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No commits in common. "736aec97db4fbc56d1f5ceb9c382c8b3cab1b32a" and "5dc10e361bc6dc38f46a28cdf0016428cdcba321" have entirely different histories.

2 changed files with 31 additions and 81 deletions

View file

@ -1,6 +1,4 @@
using EmptyKeys.UserInterface.Generated.DataTemplatesContracts_Bindings;
using Sandbox.Game.Entities;
using Sandbox.Game.Entities;
using Sandbox.Game.Entities.Cube;
using Sandbox.Game.EntityComponents;
//using Sandbox.ModAPI;
@ -36,8 +34,8 @@ namespace IngameScript
//const string MISSILE_GRID_PREFIX = "[PM]";
const float EPSILON = 0.05f;
const double DELAY_BEFORE_TRAVELLING_MODE = 5000; // [ms] (5 s).
const double AUTO_DESTRUCTION_AFTER = 120000; // [ms] (2 min). Or if the hydrogen tank is empty.
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
{
@ -52,10 +50,10 @@ namespace IngameScript
readonly IMyCubeGrid grid;
int tickFromStart;
IMyThrust forwardThruster;
IEnumerable<IMyThrust> thrusters;
IMyThrust forwardThruster;
IMyFlightMovementBlock aiMove;
IMyOffensiveCombatBlock aiCombat;
IMySensorBlock sensor;
IEnumerable<IMyWarhead> warheads;
IMyGasTank gasTank;
IMyLightingBlock light;
@ -73,24 +71,14 @@ namespace IngameScript
this.output.Print("Missile controller system started");
}
bool FindElements()
void UpdateState10()
{
if (this.forwardThruster == null)
this.forwardThruster = this.GridTerminalSystem.GetBlock<IMyThrust>("[PM] Hydrogen Thruster 01", this.grid);
if (this.forwardThruster == null)
{
this.output.Print("Error: Cannot find forward thruster");
return false;
}
if (this.thrusters == null)
{
this.thrusters = this.GridTerminalSystem.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", this.grid);
if (this.thrusters.Count() == 0)
{
this.output.Print("Error: Cannot find thrusters");
return false;
}
return;
}
if (this.aiMove == null)
@ -98,7 +86,7 @@ namespace IngameScript
if (this.aiMove == null)
{
this.output.Print("Error: Cannot find AI move");
return false;
return;
}
if (this.aiCombat == null)
@ -106,7 +94,15 @@ namespace IngameScript
if (this.aiCombat == null)
{
this.output.Print("Error: Cannot find AI combat");
return false;
return;
}
if (this.sensor == null)
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 == null)
@ -114,20 +110,15 @@ namespace IngameScript
if (this.warheads.Count() == 0)
{
this.output.Print("Error: Cannot find any warhead");
return false;
return;
}
// Debug.
//else
//{
// this.output.Print(String.Format("Number of warhead: {0}", this.warheads.Count()));
//}
if (this.gasTank == null)
this.gasTank = this.GridTerminalSystem.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", this.grid);
if (this.gasTank == null)
{
this.output.Print("Error: Cannot find gas tank");
return false;
return;
}
if (this.light == null)
@ -135,53 +126,20 @@ namespace IngameScript
if (this.light == null)
{
this.output.Print("Error: Cannot find light");
return false;
return;
}
return true;
}
bool BlinkBeforeBeingAutodestructed()
{
return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000;
}
bool MustBeAutodestructed()
{
return this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER;
}
bool EnemyAtRange()
{
return this.aiCombat.SearchEnemyComponent.FoundEnemyId.HasValue;
}
void UpdateState10()
{
this.tickFromStart += 10;
switch (this.currentState)
{
case State.LAUNCHING:
if (!this.FindElements())
{
this.output.Print("Cannot find all missile elements, launching aborted");
this.currentState = State.NORMAL;
break;
}
this.forwardThruster.Enabled = true; // Only one thruster is enabled when launching.
this.forwardThruster.ThrustOverridePercentage = 1;
if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE && (this.EnemyAtRange() || this.BlinkBeforeBeingAutodestructed()))
if (this.MsSinceLaunch > DELAY_BEFORE_TRAVELLING_MODE)
{
foreach (var thruster in this.thrusters)
{
if (thruster != this.forwardThruster)
thruster.Enabled = true;
}
this.forwardThruster.ThrustOverridePercentage = 0;
this.aiMove.Enabled = true;
this.aiCombat.Enabled = true;
foreach (var warhead in this.warheads)
warhead.IsArmed = true;
@ -192,10 +150,12 @@ namespace IngameScript
break;
case State.TRAVELLING:
if (this.BlinkBeforeBeingAutodestructed())
var detectedEntity = this.sensor.LastDetectedEntity;
if (this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER - 3000)
this.light.BlinkIntervalSeconds = 0.5f;
if (this.gasTank.FilledRatio <= EPSILON || this.MustBeAutodestructed())
if (this.gasTank.FilledRatio <= EPSILON || detectedEntity.Type != MyDetectedEntityType.None || this.MsSinceLaunch > AUTO_DESTRUCTION_AFTER)
{
Detonate();
}

View file

@ -124,23 +124,13 @@ namespace IngameScript
}
IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
if (programmableBlock == null)
{
this.Print("Cannot find the missile programmable block");
break;
}
IEnumerable<IMyThrust> thrusters = this.gridTerminal.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", missileGrid);
if (thrusters.Count() == 0)
{
this.Print("Cannot find missile thrusters");
break;
}
// When launched the missile will enabled itself its thrusters.
foreach (var thruster in thrusters)
thruster.Enabled = false;
tank.Stockpile = true;
connector.Connect();
@ -192,7 +182,7 @@ namespace IngameScript
public const string GRID_PREFIX = "[PML]";
public const string MISSILE_GRID_PREFIX = "[PM]";
public const double HYDRO_TANK_FILLED_PERCENT = 40;
public const double HYDRO_TANK_FILLED_PERCENT = 20;
const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
const string DOORS_MISSILES_GROUP = "Doors Missiles";
@ -212,7 +202,7 @@ namespace IngameScript
public Program()
{
var output = this.Me.GetSurface(0);
this.output = new Output(output, 14);
this.output = new Output(output);
this.output.Print("Missile launcher system starting...");
this.missilesDoors = Utils.GetBlocksFromGroup<IMyDoor>(this.GridTerminalSystem, String.Format("{0} {1}", GRID_PREFIX, DOORS_MISSILES_GROUP));
@ -237,7 +227,7 @@ namespace IngameScript
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
}
this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
}
@ -303,7 +293,7 @@ namespace IngameScript
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update10) != 0)
if ((updateSource & UpdateType.Update100) != 0)
{
this.UpdateState();
}