sescripts/SECommon/Utils.cs
2025-09-14 17:26:17 +02:00

137 lines
No EOL
5.1 KiB
C#

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;
namespace IngameScript
{
static class Utils
{
/// <summary>
/// Get the first terminal block matching the given name or null if nothing is found.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="gridTerminal"></param>
/// <param name="name"></param>
/// <param name="grid"></param>
/// <returns></returns>
public static T GetBlock<T>(this IMyGridTerminalSystem gridTerminal, string name = null, IMyCubeGrid grid = null)
where T: class, IMyTerminalBlock
{
return Utils.GetBlocks<T>(gridTerminal, name, grid).FirstOrDefault();
}
/// <summary>
/// Get all terminal blocks matching the given name.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="gridTerminal"></param>
/// <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, 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) && (filter == null || filter(block))
);
return l;
}
/// <summary>
/// Get all groups matching the given name.
/// </summary>
/// <param name="gridTerminal"></param>
/// <param name="groupName"></param>
/// <param name="grid"></param>
/// <returns></returns>
public static IEnumerable<IMyBlockGroup> GetBlockGroups(this IMyGridTerminalSystem gridTerminal, string groupName = null, IMyCubeGrid grid = null)
{
var groups = new List<IMyBlockGroup>();
gridTerminal.GetBlockGroups(
groups,
group =>
{
if (groupName != null && group.Name != groupName)
return false;
if (grid == null)
return true;
var l = new List<IMyTerminalBlock>();
group.GetBlocks(l, block => block.CubeGrid == grid);
return l.Count > 0;
}
);
return groups;
}
/// <summary>
/// Get all terminal blocks owned by the first given group name.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="gridTerminal"></param>
/// <param name="groupName"></param>
/// <param name="grid"></param>
/// <returns></returns>
public static IEnumerable<T> GetBlocksFromGroup<T>(this IMyGridTerminalSystem gridTerminal, string groupName = null, IMyCubeGrid grid = null)
where T : class, IMyTerminalBlock
{
foreach (var group in gridTerminal.GetBlockGroups(groupName, grid))
{
var l = new List<T>();
group.GetBlocksOfType(l);
if (l.Count > 0)
return l;
}
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;
}
}
}