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4 commits

Author SHA1 Message Date
169719ba4b - Add an extension method to get all inventories.
- Update README and TODO
2025-09-14 17:26:17 +02:00
16040e5f5a Refactor missile launch system and add abort functionality
- Updated `State` enum to remove `FILLING_TANK` and add `ABORTING`.
- Modified `Launcher` constructor to include `IMyProjector`.
- Added `AbortLaunching` method to handle abort state.
- Enhanced `UpdateState` to manage the new `ABORTING` state.
- Introduced `CheckMissileBuilt` method for missile readiness checks.
- Increased `HYDRO_TANK_FILLED_PERCENT` from 40 to 60.
- Changed `GRID_PREFIX` from `[PML]` to `[Mimine]`.
- Updated program's frequency from `Update10` to `Update100`.
- Adjusted `ResetToNominal` to call `AbortLaunching` for all launchers.
2025-09-14 17:25:14 +02:00
b1ac491186 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.
2025-09-14 17:24:46 +02:00
3236ccb05f New project to manage La Mimine frigate 2025-09-14 17:19:16 +02:00
17 changed files with 1253 additions and 125 deletions

127
Mimine/AmmoManager.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Sandbox.ModAPI.Ingame;
using VRage;
using VRage.Game;
using VRage.Game.ModAPI.Ingame;
namespace IngameScript
{
internal class AmmoManager
{
readonly IMyGridTerminalSystem gridTerminal;
readonly IMyCubeGrid grid;
readonly Output output;
readonly IList<IMyAssembler> assemblers;
public AmmoManager(IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid, Output output, IList<IMyAssembler> assemblers)
{
this.gridTerminal = gridTerminal;
this.grid = grid;
this.output = output;
this.assemblers = assemblers;
}
public class AmmoStatus
{
public MyFixedPoint NbOfCannonShell { get; set; }
public MyFixedPoint NbOfArtilleryShell { get; set; }
public MyFixedPoint NbOfGatlingAmmo { get; set; }
public AmmoStatus Copy()
{
return this.MemberwiseClone() as AmmoStatus;
}
}
public void BuildAmmo(AmmoStatus status)
{
if (this.assemblers.Count == 0)
return;
var mainAssembler = this.assemblers[0];
var statusWithAssemblerQueues = status.Copy();
// Add the current Queue.
foreach (var assembler in this.gridTerminal.GetBlocks<IMyAssembler>(grid: this.grid))
{
var queue = new List<MyProductionItem>();
assembler.GetQueue(queue);
foreach (var item in queue)
{
if (item.BlueprintId == Constants.CANNON_SHELL_BLUEPRINT_ID)
statusWithAssemblerQueues.NbOfCannonShell += item.Amount;
else if (item.BlueprintId == Constants.ARTILLERY_SHELL_BLUEPRINT_ID)
statusWithAssemblerQueues.NbOfArtilleryShell += item.Amount;
else if (item.BlueprintId == Constants.GATLING_AMMO_BLUEPRINT_ID)
statusWithAssemblerQueues.NbOfGatlingAmmo += item.Amount;
}
}
if (statusWithAssemblerQueues.NbOfCannonShell < Constants.NUMBER_OF_CANNON_SHELL)
{
var toBuild = Constants.NUMBER_OF_CANNON_SHELL - statusWithAssemblerQueues.NbOfCannonShell;
this.output.Print($"Requesting {toBuild} of {Constants.CANNON_SHELL_BLUEPRINT_ID.SubtypeName}");
mainAssembler.AddQueueItem(Constants.CANNON_SHELL_BLUEPRINT_ID, toBuild);
}
if (statusWithAssemblerQueues.NbOfArtilleryShell < Constants.NUMBER_OF_ARTILLERY_SHELL)
{
var toBuild = Constants.NUMBER_OF_ARTILLERY_SHELL - statusWithAssemblerQueues.NbOfArtilleryShell;
this.output.Print($"Requesting {toBuild} of {Constants.ARTILLERY_SHELL_BLUEPRINT_ID.SubtypeName}");
mainAssembler.AddQueueItem(Constants.ARTILLERY_SHELL_BLUEPRINT_ID, toBuild);
}
if (statusWithAssemblerQueues.NbOfGatlingAmmo < Constants.NUMBER_OF_GATLING_AMMO)
{
var toBuild = Constants.NUMBER_OF_GATLING_AMMO - statusWithAssemblerQueues.NbOfGatlingAmmo;
this.output.Print($"Requesting {toBuild} of {Constants.GATLING_AMMO_BLUEPRINT_ID.SubtypeName}");
mainAssembler.AddQueueItem(Constants.GATLING_AMMO_BLUEPRINT_ID, toBuild);
}
}
public void DisplayAmmoStatus(StringBuilder sb, AmmoStatus status)
{
var assaultConnonShell = "Assault Cannon Shell:";
sb.Append(assaultConnonShell);
sb.AppendLine($"{status.NbOfCannonShell}".PadLeft(Constants.CONSOLE_LINE_LENGTH - assaultConnonShell.Length));
var artilleryShell = "Artillery Shell:";
sb.Append(artilleryShell);
sb.AppendLine($"{status.NbOfArtilleryShell}".PadLeft(Constants.CONSOLE_LINE_LENGTH - artilleryShell.Length));
var gatlingAmmo = "Gatling Ammo Box";
sb.Append(gatlingAmmo);
sb.AppendLine($"{status.NbOfGatlingAmmo}".PadLeft(Constants.CONSOLE_LINE_LENGTH - gatlingAmmo.Length));
}
public AmmoStatus GetAmmoStatus()
{
var status = new AmmoStatus();
foreach (var inventory in this.gridTerminal.GetAllInventories(grid))
{
var items = new List<MyInventoryItem>();
inventory.GetItems(items);
foreach (var item in items)
{
if (item.Type.SubtypeId == "MediumCalibreAmmo")
status.NbOfCannonShell += item.Amount;
else if (item.Type.SubtypeId == "LargeCalibreAmmo")
status.NbOfArtilleryShell += item.Amount;
else if (item.Type.SubtypeId == "NATO_25x184mm")
status.NbOfGatlingAmmo += item.Amount;
}
}
return status;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VRage;
using VRage.Game;
using VRage.Game.ModAPI.Ingame;
namespace IngameScript
{
class ComponentType
{
public readonly MyItemType ItemType;
public readonly MyDefinitionId BlueprintId;
public ComponentType(MyItemType itemType, MyDefinitionId blueprintId)
{
this.ItemType = itemType;
this.BlueprintId = blueprintId;
}
}
class ComponentQuantity
{
public readonly ComponentType ComponentType;
public readonly MyFixedPoint Quantity;
public ComponentQuantity(MyItemType itemType, MyDefinitionId blueprintId, MyFixedPoint quantity)
{
this.ComponentType = new ComponentType(itemType, blueprintId);
this.Quantity = quantity;
}
}
}

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Mimine/Constants.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VRage.Game;
namespace IngameScript
{
internal static class Constants
{
public const int NUMBER_OF_MISSILES = 3; // The quantity of components will be created to build this quantity of missiles.
public const int NUMBER_OF_CANNON_SHELL = 200;
public const int NUMBER_OF_ARTILLERY_SHELL = 50;
public const int NUMBER_OF_GATLING_AMMO = 500;
public const int CONSOLE_NB_LINES = 14;
public const int CONSOLE_LINE_LENGTH = 50;
public const string GRID_PREFIX = "[Mimine]";
public static readonly MyDefinitionId CANNON_SHELL_BLUEPRINT_ID = MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/Position0110_MediumCalibreAmmo");
public static readonly MyDefinitionId ARTILLERY_SHELL_BLUEPRINT_ID = MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/Position0120_LargeCalibreAmmo");
public static readonly MyDefinitionId GATLING_AMMO_BLUEPRINT_ID = MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/Position0080_NATO_25x184mmMagazine");
public const float EPSILON = 0.05f;
}
}

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using System;
using System.CodeDom;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
using Sandbox.ModAPI.Ingame;
using VRage;
using VRage.Game;
using VRage.Game.ModAPI.Ingame;
namespace IngameScript
{
enum IngotsEnum
{
Iron = 0,
Nickel = 1,
Cobalt = 2,
Magnesium = 3,
Silicon = 4,
Silver = 5,
Gold = 6,
Platinum = 7,
Uranium = 8,
Gravel = 9, // Named 'Stone' in the API.
}
class IngotException : Exception
{
public IngotException(string mess) :
base(mess)
{
}
}
class Ingot
{
public static MyItemType FromEnum(IngotsEnum ingot)
{
var name = "";
switch (ingot)
{
case IngotsEnum.Iron: name = "Iron"; break;
case IngotsEnum.Nickel: name = "Nickel"; break;
case IngotsEnum.Cobalt: name = "Cobalt"; break;
case IngotsEnum.Magnesium: name = "Magnesium"; break;
case IngotsEnum.Silicon: name = "Silicon"; break;
case IngotsEnum.Silver: name = "Silver"; break;
case IngotsEnum.Gold: name = "Gold"; break;
case IngotsEnum.Platinum: name = "Platinum"; break;
case IngotsEnum.Uranium: name = "Uranium"; break;
case IngotsEnum.Gravel: name = "Stone"; break;
}
return MyItemType.MakeIngot(name);
}
public static IngotsEnum FromSubTypeId(string id)
{
IngotsEnum enumValue = IngotsEnum.Iron;
switch (id)
{
case "Iron": enumValue = IngotsEnum.Iron; break;
case "Nickel": enumValue = IngotsEnum.Nickel; break;
case "Cobalt": enumValue = IngotsEnum.Cobalt; break;
case "Magnesium": enumValue = IngotsEnum.Magnesium; break;
case "Silicon": enumValue = IngotsEnum.Silicon; break;
case "Silver": enumValue = IngotsEnum.Silver; break;
case "Gold": enumValue = IngotsEnum.Gold; break;
case "Platinum": enumValue = IngotsEnum.Platinum; break;
case "Uranium": enumValue = IngotsEnum.Uranium; break;
case "Stone": enumValue = IngotsEnum.Gravel; break;
default: throw new IngotException($"Unknown ingot id: {id}");
}
return enumValue;
}
}
internal class Ingots
{
readonly float[] ingots = new float[10];
public Ingots(float iron = 0, float nickel = 0, float cobalt = 0, float magnesium = 0, float silicon = 0, float silver = 0, float gold = 0, float platinum = 0, float uranium = 0, float gravel = 0)
{
ingots[(int)IngotsEnum.Iron] = iron;
ingots[(int)IngotsEnum.Nickel] = nickel;
ingots[(int)IngotsEnum.Cobalt] = cobalt;
ingots[(int)IngotsEnum.Magnesium] = magnesium;
ingots[(int)IngotsEnum.Silicon] = silicon;
ingots[(int)IngotsEnum.Silver] = silver;
ingots[(int)IngotsEnum.Gold] = gold;
ingots[(int)IngotsEnum.Platinum] = platinum;
ingots[(int)IngotsEnum.Uranium] = uranium;
ingots[(int)IngotsEnum.Gravel] = gravel;
}
public float this[IngotsEnum ingot]
{
get { return ingots[(int)ingot]; }
set { ingots[(int)ingot] = value; }
}
public static Ingots operator +(Ingots a, Ingots b)
{
var result = new Ingots();
for (int i = 0; i < result.ingots.Length; i++)
result.ingots[i] = a.ingots[i] + b.ingots[i];
return result;
}
public override string ToString()
{
var sb = new StringBuilder();
foreach (var ingot in Enum.GetValues(typeof(IngotsEnum)).Cast<IngotsEnum>())
{
sb.AppendLine($"{ingot}: {this[ingot]}");
}
return sb.ToString();
}
}
static class IngotsUtils
{
public static Ingots IngotsFromGridContainers(this IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid)
{
var ingots = new Ingots();
foreach (var inventory in gridTerminal.GetAllInventories(grid))
{
var items = new List<MyInventoryItem>();
inventory.GetItems(items);
foreach (var item in items)
if (item.Type.TypeId == "MyObjectBuilder_Ingot")
ingots[Ingot.FromSubTypeId(item.Type.SubtypeId)] += (float)item.Amount;
}
return ingots;
}
}
}

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Mimine/Mimine.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netframework48</TargetFramework>
<RootNamespace>IngameScript</RootNamespace>
<LangVersion>6</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<Configurations>Release;Debug</Configurations>
<Platforms>x64</Platforms>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Mal.Mdk2.PbAnalyzers" Version="2.1.13">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Mal.Mdk2.PbPackager" Version="2.1.5">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Mal.Mdk2.References" Version="2.2.4">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
<ItemGroup>
<None Remove="Instructions.readme" />
<AdditionalFiles Include="Instructions.readme" />
</ItemGroup>
<Import Project="..\SECommon\SECommon.projitems" Label="Shared" />
</Project>

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Mimine/Mimine.mdk.ini Normal file
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; This file is project specific and should be checked in to source control.
[mdk]
; This is a programmable block script project.
; You should not change this.
type=programmableblock
; Toggle trace (on|off) (verbose output)
trace=off
; What type of minification to use (none|trim|stripcomments|lite|full)
; none: No minification
; trim: Removes unused types (NOT members).
; stripcomments: trim + removes comments.
; lite: stripcomments + removes leading/trailing whitespace.
; full: lite + renames identifiers to shorter names.
minify=none
; A list of files and folder to ignore when creating the script.
; This is a comma separated list of glob patterns.
; See https://code.visualstudio.com/docs/editor/glob-patterns
ignores=obj/**/*,MDK/**/*,**/*.debug.cs

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; This file is _local_ to your machine and should not be checked in to source control.
[mdk]
; Where to output the script to (auto|specific path)
output=auto
; Override the default binary path (auto|specific path)
binarypath=auto

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Sandbox.ModAPI.Ingame;
using VRage;
using VRage.Game;
using VRage.Game.ModAPI.Ingame;
namespace IngameScript
{
internal class MissileManager
{
readonly IMyGridTerminalSystem gridTerminal;
readonly IMyCubeGrid grid;
readonly Output output;
readonly IList<IMyAssembler> assemblers;
static readonly List<ComponentQuantity> MISSILE_COMPONENTS = new List<ComponentQuantity>{
new ComponentQuantity(MyItemType.MakeComponent("SteelPlate"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/SteelPlate"), 254),
new ComponentQuantity(MyItemType.MakeComponent("Construction"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/ConstructionComponent"), 172),
new ComponentQuantity(MyItemType.MakeComponent("Motor"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/MotorComponent"), 18),
new ComponentQuantity(MyItemType.MakeComponent("InteriorPlate"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/InteriorPlate"), 43),
new ComponentQuantity(MyItemType.MakeComponent("Computer"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/ComputerComponent"), 53),
new ComponentQuantity(MyItemType.MakeComponent("PowerCell"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/PowerCell"), 2),
new ComponentQuantity(MyItemType.MakeComponent("Display"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/Display"), 1),
new ComponentQuantity(MyItemType.MakeComponent("SmallTube"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/SmallTube"), 27),
new ComponentQuantity(MyItemType.MakeComponent("MetalGrid"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/MetalGrid"), 48),
new ComponentQuantity(MyItemType.MakeComponent("LargeTube"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/LargeTube"), 16),
new ComponentQuantity(MyItemType.MakeComponent("Detector"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/DetectorComponent"), 14),
new ComponentQuantity(MyItemType.MakeComponent("RadioCommunication"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/RadioCommunicationComponent"), 22),
new ComponentQuantity(MyItemType.MakeComponent("Girder"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/GirderComponent"), 11),
new ComponentQuantity(MyItemType.MakeComponent("Explosives"), MyDefinitionId.Parse("MyObjectBuilder_BlueprintDefinition/ExplosivesComponent"), 22),
};
// In kg.
static readonly Dictionary<string, Ingots> INGOTS_PER_COMPONENT = new Dictionary<string, Ingots>
{
["SteelPlate"] = new Ingots(iron: 21),
["Construction"] = new Ingots(iron: 8),
["Motor"] = new Ingots(iron: 20, nickel: 5),
["InteriorPlate"] = new Ingots(iron: 3),
["Computer"] = new Ingots(iron: 0.5f, silicon: 0.2f),
["PowerCell"] = new Ingots(iron: 10, nickel: 2, silicon: 1),
["Display"] = new Ingots(iron: 1, silicon: 5),
["SmallTube"] = new Ingots(iron: 5),
["MetalGrid"] = new Ingots(iron: 12, nickel: 5, cobalt: 3),
["LargeTube"] = new Ingots(iron: 30),
["Detector"] = new Ingots(iron: 5, nickel: 15),
["RadioCommunication"] = new Ingots(iron: 8, silicon: 1),
["Girder"] = new Ingots(iron: 6),
["Explosives"] = new Ingots(silicon: 0.5f, magnesium: 2),
};
static readonly Ingots INGOTS_PER_MISSILE;
static MissileManager()
{
INGOTS_PER_MISSILE = new Ingots();
foreach (var component in MISSILE_COMPONENTS)
{
INGOTS_PER_MISSILE += INGOTS_PER_COMPONENT[component.ComponentType.ItemType.SubtypeId];
}
}
public MissileManager(IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid, Output output, IList<IMyAssembler> assemblers)
{
this.gridTerminal = gridTerminal;
this.grid = grid;
this.output = output;
this.assemblers = assemblers;
}
public void BuildComponentForMissiles()
{
if (this.assemblers.Count == 0)
return;
var existingAmounts = this.GetCurrentItemQuantity(MISSILE_COMPONENTS.Select(quantity => quantity.ComponentType));
int i = 0;
foreach (var missileComponent in MISSILE_COMPONENTS)
{
var existing = existingAmounts[i];
//this.output.Print($"{missileComponent.ItemType}: {existing}");
var desired = missileComponent.Quantity * Constants.NUMBER_OF_MISSILES;
if (existing < desired)
{
var toBuild = desired - existing;
this.output.Print($"Requesting {toBuild} of {missileComponent.ComponentType.BlueprintId.SubtypeName}");
this.assemblers[0].AddQueueItem(missileComponent.ComponentType.BlueprintId, toBuild);
}
i += 1;
}
}
struct IngotsMissileStatus
{
public string Name { get; set; }
public float Amount { get; set; }
public float NbOfMissiles { get; set; }
}
struct IngotsStatus
{
public string Name { get; set; }
public float Amount { get; set; }
}
/// <summary>
/// Display how many missile can be build with the current ingot stock.
/// </summary>
/// <param name="output"></param>
public void DisplayIngotsStatus(StringBuilder sb)
{
var ingots = this.gridTerminal.IngotsFromGridContainers(this.grid);
var ingotsMissileStatus = new List<IngotsMissileStatus>();
var ingotsStatusRest = new List<IngotsStatus>(); // For ingots not needed by missiles.
foreach (var ingot in Enum.GetValues(typeof(IngotsEnum)).Cast<IngotsEnum>())
{
var amount = ingots[ingot];
var amountNeeded = INGOTS_PER_MISSILE[ingot];
if (amountNeeded != 0f)
ingotsMissileStatus.Add(new IngotsMissileStatus { Name = ingot.ToString(), Amount = amount, NbOfMissiles = amount / amountNeeded });
else
ingotsStatusRest.Add(new IngotsStatus { Name = ingot.ToString(), Amount = amount });
}
ingotsMissileStatus.Sort((a, b) => b.NbOfMissiles.CompareTo(a.NbOfMissiles));
sb.AppendLine();
sb.AppendLine($"Nb of missiles buildable: {(int)ingotsMissileStatus.Last().NbOfMissiles}");
sb.AppendLine(new string('-', Constants.CONSOLE_LINE_LENGTH));
foreach (var ingotMissileStatus in ingotsMissileStatus)
{
var name = $"{ingotMissileStatus.Name} ({(int)ingotMissileStatus.NbOfMissiles}):";
sb.Append(name);
var value = $"{ingotMissileStatus.Amount:N2} kg";
sb.AppendLine(value.PadLeft(Constants.CONSOLE_LINE_LENGTH - name.Length));
}
sb.AppendLine(new string('-', Constants.CONSOLE_LINE_LENGTH));
foreach (var ingotStatus in ingotsStatusRest)
{
var name = $"{ingotStatus.Name}:";
sb.Append(name);
var value = $"{ingotStatus.Amount:N2} kg";
sb.AppendLine(value.PadLeft(Constants.CONSOLE_LINE_LENGTH - name.Length));
}
}
/// <summary>
/// It counts elements in queue in assemblers too.
/// </summary>
/// <param name="componentTypes"></param>
/// <returns></returns>
List<MyFixedPoint> GetCurrentItemQuantity(IEnumerable<ComponentType> componentTypes)
{
var total = new List<MyFixedPoint>(new MyFixedPoint[componentTypes.Count()]);
foreach (var inventory in this.gridTerminal.GetAllInventories(grid))
{
int i = 0;
foreach (var componentType in componentTypes)
{
var items = inventory.FindItem(componentType.ItemType);
if (items.HasValue)
total[i] += items.Value.Amount;
i += 1;
}
}
// Special case for assemblers: check the current queue.
foreach (var assembler in this.gridTerminal.GetBlocks<IMyAssembler>(grid: this.grid))
{
var queue = new List<MyProductionItem>();
assembler.GetQueue(queue);
int i = 0;
foreach (var componentType in componentTypes)
{
foreach (var item in queue)
{
if (item.BlueprintId == componentType.BlueprintId)
total[i] += item.Amount;
}
i += 1;
}
}
return total;
}
}
}

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using Sandbox.Game;
using Sandbox.Game.EntityComponents;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.ComponentModel;
using System.Linq;
using System.Text;
using VRage;
using VRage.Collections;
using VRage.Game;
using VRage.Game.Components;
using VRage.Game.GUI.TextPanel;
using VRage.Game.ModAPI.Ingame;
using VRage.Game.ModAPI.Ingame.Utilities;
using VRage.Game.ObjectBuilders.Definitions;
using VRage.Game.VisualScripting;
using VRage.GameServices;
using VRage.ObjectBuilders;
using VRageMath;
namespace IngameScript
{
partial class Program : MyGridProgram
{
enum State
{
IDLE,
BUILD_COMPONENTS_MISSILES,
}
State currentState = State.IDLE;
readonly IMyCubeGrid grid;
readonly Output output;
readonly Output leftPanel;
readonly Output rightPanel;
readonly List<IMyAssembler> assemblers = new List<IMyAssembler>(); // First one is the main assembler.
readonly MissileManager missileManager;
readonly AmmoManager ammoManager;
public Program()
{
this.grid = this.Me.CubeGrid;
var cockpitPilot = this.GridTerminalSystem.GetBlock<IMyCockpit>("[Mimine] Control Seat Main");
var cockpitCopilot = this.GridTerminalSystem.GetBlock<IMyCockpit>("[Mimine] Control Seat Copilot");
var output = this.Me.GetSurface(0);
this.output = new Output(output, Constants.CONSOLE_NB_LINES);
this.output.Print("Mimine system starting...");
this.leftPanel = new Output(new List<IMyTextSurface> { this.GridTerminalSystem.GetBlock<IMyTextPanel>("[Mimine] LCD Panel 01", this.grid), cockpitCopilot.GetSurface(1), cockpitPilot.GetSurface(1) });
this.rightPanel = new Output(new List<IMyTextSurface> { this.GridTerminalSystem.GetBlock<IMyTextPanel>("[Mimine] LCD Panel 02", this.grid), cockpitCopilot.GetSurface(0), cockpitPilot.GetSurface(0) });
foreach (var assembler in this.GridTerminalSystem.GetBlocks<IMyAssembler>(grid: this.grid))
{
if (assembler.BlockDefinition.SubtypeName == "LargeAssembler")
{
if (assembler.CooperativeMode)
this.assemblers.Add(assembler);
else
this.assemblers.Insert(0, assembler);
}
else
{
// Not very useful to inform about ignored assemblers -> commented out.
//this.output.Print($"Assembler Ignored, not a large assembler:");
//this.output.Print($" {assembler.CustomName}");
}
}
if (this.assemblers.Count == 0)
this.output.PrintError("No assembler found");
else
this.output.Print($"Main assembler: {this.assemblers[0].CustomName}");
this.missileManager = new MissileManager(this.GridTerminalSystem, this.grid, this.output, this.assemblers);
this.ammoManager = new AmmoManager(this.GridTerminalSystem, this.grid, this.output, this.assemblers);
Runtime.UpdateFrequency = UpdateFrequency.Update100;
}
public void Save()
{
}
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update100) != 0)
{
this.UpdateState();
}
else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
{
switch (argument)
{
case "BUILD":
this.currentState = State.BUILD_COMPONENTS_MISSILES;
break;
case "STOP":
this.currentState = State.IDLE;
break;
default:
this.output.Print($"Uknown command: {argument}");
break;
}
}
}
void UpdateState()
{
var ammoStatus = this.ammoManager.GetAmmoStatus();
if (this.currentState == State.BUILD_COMPONENTS_MISSILES)
{
this.missileManager.BuildComponentForMissiles();
this.ammoManager.BuildAmmo(ammoStatus);
}
this.DisplayStatus();
StringBuilder sb = new StringBuilder();
this.missileManager.DisplayIngotsStatus(sb);
sb.AppendLine(new string('-', Constants.CONSOLE_LINE_LENGTH));
this.ammoManager.DisplayAmmoStatus(sb, ammoStatus);
this.rightPanel.Display(sb.ToString());
}
void DisplayStatus()
{
var cargoSpace = this.GetCargoSpace();
var energyState = this.GetEnergyState();
var hydrogenVolume = this.GetHydrogenVolume();
var oxygenVolume = this.GetOxygenVolume();
this.leftPanel.Display(
$@"
{cargoSpace.ToString("Cargo volume", "kL")}
{energyState.ToString("Energy", "MWh")}
{hydrogenVolume.ToString("Hydrogen", "L")}
{oxygenVolume.ToString("Oxygen", "L")}"
);
}
struct Quantity
{
public Quantity(double current, double total)
{
this.Current = current;
this.Total = total;
}
public readonly double Current;
public readonly double Total;
public string ToString(string name, string unit)
{
var firstLine = new StringBuilder();
firstLine.Append(name).Append(": ");
var values = $"{this.Current:N1} {unit} / {this.Total:N1} {unit}";
firstLine.Append(values.PadLeft(Constants.CONSOLE_LINE_LENGTH - firstLine.Length));
var secondLine = new StringBuilder();
secondLine.Append("[");
var ratio = this.Current / this.Total;
var percentStr = $"{ratio * 100.0,8:N1}%";
// "-2" because of the starting and ending characters: '[', ']'.
var gaugeSize = Constants.CONSOLE_LINE_LENGTH - percentStr.Length - 2;
var n = (int)((double)gaugeSize * ratio);
secondLine.Append(new string('|', n));
secondLine.Append(new string(' ', gaugeSize - n)).Append("]");
secondLine.Append(percentStr);
return $"{firstLine}\n{secondLine}";
}
}
Quantity GetCargoSpace()
{
var containers = this.GridTerminalSystem.GetBlocks<IMyCargoContainer>(grid: this.grid);
double currentVolume = 0;
double totalVolume = 0;
foreach (var container in containers)
{
var inventory = container.GetInventory();
currentVolume += (double)inventory.CurrentVolume;
totalVolume += (double)inventory.MaxVolume;
}
return new Quantity(currentVolume, totalVolume);
}
Quantity GetEnergyState()
{
double currentkWh = 0;
double maxkWh = 0;
var batteries = this.GridTerminalSystem.GetBlocks<IMyBatteryBlock>(grid: this.grid);
foreach (var battery in batteries)
{
currentkWh += (double)battery.CurrentStoredPower;
maxkWh += (double)battery.MaxStoredPower;
}
return new Quantity(currentkWh, maxkWh);
}
Quantity GetHydrogenVolume()
{
double currentVolume = 0;
double totalVolume = 0;
var tanks = this.GridTerminalSystem.GetBlocks<IMyGasTank>(grid: this.grid, filter: tank => tank.CustomName.Contains("Hydrogen"));
foreach (var tank in tanks)
{
currentVolume += (double)tank.Capacity * (double)tank.FilledRatio;
totalVolume += (double)tank.Capacity;
}
return new Quantity(currentVolume, totalVolume);
}
Quantity GetOxygenVolume()
{
double currentVolume = 0;
double totalVolume = 0;
var tanks = this.GridTerminalSystem.GetBlocks<IMyGasTank>(grid: this.grid, filter: tank => tank.CustomName.Contains("Oxygen"));
foreach (var tank in tanks)
{
currentVolume += (double)tank.Capacity * (double)tank.FilledRatio;
totalVolume += (double)tank.Capacity;
}
return new Quantity(currentVolume, totalVolume);
}
}
}

4
Mimine/packages.config Normal file
View file

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Mal.Mdk2.PbPackager" version="2.0.0-alpha073" targetFramework="net48" />
</packages>

View file

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

View file

@ -50,8 +50,8 @@ namespace IngameScript
{
NOMINAL,
STARTING_SEQUENCE,
FILLING_TANK,
LAUNCHING,
ABORTING,
}
readonly int number;
@ -59,6 +59,7 @@ namespace IngameScript
readonly IMyGridTerminalSystem gridTerminal;
readonly IMyShipConnector connector;
readonly IMyProjector projector;
Missile missile;
State currentState = State.NOMINAL;
@ -71,12 +72,13 @@ namespace IngameScript
/// <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, Output output, IMyShipConnector connector)
public Launcher(int number, IMyGridTerminalSystem gridTerminal, Output output, IMyShipConnector connector, IMyProjector projector)
{
this.number = number;
this.gridTerminal = gridTerminal;
this.output = output;
this.connector = connector;
this.projector = projector;
}
public void Launch()
@ -85,6 +87,11 @@ namespace IngameScript
this.currentState = State.STARTING_SEQUENCE;
}
public void AbortLaunching()
{
this.currentState = State.ABORTING;
}
void Print(string message)
{
this.output.Print(String.Format("{0:00}: {1}", this.number, message));
@ -92,92 +99,119 @@ namespace IngameScript
public void UpdateState()
{
this.CheckMissileBuilt();
switch (this.currentState)
{
case State.STARTING_SEQUENCE:
var missileConnector = this.connector.OtherConnector;
if (missileConnector == null)
if (!this.CheckMissileBuilt())
{
this.Print("Cannot find the missile connector");
this.Print("Can't launch missile: Not built, waiting...");
break;
}
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);
if (tank == null)
{
this.Print("Cannot find the missile hydrogen tank");
break;
}
IMyShipMergeBlock mergeBlock = this.gridTerminal.GetBlock<IMyShipMergeBlock>("[PM] Merge Block", missileGrid);
if (mergeBlock == null)
{
this.Print("Cannot find the missile merge block");
break;
}
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();
this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
this.currentState = State.FILLING_TANK;
break;
case State.FILLING_TANK:
this.Print($"Waiting missile tank filled... ({this.missile.Tank.FilledRatio * 100:.0}%)");
if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
{
this.missile.Tank.Stockpile = false;
this.currentState = State.LAUNCHING;
}
else
{
this.Print($"Waiting missile tank filled... ({this.missile.Tank.FilledRatio * 100:.0}%)");
}
break;
case State.LAUNCHING:
this.Print("Launching missile...");
this.missile.MergeBlock.Enabled = false;
if (this.missile.ProgrammableBlock.TryRun("START"))
this.Print("Missile launched!");
else
this.Print("ERROR: Can't send START command to missile");
this.missile.MergeBlock.Enabled = false;
this.connector.Disconnect();
this.currentState = State.NOMINAL;
this.missile = null;
break;
case State.ABORTING:
this.missile = null;
this.currentState = State.NOMINAL;
break;
case State.NOMINAL:
break; // Nothing;
}
}
/// <summary>
/// Returns true if missile ready.
/// </summary>
/// <returns></returns>
bool CheckMissileBuilt()
{
if (this.missile != null)
return true;
var missileConnector = this.connector.OtherConnector;
if (missileConnector == null)
{
//this.Print("Cannot find the missile connector");
return false;
}
var missileGrid = missileConnector.CubeGrid;
if (missileGrid == null)
{
//this.Print("Cannot find the missile grid");
return false;
}
IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid);
if (tank == null)
{
//this.Print("Cannot find the missile hydrogen tank");
return false;
}
IMyShipMergeBlock mergeBlock = this.gridTerminal.GetBlock<IMyShipMergeBlock>("[PM] Merge Block", missileGrid);
if (mergeBlock == null)
{
//this.Print("Cannot find the missile merge block");
return false;
}
IMyProgrammableBlock programmableBlock = this.gridTerminal.GetBlock<IMyProgrammableBlock>("[PM] Programmable Block", missileGrid);
if (programmableBlock == null)
{
//this.Print("Cannot find the missile programmable block");
return false;
}
IEnumerable<IMyThrust> thrusters = this.gridTerminal.GetBlocksFromGroup<IMyThrust>("[PM] Thrusters", missileGrid);
if (thrusters.Count() == 0)
{
//this.Print("Cannot find missile thrusters");
return false;
}
if (this.projector.RemainingBlocks > 0)
return false;
// When launched the missile will enabled itself its thrusters.
foreach (var thruster in thrusters)
thruster.Enabled = false;
tank.Stockpile = true;
connector.Connect();
this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
return true;
}
}
partial class Program : MyGridProgram
@ -190,11 +224,12 @@ namespace IngameScript
LAUNCHING_CONTINUOUS,
}
public const string GRID_PREFIX = "[PML]";
public const string GRID_PREFIX = "[Mimine]";
public const string MISSILE_GRID_PREFIX = "[PM]";
public const double HYDRO_TANK_FILLED_PERCENT = 40;
public const double HYDRO_TANK_FILLED_PERCENT = 60;
const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
const string PROJECTOR_NAME = "Projector Missile"; // Following by a number: "01", "02", etc.
const string DOORS_MISSILES_GROUP = "Doors Missiles";
const float EPSILON = 0.05f;
@ -234,10 +269,12 @@ namespace IngameScript
foreach (var connector in launcherConnectors)
{
var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length));
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector));
var projector = this.GridTerminalSystem.GetBlock<IMyProjector>($"{GRID_PREFIX} {PROJECTOR_NAME} {n:0,0}");
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, this.output, connector, projector));
}
this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print($"Missile launcher system started ({this.launchers.Count} launcher(s))");
}
@ -264,6 +301,9 @@ namespace IngameScript
void ResetToNominal()
{
foreach (var launcher in this.launchers)
launcher.AbortLaunching();
this.nbLaunched = 0;
this.currentState = State.NOMINAL;
}
@ -303,7 +343,7 @@ namespace IngameScript
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update10) != 0)
if ((updateSource & UpdateType.Update100) != 0)
{
this.UpdateState();
}

View file

@ -6,7 +6,7 @@
# Modules
AutoPilot: Automatic control of piloting on planet.
SSPifou: The main control for the spaceship SSPifou.
SSPifou: The main control for the spaceship SSPifou. (TODO)
MissileController: Run in the missile computer to pilot it to its target.
MissileLauncher: Can launch multiple missiles.
@ -14,4 +14,9 @@ MissileLauncher: Can launch multiple missiles.
## Elements
*
* [PML] Connector Launcher 01
* [PML] Merge Block Missile 01
* [PML] Projector 01
* Offsets: (0, -8, 2), pitch: 0°
* [PML] Projector 02
* Offsets: (0, -8, -2), pitch: 180°

View file

@ -26,8 +26,8 @@ namespace IngameScript
{
class Output
{
IList<IMyTextSurface> outputs;
int maxNbLines;
readonly IList<IMyTextSurface> outputs;
readonly int maxNbLines;
public Output(IList<IMyTextSurface> surfaces, int maxNbLines = 10)
{
@ -58,29 +58,41 @@ namespace IngameScript
: this(new List<IMyTextSurface> { surface }, maxNbLines)
{ }
public void Print(string text, int outputNumber = 0)
public void Print(string text, int outputNumber = -1)
{
if (this.outputs.Count() <= outputNumber)
if (outputNumber >= 0 && this.outputs.Count() <= outputNumber)
{
throw new Exception($"Output number {outputNumber} doesn't exist (number of output: {this.outputs.Count()}");
}
else
{
var output = this.outputs[outputNumber];
var currentText = output.GetText();
var lines = currentText.Split('\n');
if (lines.Count() >= this.maxNbLines)
if (outputNumber == -1)
{
output.WriteText(lines.Skip(lines.Count() - this.maxNbLines + 1).Append(text).Aggregate((a, b) => a + Environment.NewLine + b));
}
else if (lines.Count() == 0)
{
output.WriteText(text);
foreach (var output in this.outputs)
this.Print(text, output);
}
else
{
output.WriteText(Environment.NewLine + text, true);
}
this.Print(text, this.outputs[outputNumber]);
}
}
}
void Print(string text, IMyTextSurface surface)
{
var currentText = surface.GetText();
var lines = currentText.Split('\n');
if (lines.Count() >= this.maxNbLines)
{
surface.WriteText(lines.Skip(lines.Count() - this.maxNbLines + 1).Append(text).Aggregate((a, b) => a + Environment.NewLine + b));
}
else if (lines.Count() == 0)
{
surface.WriteText(text);
}
else
{
surface.WriteText(Environment.NewLine + text, true);
}
}
@ -90,15 +102,24 @@ namespace IngameScript
}
public void Display(string text, int outputNumber = 0)
public void Display(string text, int outputNumber = -1)
{
if (this.outputs.Count() <= outputNumber)
if (outputNumber >= 0 && this.outputs.Count() <= outputNumber)
{
throw new Exception($"Output number {outputNumber} doesn't exist (number of output: {this.outputs.Count()}");
}
else
{
this.outputs[outputNumber].WriteText(text);
if (outputNumber == -1)
{
foreach (var output in this.outputs)
output.WriteText(text);
}
else
{
this.outputs[outputNumber].WriteText(text);
}
}
}
}

View file

@ -1,8 +1,10 @@
using Sandbox.ModAPI.Ingame;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Security.Cryptography;
using VRage.Game.ModAPI.Ingame;
@ -33,12 +35,12 @@ namespace IngameScript
/// <param name="name"></param>
/// <param name="grid"></param>
/// <returns></returns>
public static IEnumerable<T> GetBlocks<T>(this IMyGridTerminalSystem gridTerminal, string name = null, IMyCubeGrid grid = null)
public static IEnumerable<T> GetBlocks<T>(this IMyGridTerminalSystem gridTerminal, string name = null, IMyCubeGrid grid = null, Func<T, bool> filter = null)
where T : class, IMyTerminalBlock
{
var l = new List<T>();
gridTerminal.GetBlocksOfType(l, (T block) =>
(name == null || block.CustomName == name) && (grid == null || block.CubeGrid == grid)
(name == null || block.CustomName == name) && (grid == null || block.CubeGrid == grid) && (filter == null || filter(block))
);
return l;
}
@ -90,5 +92,46 @@ namespace IngameScript
return new List<T>();
}
public static IEnumerable<IMyInventory> GetAllInventories(this IMyGridTerminalSystem gridTerminal, IMyCubeGrid grid = null)
{
var inventories = new List<IMyInventory>();
// Containers.
foreach (var container in gridTerminal.GetBlocks<IMyCargoContainer>(grid: grid))
inventories.Add(container.GetInventory());
// Assemblers.
foreach (var assembler in gridTerminal.GetBlocks<IMyAssembler>(grid: grid))
{
inventories.Add(assembler.InputInventory);
inventories.Add(assembler.OutputInventory);
}
// Refineries
foreach (var refinery in gridTerminal.GetBlocks<IMyRefinery>(grid: grid))
{
inventories.Add(refinery.InputInventory);
inventories.Add(refinery.OutputInventory);
}
// Connectors.
foreach (var connector in gridTerminal.GetBlocks<IMyShipConnector>(grid: grid))
inventories.Add(connector.GetInventory());
// Welders.
foreach (var welder in gridTerminal.GetBlocks<IMyShipWelder>(grid: grid))
inventories.Add(welder.GetInventory());
// Turrets.
foreach (var turret in gridTerminal.GetBlocks<IMyLargeTurretBase>(grid: grid))
inventories.Add(turret.GetInventory());
// Artillery and missile launcher.
foreach (var missileLauncher in gridTerminal.GetBlocks<IMySmallMissileLauncher>(grid: grid))
inventories.Add(missileLauncher.GetInventory());
return inventories;
}
}
}

View file

@ -22,6 +22,10 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MissileLauncher", "MissileL
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BaseMiner", "BaseMiner\BaseMiner.csproj", "{1C2F7DB3-26AD-4C5E-B6C5-D6715B3CFB36}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PML", "PML\PML.csproj", "{F280FA02-7E9E-7390-1771-4B1F144AC88C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mimine", "Mimine\Mimine.csproj", "{1E123126-9FA8-67F1-5E48-3B8C400AAEDF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -48,6 +52,14 @@ Global
{1C2F7DB3-26AD-4C5E-B6C5-D6715B3CFB36}.Debug|x64.Build.0 = Debug|x64
{1C2F7DB3-26AD-4C5E-B6C5-D6715B3CFB36}.Release|x64.ActiveCfg = Release|x64
{1C2F7DB3-26AD-4C5E-B6C5-D6715B3CFB36}.Release|x64.Build.0 = Release|x64
{F280FA02-7E9E-7390-1771-4B1F144AC88C}.Debug|x64.ActiveCfg = Debug|x64
{F280FA02-7E9E-7390-1771-4B1F144AC88C}.Debug|x64.Build.0 = Debug|x64
{F280FA02-7E9E-7390-1771-4B1F144AC88C}.Release|x64.ActiveCfg = Release|x64
{F280FA02-7E9E-7390-1771-4B1F144AC88C}.Release|x64.Build.0 = Release|x64
{1E123126-9FA8-67F1-5E48-3B8C400AAEDF}.Debug|x64.ActiveCfg = Debug|x64
{1E123126-9FA8-67F1-5E48-3B8C400AAEDF}.Debug|x64.Build.0 = Debug|x64
{1E123126-9FA8-67F1-5E48-3B8C400AAEDF}.Release|x64.ActiveCfg = Release|x64
{1E123126-9FA8-67F1-5E48-3B8C400AAEDF}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -58,9 +70,11 @@ Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
SECommon\SECommon.projitems*{141e1804-f644-48f8-a3d8-befeee66ecba}*SharedItemsImports = 5
SECommon\SECommon.projitems*{1c2f7db3-26ad-4c5e-b6c5-d6715b3cfb36}*SharedItemsImports = 5
SECommon\SECommon.projitems*{1e123126-9fa8-67f1-5e48-3b8c400aaedf}*SharedItemsImports = 5
SECommon\SECommon.projitems*{761f968e-ce71-404b-a20a-7c1458d6c014}*SharedItemsImports = 5
SECommon\SECommon.projitems*{9e97399c-4fe6-495b-aa87-acc2213647cd}*SharedItemsImports = 13
SECommon\SECommon.projitems*{dbcd62fe-f7aa-4a03-9241-0a4be6952664}*SharedItemsImports = 5
SECommon\SECommon.projitems*{f280fa02-7e9e-7390-1771-4b1f144ac88c}*SharedItemsImports = 5
SECommon\SECommon.projitems*{f902e413-8f1a-423d-98a5-f26b684e28ba}*SharedItemsImports = 5
EndGlobalSection
EndGlobal

36
TODO.md
View file

@ -1,15 +1,39 @@
# Active
## SSPifou
* Missile autodestruction (after 1min or when tank empty)
* Finish missile launchers
* Add external lights + commands
* Command to stop thrusters
* Remote control for the Bee
* Add external lights + commands
* Add weapons rack
* Embedded computer:
* Auto landing + auto stabilization
* Display of ore, ingot, ammo status
* Autocraft of some element: ammo + components
* Auto landing + auto stabilization
## Missile
# Finished
* Missile autodestruction (after 1min or when tank empty)
### Components:
Steel plate: 252
Construction Comp: 167
Motor: 18
Interior Plate: 40
Computer: 47
Powercell: 2
Display: 1
Small Steel Tube: 27
Metal Grid: 48
Large Steel Tube: 16
Detector Comp: 8
Girder: 11
Explosives: 22
Volume: 3'084 L
# Finished
* Cockpit commands to open/close hangar doors (3 commands)
* Command to stop thrusters
* Finish missile launchers
* Why the missile stops after ~100 m?