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this.Reset();
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this.ResetToNominal();
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}
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else
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{
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@ -305,7 +270,6 @@ namespace IngameScript
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public void Save()
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{
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}
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public void Main(string argument, UpdateType updateSource)
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@ -314,7 +278,7 @@ namespace IngameScript
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{
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this.UpdateState();
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}
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else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
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else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
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{
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switch (argument)
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{
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@ -335,7 +299,7 @@ namespace IngameScript
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case "STOP":
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this.output.Print("Stopping lauching...");
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this.currentState = State.NOMINAL;
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this.ResetToNominal();
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break;
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default:
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Reference in a new issue