sescripts/MissileLauncher/Program.cs

348 lines
11 KiB
C#

using Sandbox.Game.Entities.Cube;
using Sandbox.Game.EntityComponents;
using Sandbox.Game.GameSystems;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.Entities.Blocks;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
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.GameServices;
using VRageMath;
// using static VRageRender.Utils.MyWingedEdgeMesh;
namespace IngameScript
{
class Missile
{
//string prefix;
//readonly string tankName = "Hydrogen Tank";
//readonly string connectorName = "Connector";
//readonly string mergeBlockName = "Merge Block";
//readonly string programmableBlockName = "Programmable Block";
//State currentState = State.NOMINAL;
//IMyGridTerminalSystem gridTerminalSystem;
public IMyGasTank Tank { get; }
public IMyShipConnector Connector { get; }
public IMyShipMergeBlock MergeBlock { get; }
public IMyProgrammableBlock ProgrammableBlock { get; }
public Missile(IMyGasTank tank, IMyShipConnector connector, IMyShipMergeBlock mergeBlock, IMyProgrammableBlock programmableBlock)
{
this.Tank = tank;
this.Connector = connector;
this.MergeBlock = mergeBlock;
this.ProgrammableBlock = programmableBlock;
}
}
class Launcher
{
enum State
{
NOMINAL,
STARTING_SEQUENCE,
FILLING_TANK,
LAUNCHING,
}
int number;
IMyCubeGrid grid;
Output output;
Missile missile;
State currentState = State.NOMINAL;
IMyGridTerminalSystem gridTerminal;
IMyShipConnector connector;
//IReadOnlyList<IMyShipWelder> welders;
/// <summary>
///
/// </summary>
/// <param name="number"></param>
/// <param name="gridTerminal"></param>
/// <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, IMyCubeGrid grid, Output output, IMyShipConnector connector)
{
this.number = number;
this.grid = grid;
this.gridTerminal = gridTerminal;
this.output = output;
this.connector = connector;
//this.connector = this.gridTerminal.GetBlockWithName(String.Format("{0} {1}", Program.GRID_PREFIX, String.Format(LAUNCHER_SMALL_CONNECTOR_NAME, number))) as IMyShipConnector;
//output.Print($"{this.connector}");
}
public void Launch()
{
if (this.currentState == State.NOMINAL)
this.currentState = State.STARTING_SEQUENCE;
}
void Print(string message)
{
this.output.Print(String.Format("{0:00} {1}", this.number, message));
}
public void UpdateState()
{
switch (this.currentState)
{
case State.STARTING_SEQUENCE:
var missileConnector = this.connector.OtherConnector;
if (missileConnector == null)
{
this.Print("Cannot find the missile connector");
break;
}
var missileGrid = missileConnector.CubeGrid;
IMyGasTank tank = this.gridTerminal.GetBlock<IMyGasTank>("[PM] Hydrogen Tank", missileGrid); //Utils.GetBlock( this.gridTerminal.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
this.output.Print($"tank: {tank}");
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;
}
tank.Stockpile = true;
this.missile = new Missile(tank, connector, mergeBlock, programmableBlock);
this.currentState = State.FILLING_TANK;
break;
case State.FILLING_TANK:
this.Print("Waiting missile tank filled...");
if (this.missile.Tank.FilledRatio >= Program.HYDRO_TANK_FILLED_PERCENT / 100)
{
this.missile.Tank.Stockpile = false;
this.currentState = State.LAUNCHING;
}
break;
case State.LAUNCHING:
this.Print("Launching missile...");
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;
break;
case State.NOMINAL:
break; // Nothing;
}
}
}
partial class Program : MyGridProgram
{
enum State
{
NOMINAL,
LAUNCHING_ONE,
LAUNCHING_ALL,
LAUNCHING_CONTINUOUS,
}
public const string GRID_PREFIX = "[PML]";
public const string MISSILE_GRID_PREFIX = "[PM]";
public const double HYDRO_TANK_FILLED_PERCENT = 20;
const string LAUNCHER_GRID_NAME = "Launcher"; // Following by a number: "01", "02", etc.
const string LAUNCHER_SMALL_CONNECTOR_NAME = "Connector Launcher"; // Following by a number: "01", "02", etc.
//const string WELDER_NAME_GROUP = "Welder {0:00}"; // Example for group 1: ["Welder 01A", "Welder 01B", "Welder 01C"].
const float EPSILON = 0.05f;
readonly Output output;
IMyCubeGrid grid;
List<Launcher> launchers = new List<Launcher>();
int nbLaunched = 0;
int nextToLaunch = 0;
State currentState = State.NOMINAL;
//bool continuous_launching = false;
public Program()
{
var output = this.Me.GetSurface(0);
this.output = new Output(output);
this.output.Print("Missile launcher system starting...");
this.grid = this.Me.CubeGrid;
var connectorNamePrefix = String.Format("{0} {1} ", GRID_PREFIX, LAUNCHER_SMALL_CONNECTOR_NAME);
// Find all launcher sub-grid and create the associated launcher.
var launcherConnectors = new List<IMyShipConnector>();
this.GridTerminalSystem.GetBlocksOfType(
launcherConnectors,
(IMyShipConnector connector) => connector.CustomName.StartsWith(connectorNamePrefix)
);
this.output.Print($"launcherConnectors.Count = {launcherConnectors.Count}");
foreach (var connector in launcherConnectors)
//for (int i = 0; i < launcherConnectors.Count; i++)
{
var n = int.Parse(connector.CustomName.Substring(connectorNamePrefix.Length));
this.output.Print($"n = {n}");
//var n = i + 1;
//var connector = launcherConnectors[i];
// Find associated welders.
//var welders = new List<IMyShipWelder>();
//this.GridTerminalSystem.GetBlocksOfType(
// welders,
// (IMyShipWelder welder) => welder.CustomName.StartsWith(String.Format("{0} {1}", GRID_PREFIX, String.Format(WELDER_NAME_GROUP, n)))
//);
this.launchers.Add(new Launcher(n, this.GridTerminalSystem, connector.CubeGrid, this.output, connector));
}
this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
this.output.Print("Missile launcher system started");
}
void LaunchNext()
{
if (this.launchers.Count > 0)
{
this.launchers[this.nextToLaunch].Launch();
this.nextToLaunch = (this.nextToLaunch + 1) % this.launchers.Count;
}
}
void Reset()
{
this.nbLaunched = 0;
this.currentState = State.NOMINAL;
}
void UpdateState()
{
switch (this.currentState)
{
case State.LAUNCHING_ONE:
this.LaunchNext();
this.Reset();
break;
case State.LAUNCHING_ALL:
if (this.nbLaunched >= launchers.Count)
{
this.Reset();
}
else
{
this.LaunchNext();
}
break;
case State.LAUNCHING_CONTINUOUS:
this.LaunchNext();
break;
}
foreach (var launcher in this.launchers)
launcher.UpdateState();
}
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 "LAUNCH ONE":
this.output.Print("Launching one missile...");
this.currentState = State.LAUNCHING_ONE;
break;
case "LAUNCH ALL":
this.output.Print("Launching all missiles...");
this.currentState = State.LAUNCHING_ALL;
break;
case "LAUNCH CONTINUOUS":
this.output.Print("Launching missiles in continous...");
this.currentState = State.LAUNCHING_CONTINUOUS;
break;
case "STOP":
this.output.Print("Stopping lauching...");
this.currentState = State.NOMINAL;
break;
default:
this.output.Print($"Uknown command: {argument}");
break;
}
}
}
}
}