Add (and use) a Sequencer library for orchestrating the mechanical door; this will eventually have wide reuse applicability.
This commit is contained in:
parent
74331a95ba
commit
37511ac473
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@ -1,62 +0,0 @@
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using Sandbox.ModAPI.Ingame;
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using System.Collections.Generic;
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namespace IngameScript
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{
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public class Door
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{
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private PrefixedConsole _console;
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private List<DoorHinge> _hinges;
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public bool Locked
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{
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get
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{
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foreach (DoorHinge hinge in _hinges)
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{
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if (!hinge.Locked) return false;
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}
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return true;
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}
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}
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public Door(Console console, string name)
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{
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_console = new PrefixedConsole(console, name);
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_hinges = new List<DoorHinge>();
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}
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// Add a hinge to the door
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public void AddHinge(IMyMotorStator hinge)
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{
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_hinges.Add(new DoorHinge(_console, hinge));
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}
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public void OpenDoor()
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{
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foreach (DoorHinge hinge in _hinges)
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{
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hinge.OpenDoorHinge();
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}
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}
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public void CloseDoor()
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{
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foreach (DoorHinge hinge in _hinges)
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{
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hinge.CloseDoorHinge();
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}
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}
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// Process the door's movement. This will return true when the door is done moving.
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public bool Actuate()
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{
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bool done = true;
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foreach (DoorHinge hinge in _hinges)
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{
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if (!hinge.Actuate()) done = false;
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}
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return done;
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}
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}
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}
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@ -1,64 +0,0 @@
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using Sandbox.ModAPI.Ingame;
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using System.Collections.Generic;
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using System;
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namespace IngameScript
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{
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public class DoorHinge
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{
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public bool Locked { get { return _hinge.RotorLock; } }
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private PrefixedConsole _console;
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private IMyMotorStator _hinge;
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private float _targetAngle;
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private float _lastAngle;
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private float _openAngle = 90F;
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private float _closedAngle = 0F;
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private float _velocity = 5F;
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public DoorHinge(PrefixedConsole console, IMyMotorStator hinge)
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{
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_hinge = hinge;
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_console = console;
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ConfigParser config = new ConfigParser(_hinge);
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_openAngle = config.GetValue("OpenAngle", 90F);
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_closedAngle = config.GetValue("ClosedAngle", 0F);
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_velocity = config.GetValue("Velocity", 5F);
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}
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// For these two functions, IMyMotorStator.Angle reports radians, but
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// IMyMotorStator.RotateToAngle() expects degrees...
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public void OpenDoorHinge()
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{
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_hinge.RotorLock = false;
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_targetAngle = degToRad(_openAngle);
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_hinge.RotateToAngle(MyRotationDirection.AUTO, _openAngle, _velocity);
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}
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public void CloseDoorHinge()
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{
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_hinge.RotorLock = false;
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_targetAngle = degToRad(_closedAngle);
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_hinge.RotateToAngle(MyRotationDirection.AUTO, _closedAngle, _velocity);
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}
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// Process the hinge's movement.
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// It will return true when the panel has finished moving.
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// TODO: Add a mechanism to determine when a door gets stuck or can't reach the target angle.
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public bool Actuate()
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{
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if (Math.Abs(_hinge.Angle - _targetAngle) < 0.1 && _hinge.Angle == _lastAngle)
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{
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_hinge.RotorLock = true;
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}
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_lastAngle = _hinge.Angle;
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return Locked;
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}
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private float degToRad(float degrees)
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{
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return degrees * ((float)Math.PI / 180F);
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}
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}
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}
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@ -25,4 +25,6 @@
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</ItemGroup>
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<Import Project="..\Mixins\Console\Console.projitems" Label="shared" />
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<Import Project="..\Mixins\ConfigParser\ConfigParser.projitems" Label="shared" />
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<Import Project="..\Mixins\Sequencer\Sequencer.projitems" Label="shared" />
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<Import Project="..\Mixins\Utils\Utils.projitems" Label="shared" />
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</Project>
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@ -1,4 +1,5 @@
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using Sandbox.ModAPI.Ingame;
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using SpaceEngineers.Game.ModAPI.Ingame;
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using System.Collections.Generic;
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using VRage.Game.ModAPI.Ingame.Utilities;
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@ -9,7 +10,7 @@ namespace IngameScript
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private MyCommandLine _cli;
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private Console _console;
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private List<IEnumerator<bool>> _jobs;
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private Dictionary<string, Door> _doors;
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private Dictionary<string, Sequencer> _doors;
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private int _tickCount;
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public Program()
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_console = new Console(this);
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_jobs = new List<IEnumerator<bool>>();
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_doors = new Dictionary<string, Door>();
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_doors = new Dictionary<string, Sequencer>();
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List<IMyMotorStator> allHinges = new List<IMyMotorStator>();
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GridTerminalSystem.GetBlocksOfType(allHinges);
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foreach (IMyMotorStator hinge in allHinges)
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List<IMyTerminalBlock> doorParts = Utils.GetBlocksNameContains(GridTerminalSystem, "!Door");
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foreach (IMyTerminalBlock block in doorParts)
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{
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if (hinge.CustomName.StartsWith("Door"))
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string doorName = Utils.ExtractTag(block, "!Door");
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// Create the door if this is a new tag
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if (!_doors.ContainsKey(doorName))
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{
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string doorName = hinge.CustomName.Split(' ')[0];
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if (!_doors.ContainsKey(doorName))
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{
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_doors[doorName] = new Door(_console, doorName);
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}
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_doors[doorName].AddHinge(hinge);
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_doors[doorName] = new Sequencer(doorName, new PrefixedConsole(_console, doorName));
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}
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// Add the part; the Door object handles typing and sequencing.
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int defaultStep = 1;
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if (block is IMyShipMergeBlock) defaultStep = 0;
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ISequenceable wrapped = SequenceableFactory.MakeSequenceable(block, defaultStep);
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if (wrapped == null) { _console.Print($"Tried to add incompatible block '{block.CustomName}'"); continue; }
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_doors[doorName].AddBlock(wrapped);
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}
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_console.Print($"Found {_doors.Keys.Count} doors.");
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{
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// Create a new job
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_cli.TryParse(argument);
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List<Door> doorsToControl = new List<Door>();
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List<Sequencer> doorsToControl = new List<Sequencer>();
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if (_cli.ArgumentCount == 0)
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{
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_console.Print("No arguments passed. Controlling all doors.");
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foreach (Door door in _doors.Values)
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foreach (Sequencer door in _doors.Values)
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{
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if (!door.Locked)
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{
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continue;
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}
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if (door.Running) continue;
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doorsToControl.Add(door);
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}
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}
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string key = "Door" + _cli.Argument(i);
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if (!_doors.ContainsKey(key))
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{
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_console.Print($"Door with identifier {key} not found. Skipping.");
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_console.Print($"Door '{key}' not found. Skipping.");
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continue;
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}
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if (!_doors[key].Locked)
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if (_doors[key].Running)
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{
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_console.Print($"Door {key} already moving. Skipping.");
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_console.Print($"Door '{key}' already moving. Skipping.");
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continue;
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}
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doorsToControl.Add(_doors[key]);
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}
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else
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{
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_console.Print("Creating new job.");
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if (_cli.Switch("close")) _jobs.Add(closeDoors(doorsToControl));
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else _jobs.Add(openDoors(doorsToControl));
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Runtime.UpdateFrequency = UpdateFrequency.Update1;
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_console.Print("Creating new job(s).");
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bool close = _cli.Switch("close");
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foreach (Sequencer door in doorsToControl)
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{
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_jobs.Add(door.RunSequence(close));
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}
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Runtime.UpdateFrequency |= UpdateFrequency.Update1;
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}
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}
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Runtime.UpdateFrequency = UpdateFrequency.None;
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}
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}
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private IEnumerator<bool> openDoors(List<Door> doorsToControl)
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{
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_console.Print("Opening doors.");
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foreach (Door door in doorsToControl)
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{
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door.OpenDoor();
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}
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return actuateDoors(doorsToControl);
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}
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private IEnumerator<bool> closeDoors(List<Door> doorsToControl)
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{
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_console.Print("Closing doors.");
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foreach (Door door in doorsToControl)
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{
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door.CloseDoor();
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}
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return actuateDoors(doorsToControl);
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}
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private IEnumerator<bool> actuateDoors(List<Door> doorsToControl)
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{
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while (true)
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{
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_console.Print("Actuating doors.");
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bool done = true; // assume we've finished, then falsify it below
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foreach (Door door in doorsToControl)
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{
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if (!door.Actuate())
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{
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done = false;
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}
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}
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if (done) yield break;
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yield return true;
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}
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}
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}
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}
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14
Mixins/Sequencer/ISequenceable.cs
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14
Mixins/Sequencer/ISequenceable.cs
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namespace IngameScript
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{
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partial class Program
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{
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public interface ISequenceable
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{
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bool Running { get; }
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int Step { get; }
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void Start(bool reverse = true);
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bool Check();
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void Finish();
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}
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}
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}
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30
Mixins/Sequencer/SequenceableFactory.cs
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30
Mixins/Sequencer/SequenceableFactory.cs
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// I hate Factories, but when the shoe fits...
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using Sandbox.ModAPI.Ingame;
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using SpaceEngineers.Game.ModAPI.Ingame;
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namespace IngameScript
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{
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partial class Program
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{
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public class SequenceableFactory
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{
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public static ISequenceable MakeSequenceable(IMyTerminalBlock block, int step = 0)
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{
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if (block is IMyMotorStator)
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{
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return new SequenceableRotor(block as IMyMotorStator, step);
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}
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if (block is IMyPistonBase)
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{
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// return new SequenceablePiston(block as IMyPistonBase, step);
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}
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if (block is IMyShipMergeBlock)
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{
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// return new SequenceableMergeBlock(block as IMyShipMergeBlock, step);
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}
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return null;
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}
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}
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}
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}
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64
Mixins/Sequencer/SequenceableRotor.cs
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64
Mixins/Sequencer/SequenceableRotor.cs
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using Sandbox.ModAPI.Ingame;
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using System.Collections.Generic;
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using System;
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namespace IngameScript
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{
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partial class Program
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{
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public class SequenceableRotor : ISequenceable
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{
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public bool Running { get; private set; } = false;
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public int Step { get; private set; }
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private float _targetAngle;
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private float _lastAngle;
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private float _velocity;
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private float _openAngle;
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private float _closedAngle;
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private IMyMotorStator _rotor;
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public SequenceableRotor(IMyMotorStator rotor, int defaultStep = 0)
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{
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_rotor = rotor;
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ConfigParser config = new ConfigParser(_rotor);
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_openAngle = config.GetValue("OpenAngle", 90F);
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_closedAngle = config.GetValue("ClosedAngle", 0F);
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_velocity = config.GetValue("Velocity", 5F);
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Step = config.GetValue("Step", defaultStep);
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}
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public void Start(bool reverse)
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{
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float degAngle = reverse ? _closedAngle : _openAngle;
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_targetAngle = degToRad(degAngle);
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_rotor.RotorLock = false;
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_rotor.RotateToAngle(MyRotationDirection.AUTO, degAngle, _velocity);
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Running = true;
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}
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public bool Check()
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{
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if (Math.Abs(_rotor.Angle - _targetAngle) < 0.1 && _rotor.Angle == _lastAngle)
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{
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return false;
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}
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_lastAngle = _rotor.Angle;
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return true;
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}
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public void Finish()
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{
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_rotor.RotorLock = true;
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Running = false;
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}
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private float degToRad(float degrees)
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{
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return degrees * ((float)Math.PI / 180F);
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}
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}
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}
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}
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80
Mixins/Sequencer/Sequencer.cs
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80
Mixins/Sequencer/Sequencer.cs
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// Represents a single set of blocks to run in order, waiting for each group's completion before
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// moving on to the next one.
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using Sandbox.ModAPI.Ingame;
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using System.Collections.Generic;
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using System.Linq;
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namespace IngameScript
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{
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partial class Program
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{
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public class Sequencer
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{
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public bool Running { get; private set; }
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private IConsole _console;
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private string _name;
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private SortedDictionary<int, List<ISequenceable>> _sequence;
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public Sequencer(string name, IConsole console)
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{
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_name = name;
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_console = console;
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_sequence = new SortedDictionary<int, List<ISequenceable>>();
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}
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public void AddBlock(ISequenceable block)
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{
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if (!_sequence.ContainsKey(block.Step)) _sequence[block.Step] = new List<ISequenceable>();
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_sequence[block.Step].Add(block);
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}
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// To activate the Sequencer, call this once, then call `MoveNext()` once per tick
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// on the returned object until it returns false.
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// (then be sure to call `Dispose() on that object`)
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public IEnumerator<bool> RunSequence(bool reverse = false)
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{
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if (Running)
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{
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_console.Print("Already running, ignoring invocation.");
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yield break;
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}
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// This is a bit convoluted, but we're extracting the iterator for use in the foreach directly.
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// This allows us to iterate in reverse when reversing/"closing" the sequence.
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IEnumerable<KeyValuePair<int, List<ISequenceable>>> steps = reverse ? _sequence.Reverse() : _sequence;
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foreach (KeyValuePair<int, List<ISequenceable>> kvp in steps)
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{
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List<ISequenceable> blocks = kvp.Value;
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Running = true;
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foreach (ISequenceable block in blocks)
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{
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// TODO: add some sort of handling for block.Running == true
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block.Start(reverse);
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}
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yield return true;
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while (Running)
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{
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Running = false;
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foreach (ISequenceable block in blocks)
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{
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if (block.Check()) Running = true;
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}
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yield return true;
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}
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foreach (ISequenceable block in blocks)
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{
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block.Finish();
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}
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}
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yield break;
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}
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}
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}
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}
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11
Mixins/Sequencer/Sequencer.projitems
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11
Mixins/Sequencer/Sequencer.projitems
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<?xml version="1.0" encoding="utf-8"?>
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<MSBuildAllProjects Condition="'$(MSBuildVersion)' == '' Or '$(MSBuildVersion)' < '16.0'">$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
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<HasSharedItems>true</HasSharedItems>
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<SharedGUID>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</SharedGUID>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)/**/*.cs" Visible=" '$(ShowCommonFiles)' == 'true' " />
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</ItemGroup>
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</Project>
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19
Mixins/Sequencer/Sequencer.shproj
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19
Mixins/Sequencer/Sequencer.shproj
Normal file
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<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Label="Globals">
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<ProjectGuid>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</ProjectGuid>
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<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
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</PropertyGroup>
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props"/>
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props"/>
|
||||
<PropertyGroup/>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
</PropertyGroup>
|
||||
<Import Project="Sequencer.projitems" Label="Shared"/>
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets"/>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user