sescripts/MissileController/Program.cs
Greg Burri 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

360 lines
12 KiB
C#

using EmptyKeys.UserInterface.Generated.DataTemplatesContracts_Bindings;
using Sandbox.Game.Entities;
using Sandbox.Game.Entities.Cube;
using Sandbox.Game.EntityComponents;
//using Sandbox.ModAPI;
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.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
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 VRageMath;
namespace IngameScript
{
partial class Program : MyGridProgram
{
const float EPSILON = 0.05f;
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;
IMyThrust forwardThruster;
IMyThrust backwardThruster;
IMyGyro gyroscope;
IEnumerable<IMyThrust> thrusters;
IMyFlightMovementBlock aiMove;
IMyOffensiveCombatBlock aiCombat;
IEnumerable<IMyWarhead> warheads;
IMyGasTank gasTank;
IMyLightingBlock light;
public Program()
{
var output = this.Me.GetSurface(0);
this.output = new Output(output);
this.output.Print("Missile controller system starting...");
this.grid = this.Me.CubeGrid;
this.Runtime.UpdateFrequency = UpdateFrequency.Update10;
this.output.Print("Missile controller system started");
}
bool FindElements()
{
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.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);
if (this.thrusters.Count() == 0)
{
this.output.Print("Error: Cannot find thrusters");
return false;
}
}
if (this.aiMove == null)
this.aiMove = this.GridTerminalSystem.GetBlock<IMyFlightMovementBlock>("[PM] AI Flight (Move)", this.grid);
if (this.aiMove == null)
{
this.output.Print("Error: Cannot find AI move");
return false;
}
if (this.aiCombat == null)
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 false;
}
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 false;
}
// 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;
}
if (this.light == null)
this.light = this.GridTerminalSystem.GetBlock<IMyLightingBlock>("[PM] Light", this.grid);
if (this.light == null)
{
this.output.Print("Error: Cannot find light");
return false;
}
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;
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($"Spd: {this.speed:0.0}, Acc: {this.acceleration:0.0}");
}
this.lastPosition = currentPosition;
}
switch (this.currentState)
{
case State.LAUNCHING:
if (!this.FindElements())
{
this.output.Print("Cannot find all missile elements, launching aborted");
this.currentState = State.NORMAL;
break;
}
if (!this.launchPositionSet)
{
this.launchPosition = this.forwardThruster.GetPosition();
this.launchPositionSet = true;
}
//this.forwardThruster.Enabled = true; // Only one thruster is enabled when launching. Replaced by the loop below to avoid issues when gravity is present.
foreach (var thruster in this.thrusters)
{
if (thruster != this.backwardThruster)
thruster.Enabled = true;
}
this.forwardThruster.ThrustOverridePercentage = 1f; // Can be lowered for low gravity but set to 1f for 1G planet gravity.
//this.output.Print($"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($"Accelerating mode");
this.begginningOfaccelerationTick = this.tickFromStart;
this.currentState = State.ACCELERATING;
}
break;
case State.ACCELERATING:
//this.CheckTank();
this.CheckEnemies();
if (this.acceleration <= EPSILON)
{
this.forwardThruster.ThrustOverridePercentage = 0;
this.output.Print($"Travelling mode");
this.currentState = State.TRAVELLING;
}
break;
case State.TRAVELLING:
//this.CheckTank();
this.CheckEnemies();
break;
case State.AI:
//this.CheckTank();
break;
case State.NORMAL:
break; // Nothing;
}
}
//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)
warhead.Detonate();
}
public void Save()
{
}
//double MsSinceLaunch
//{
// get { return (double)this.tickFromStart / 60 * 1000; }
//}
double DistanceFromLaunch
{
get { return (this.forwardThruster.GetPosition() - this.launchPosition).Length(); }
}
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update10) != 0)
{
this.UpdateState10();
}
else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
{
switch (argument)
{
case "START":
this.output.Print("Launching mode");
this.tickFromStart = 0;
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;
}
}
}
}
}