sescripts/MissileController/Program.cs
Greg Burri 0cbd5370f9 Enhance missile control logic in Program.cs
Updated constants for delay and auto-destruction times.
Added checks for required components in FindElements method
with improved error handling. Introduced new methods for
auto-destruction and enemy detection. Modified state update
logic to ensure correct missile behavior based on component
availability and current state.
2025-08-30 23:30:07 +02:00

252 lines
8 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 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.
enum State
{
NORMAL,
LAUNCHING,
TRAVELLING,
}
State currentState = State.NORMAL;
readonly Output output;
readonly IMyCubeGrid grid;
int tickFromStart;
IMyThrust forwardThruster;
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.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;
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()))
{
foreach (var thruster in this.thrusters)
{
if (thruster != this.forwardThruster)
thruster.Enabled = true;
}
this.forwardThruster.ThrustOverridePercentage = 0;
this.aiMove.Enabled = true;
foreach (var warhead in this.warheads)
warhead.IsArmed = true;
this.output.Print($"Travelling mode");
this.currentState = State.TRAVELLING;
}
break;
case State.TRAVELLING:
if (this.BlinkBeforeBeingAutodestructed())
this.light.BlinkIntervalSeconds = 0.5f;
if (this.gasTank.FilledRatio <= EPSILON || this.MustBeAutodestructed())
{
Detonate();
}
break;
case State.NORMAL:
break; // Nothing;
}
}
void Detonate()
{
foreach (var warhead in this.warheads)
warhead.Detonate();
}
public void Save()
{
}
double MsSinceLaunch
{
get { return (double)this.tickFromStart / 60 * 1000; }
}
public void Main(string argument, UpdateType updateSource)
{
if ((updateSource & UpdateType.Update10) != 0)
{
this.UpdateState10();
}
else if ((updateSource & (UpdateType.Script | UpdateType.Terminal | UpdateType.Trigger)) != 0)
{
switch (argument)
{
case "START":
this.output.Print("Launching mode");
this.tickFromStart = 0;
this.currentState = State.LAUNCHING;
break;
case "STOP":
this.output.Print("Stop mode");
this.currentState = State.NORMAL;
break;
default:
this.output.Print($"Uknown command: {argument}");
break;
}
}
}
}
}