Add (and use) a Sequencer library for orchestrating the mechanical door; this will eventually have wide reuse applicability.
This commit is contained in:
@ -1,62 +0,0 @@
|
||||
using Sandbox.ModAPI.Ingame;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace IngameScript
|
||||
{
|
||||
public class Door
|
||||
{
|
||||
private PrefixedConsole _console;
|
||||
private List<DoorHinge> _hinges;
|
||||
|
||||
public bool Locked
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (DoorHinge hinge in _hinges)
|
||||
{
|
||||
if (!hinge.Locked) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public Door(Console console, string name)
|
||||
{
|
||||
_console = new PrefixedConsole(console, name);
|
||||
_hinges = new List<DoorHinge>();
|
||||
}
|
||||
|
||||
// Add a hinge to the door
|
||||
public void AddHinge(IMyMotorStator hinge)
|
||||
{
|
||||
_hinges.Add(new DoorHinge(_console, hinge));
|
||||
}
|
||||
|
||||
public void OpenDoor()
|
||||
{
|
||||
foreach (DoorHinge hinge in _hinges)
|
||||
{
|
||||
hinge.OpenDoorHinge();
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseDoor()
|
||||
{
|
||||
foreach (DoorHinge hinge in _hinges)
|
||||
{
|
||||
hinge.CloseDoorHinge();
|
||||
}
|
||||
}
|
||||
|
||||
// Process the door's movement. This will return true when the door is done moving.
|
||||
public bool Actuate()
|
||||
{
|
||||
bool done = true;
|
||||
foreach (DoorHinge hinge in _hinges)
|
||||
{
|
||||
if (!hinge.Actuate()) done = false;
|
||||
}
|
||||
return done;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,64 +0,0 @@
|
||||
using Sandbox.ModAPI.Ingame;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace IngameScript
|
||||
{
|
||||
public class DoorHinge
|
||||
{
|
||||
public bool Locked { get { return _hinge.RotorLock; } }
|
||||
|
||||
private PrefixedConsole _console;
|
||||
private IMyMotorStator _hinge;
|
||||
private float _targetAngle;
|
||||
private float _lastAngle;
|
||||
private float _openAngle = 90F;
|
||||
private float _closedAngle = 0F;
|
||||
private float _velocity = 5F;
|
||||
|
||||
public DoorHinge(PrefixedConsole console, IMyMotorStator hinge)
|
||||
{
|
||||
_hinge = hinge;
|
||||
_console = console;
|
||||
|
||||
ConfigParser config = new ConfigParser(_hinge);
|
||||
_openAngle = config.GetValue("OpenAngle", 90F);
|
||||
_closedAngle = config.GetValue("ClosedAngle", 0F);
|
||||
_velocity = config.GetValue("Velocity", 5F);
|
||||
}
|
||||
|
||||
// For these two functions, IMyMotorStator.Angle reports radians, but
|
||||
// IMyMotorStator.RotateToAngle() expects degrees...
|
||||
public void OpenDoorHinge()
|
||||
{
|
||||
_hinge.RotorLock = false;
|
||||
_targetAngle = degToRad(_openAngle);
|
||||
_hinge.RotateToAngle(MyRotationDirection.AUTO, _openAngle, _velocity);
|
||||
}
|
||||
|
||||
public void CloseDoorHinge()
|
||||
{
|
||||
_hinge.RotorLock = false;
|
||||
_targetAngle = degToRad(_closedAngle);
|
||||
_hinge.RotateToAngle(MyRotationDirection.AUTO, _closedAngle, _velocity);
|
||||
}
|
||||
|
||||
// Process the hinge's movement.
|
||||
// It will return true when the panel has finished moving.
|
||||
// TODO: Add a mechanism to determine when a door gets stuck or can't reach the target angle.
|
||||
public bool Actuate()
|
||||
{
|
||||
if (Math.Abs(_hinge.Angle - _targetAngle) < 0.1 && _hinge.Angle == _lastAngle)
|
||||
{
|
||||
_hinge.RotorLock = true;
|
||||
}
|
||||
_lastAngle = _hinge.Angle;
|
||||
return Locked;
|
||||
}
|
||||
|
||||
private float degToRad(float degrees)
|
||||
{
|
||||
return degrees * ((float)Math.PI / 180F);
|
||||
}
|
||||
}
|
||||
}
|
@ -25,4 +25,6 @@
|
||||
</ItemGroup>
|
||||
<Import Project="..\Mixins\Console\Console.projitems" Label="shared" />
|
||||
<Import Project="..\Mixins\ConfigParser\ConfigParser.projitems" Label="shared" />
|
||||
<Import Project="..\Mixins\Sequencer\Sequencer.projitems" Label="shared" />
|
||||
<Import Project="..\Mixins\Utils\Utils.projitems" Label="shared" />
|
||||
</Project>
|
@ -1,4 +1,5 @@
|
||||
using Sandbox.ModAPI.Ingame;
|
||||
using SpaceEngineers.Game.ModAPI.Ingame;
|
||||
using System.Collections.Generic;
|
||||
using VRage.Game.ModAPI.Ingame.Utilities;
|
||||
|
||||
@ -9,7 +10,7 @@ namespace IngameScript
|
||||
private MyCommandLine _cli;
|
||||
private Console _console;
|
||||
private List<IEnumerator<bool>> _jobs;
|
||||
private Dictionary<string, Door> _doors;
|
||||
private Dictionary<string, Sequencer> _doors;
|
||||
private int _tickCount;
|
||||
|
||||
public Program()
|
||||
@ -19,21 +20,25 @@ namespace IngameScript
|
||||
_console = new Console(this);
|
||||
_jobs = new List<IEnumerator<bool>>();
|
||||
|
||||
_doors = new Dictionary<string, Door>();
|
||||
_doors = new Dictionary<string, Sequencer>();
|
||||
|
||||
List<IMyMotorStator> allHinges = new List<IMyMotorStator>();
|
||||
GridTerminalSystem.GetBlocksOfType(allHinges);
|
||||
foreach (IMyMotorStator hinge in allHinges)
|
||||
List<IMyTerminalBlock> doorParts = Utils.GetBlocksNameContains(GridTerminalSystem, "!Door");
|
||||
foreach (IMyTerminalBlock block in doorParts)
|
||||
{
|
||||
if (hinge.CustomName.StartsWith("Door"))
|
||||
string doorName = Utils.ExtractTag(block, "!Door");
|
||||
|
||||
// Create the door if this is a new tag
|
||||
if (!_doors.ContainsKey(doorName))
|
||||
{
|
||||
string doorName = hinge.CustomName.Split(' ')[0];
|
||||
if (!_doors.ContainsKey(doorName))
|
||||
{
|
||||
_doors[doorName] = new Door(_console, doorName);
|
||||
}
|
||||
_doors[doorName].AddHinge(hinge);
|
||||
_doors[doorName] = new Sequencer(doorName, new PrefixedConsole(_console, doorName));
|
||||
}
|
||||
|
||||
// Add the part; the Door object handles typing and sequencing.
|
||||
int defaultStep = 1;
|
||||
if (block is IMyShipMergeBlock) defaultStep = 0;
|
||||
ISequenceable wrapped = SequenceableFactory.MakeSequenceable(block, defaultStep);
|
||||
if (wrapped == null) { _console.Print($"Tried to add incompatible block '{block.CustomName}'"); continue; }
|
||||
_doors[doorName].AddBlock(wrapped);
|
||||
}
|
||||
|
||||
_console.Print($"Found {_doors.Keys.Count} doors.");
|
||||
@ -47,17 +52,14 @@ namespace IngameScript
|
||||
{
|
||||
// Create a new job
|
||||
_cli.TryParse(argument);
|
||||
List<Door> doorsToControl = new List<Door>();
|
||||
List<Sequencer> doorsToControl = new List<Sequencer>();
|
||||
|
||||
if (_cli.ArgumentCount == 0)
|
||||
{
|
||||
_console.Print("No arguments passed. Controlling all doors.");
|
||||
foreach (Door door in _doors.Values)
|
||||
foreach (Sequencer door in _doors.Values)
|
||||
{
|
||||
if (!door.Locked)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (door.Running) continue;
|
||||
doorsToControl.Add(door);
|
||||
}
|
||||
}
|
||||
@ -67,12 +69,12 @@ namespace IngameScript
|
||||
string key = "Door" + _cli.Argument(i);
|
||||
if (!_doors.ContainsKey(key))
|
||||
{
|
||||
_console.Print($"Door with identifier {key} not found. Skipping.");
|
||||
_console.Print($"Door '{key}' not found. Skipping.");
|
||||
continue;
|
||||
}
|
||||
if (!_doors[key].Locked)
|
||||
if (_doors[key].Running)
|
||||
{
|
||||
_console.Print($"Door {key} already moving. Skipping.");
|
||||
_console.Print($"Door '{key}' already moving. Skipping.");
|
||||
continue;
|
||||
}
|
||||
doorsToControl.Add(_doors[key]);
|
||||
@ -84,10 +86,13 @@ namespace IngameScript
|
||||
}
|
||||
else
|
||||
{
|
||||
_console.Print("Creating new job.");
|
||||
if (_cli.Switch("close")) _jobs.Add(closeDoors(doorsToControl));
|
||||
else _jobs.Add(openDoors(doorsToControl));
|
||||
Runtime.UpdateFrequency = UpdateFrequency.Update1;
|
||||
_console.Print("Creating new job(s).");
|
||||
bool close = _cli.Switch("close");
|
||||
foreach (Sequencer door in doorsToControl)
|
||||
{
|
||||
_jobs.Add(door.RunSequence(close));
|
||||
}
|
||||
Runtime.UpdateFrequency |= UpdateFrequency.Update1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -108,43 +113,5 @@ namespace IngameScript
|
||||
Runtime.UpdateFrequency = UpdateFrequency.None;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator<bool> openDoors(List<Door> doorsToControl)
|
||||
{
|
||||
_console.Print("Opening doors.");
|
||||
foreach (Door door in doorsToControl)
|
||||
{
|
||||
door.OpenDoor();
|
||||
}
|
||||
return actuateDoors(doorsToControl);
|
||||
}
|
||||
|
||||
private IEnumerator<bool> closeDoors(List<Door> doorsToControl)
|
||||
{
|
||||
_console.Print("Closing doors.");
|
||||
foreach (Door door in doorsToControl)
|
||||
{
|
||||
door.CloseDoor();
|
||||
}
|
||||
return actuateDoors(doorsToControl);
|
||||
}
|
||||
|
||||
private IEnumerator<bool> actuateDoors(List<Door> doorsToControl)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
_console.Print("Actuating doors.");
|
||||
bool done = true; // assume we've finished, then falsify it below
|
||||
foreach (Door door in doorsToControl)
|
||||
{
|
||||
if (!door.Actuate())
|
||||
{
|
||||
done = false;
|
||||
}
|
||||
}
|
||||
if (done) yield break;
|
||||
yield return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user