Added the ability to use display screens in cockpits and LCD panels to display air monitoring data.

This commit is contained in:
Anna Rose 2025-02-11 02:06:49 -05:00
parent 136938a3e3
commit 5db025bb47
2 changed files with 110 additions and 14 deletions

View File

@ -9,30 +9,38 @@ namespace IngameScript
{
public class AirZone
{
public bool Triggered = false;
public bool Triggered { get; private set; } = false;
public string Name { get; private set; }
public List<IMyAirVent> Vents { get; private set; }
private MyIni _ini;
private List<IMyAirVent> _vents;
private List<IMyDoor> _doors;
private List<IMyTextSurface> _displays;
private PrefixedConsole _console;
private Sequencer _sequencer;
private const float TriggerLevel = 0.75F;
public AirZone(string zoneName, MyIni ini, IConsole console)
{
Name = zoneName;
_ini = ini;
_console = new PrefixedConsole(console, zoneName);
_sequencer = new Sequencer(zoneName, _console);
_vents = new List<IMyAirVent>();
Vents = new List<IMyAirVent>();
_doors = new List<IMyDoor>();
_displays = new List<IMyTextSurface>();
}
public void AddBlock(IMyTerminalBlock block)
{
if (block is IMyAirVent)
{
_vents.Add(block as IMyAirVent);
Vents.Add(block as IMyAirVent);
}
else if (block is IMyDoor)
{
_doors.Add(block as IMyDoor);
SequenceableDoor wrapped = SequenceableFactory.MakeSequenceable(block as IMyDoor, _ini, "airMonitor") as SequenceableDoor;
wrapped.Step = 0;
wrapped.DeployOpen = false;
@ -47,28 +55,49 @@ namespace IngameScript
// TODO: support for arbitrary (sub-)sequences here could be powerful
}
public void Reset()
{
_console.Print("Resetting sensor.");
Triggered = false;
}
// This enumerator should run forever.
public IEnumerator<bool> Monitor()
{
while (true)
{
foreach (IMyAirVent vent in _vents)
foreach (IMyAirVent vent in Vents)
{
if (vent.GetOxygenLevel() < TriggerLevel) Triggered = true;
}
if (Triggered == true)
{
_console.Print($"Low pressure alarm triggered.");
// close the doors
IEnumerator<bool> job = _sequencer.RunSequence(true);
while (job.MoveNext()) yield return true;
// noop until manually reset
while (Triggered) yield return true;
while (Triggered)
{
// if any of the doors become re-enabled, reset and unlock all of them;
// think of it as a player manually overriding the safety protocols.
// Note that this means resets propagate across zones that share doors,
// which will likely be all of them. Which is a *little* bit of a
// bug, but it's better than never re-triggering
foreach (IMyDoor door in _doors)
{
if (door.Enabled)
{
Reset();
break;
}
}
yield return true;
}
// open the doors
job = _sequencer.RunSequence(false);
while (job.MoveNext()) yield return true;
// unlock the doors, but we'll leave them closed.
foreach (IMyDoor door in _doors) { door.Enabled = true; }
}
yield return true;

View File

@ -25,9 +25,13 @@ namespace IngameScript
private MyIni _ini;
private Console _console;
private MyCommandLine _cli;
private int _totalTicks = 0;
private Dictionary<string, AirZone> _zones;
private List<IEnumerator<bool>> _jobs;
private int _totalTicks = 0;
private List<IMyTextSurface> _displays;
private StringBuilder _displayBuffer;
private List<IMyGasTank> _oxygenTanks;
public Program()
{
@ -36,6 +40,9 @@ namespace IngameScript
_console = new Console(this, _ini);
_zones = new Dictionary<string, AirZone>();
_jobs = new List<IEnumerator<bool>>();
_displays = new List<IMyTextSurface>();
_displayBuffer = new StringBuilder();
_oxygenTanks = new List<IMyGasTank>();
// Find all tagged objects and build out zones
List<IMyTerminalBlock> blocks = new List<IMyTerminalBlock>();
@ -44,6 +51,34 @@ namespace IngameScript
{
_ini.TryParse(block.CustomData);
string[] zones = new string[] { };
// TODO: how do we display text on e.g. decorative console blocks?
// They have configurable screens but the docs say they don't implement this.
// Meanwhile *every* functional block seems to implement IMyTextSurfaceProvider...
// It'd probably be safe to just check SurfaceCount... experiment with this later
if (block is IMyTextSurface)
{
_console.Print($"Adding monitoring display '{block.CustomName}'");
_displays.Add(block as IMyTextSurface);
}
if (_ini.Get("airMonitor", "display").ToString() != "")
{
int displayIndex = _ini.Get("airMonitor", "display").ToInt32();
IMyTextSurfaceProvider provider = block as IMyTextSurfaceProvider;
if (provider.SurfaceCount <= displayIndex)
{
_console.Print($"Invalid display index '{displayIndex}' in block '{block.CustomName}'");
}
else
{
_displays.Add(provider.GetSurface(displayIndex));
}
}
if (block is IMyGasTank)
{
_oxygenTanks.Add(block as IMyGasTank);
}
if (_ini.Get("airMonitor", "zones").ToString() != "")
{
zones = _ini.Get("airMonitor", "zones").ToString().Split(',');
@ -63,9 +98,11 @@ namespace IngameScript
}
}
_console.Print($"Found {_zones.Count} zones.");
foreach (AirZone zone in _zones.Values)
_console.Print($"Found {_zones.Count} zones:");
foreach (KeyValuePair<string, AirZone> kvp in _zones)
{
AirZone zone = kvp.Value;
_console.Print(kvp.Key);
_jobs.Add(zone.Monitor());
}
Runtime.UpdateFrequency |= UpdateFrequency.Update100;
@ -85,12 +122,42 @@ namespace IngameScript
_console.Print($"Resetting {zone}.");
if (_zones.ContainsKey(zone))
{
_zones[zone].Triggered = false;
_zones[zone].Reset();
}
}
}
}
// write diagnostics
if (_displays.Count != 0)
{
_displayBuffer.Clear();
_displayBuffer.Append("AIR PRESSURE REPORT\n\n");
foreach (AirZone zone in _zones.Values)
{
_displayBuffer.Append(zone.Name);
_displayBuffer.Append(": ");
_displayBuffer.Append(zone.Triggered ? "ALARM TRIPPED " : "NOMINAL ");
foreach (IMyAirVent vent in zone.Vents)
{
_displayBuffer.Append((int)(vent.GetOxygenLevel() * 100F));
_displayBuffer.Append("% ");
}
_displayBuffer.Append("\n");
}
_displayBuffer.Append("\n");
_displayBuffer.Append("OXYGEN TANK LEVELS\n");
foreach (IMyGasTank tank in _oxygenTanks)
{
_displayBuffer.Append((int)(tank.FilledRatio * 100));
_displayBuffer.Append("% ");
}
foreach (IMyTextSurface display in _displays) display.WriteText(_displayBuffer.ToString());
}
foreach (IEnumerator job in _jobs)
{
if (job.MoveNext()) continue;