Refactor airlock for fewer lookups and in preparation for using a sequencer.
This commit is contained in:
parent
e82303ff00
commit
723b27298b
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@ -5,307 +5,383 @@ using VRageMath;
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namespace IngameScript
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{
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public class Airlock
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partial class Program
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{
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enum AirlockLightState
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public class Airlock
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{
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Off,
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Cycling,
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Cooldown,
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Error,
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}
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public bool DoorsClosed
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{
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get
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enum AirlockLightState
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{
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return innerDoor.Status == DoorStatus.Closed && outerDoor.Status == DoorStatus.Closed;
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Off,
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Cycling,
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Cooldown,
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Error,
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}
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}
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// TODO: this should check for depressurizing to the *reference* amount
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public bool PressureStabilized
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{
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get
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public bool DoorsClosed
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{
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return ((airVent.Depressurize && airVent.GetOxygenLevel() <= targetOxygenLevel) ||
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(!airVent.Depressurize && airVent.Status == VentStatus.Pressurized));
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}
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}
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public bool OxygenBalanced
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{
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get { return oxygenTank.FilledRatio > 0.25; }
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}
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public bool Functional { get; private set; } = true;
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public bool Cycling { get; private set; } = false;
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private bool DoorOpened
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{
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get
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{
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return innerDoor.Status == DoorStatus.Open || outerDoor.Status == DoorStatus.Open;
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}
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}
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// Returns false if we are in a state where we can't or don't need to balance
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private bool balanceOxygen()
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{
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if (innerDoor.Status == DoorStatus.Closed || outerDoor.Status == DoorStatus.Open || OxygenBalanced) { return false; }
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_console.Print($"{_name}: Balancing Oxygen Tank");
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// Configure the vent to suck in Oxygen.
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airVent.Depressurize = true;
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airVent.Enabled = true;
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return true;
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}
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private string _name;
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private PrefixedConsole _console;
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private MyGridProgram _p;
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private float targetOxygenLevel = 0.0F;
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private IMyDoor innerDoor;
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private IMyDoor outerDoor;
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private List<IMyLightingBlock> lights;
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private IMyGasTank oxygenTank;
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private IMyAirVent airVent;
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private IMyAirVent airSensor;
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private const int CooldownTicks = 120;
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public Airlock(MyGridProgram program, Console console, string name)
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{
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_p = program;
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_name = name;
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_console = console.CreatePrefixedConsole(_name);
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// Find the appropriate blocks given the airlock name
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initDoors();
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initLights();
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initVents();
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initOxygen();
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}
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private void initDoors()
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{
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List<IMyDoor> onlyDoors = new List<IMyDoor>();
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_p.GridTerminalSystem.GetBlocksOfType(onlyDoors);
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foreach (IMyDoor door in onlyDoors)
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{
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if (!door.CustomName.StartsWith(_name)) continue;
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if (door.CustomName.Contains("Inner"))
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get
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{
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innerDoor = door;
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}
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else if (door.CustomName.Contains("Outer"))
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{
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outerDoor = door;
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return innerDoor.Status == DoorStatus.Closed && outerDoor.Status == DoorStatus.Closed;
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}
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}
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if (innerDoor != null && outerDoor != null)
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// TODO: this should check for depressurizing to the *reference* amount
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public bool PressureStabilized
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{
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get
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{
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return ((airVent.Depressurize && airVent.GetOxygenLevel() <= targetOxygenLevel) ||
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(!airVent.Depressurize && airVent.Status == VentStatus.Pressurized));
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}
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}
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public bool OxygenBalanced
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{
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get { return oxygenTank.FilledRatio > 0.25; }
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}
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public bool Functional
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{
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get
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{
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return (innerDoor != null && outerDoor != null && airVent != null && oxygenTank != null);
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}
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}
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public bool Cycling { get; private set; } = false;
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private bool DoorOpened
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{
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get
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{
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return innerDoor.Status == DoorStatus.Open || outerDoor.Status == DoorStatus.Open;
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}
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}
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// Returns false if we are in a state where we can't or don't need to balance
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private bool balanceOxygen()
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{
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if (innerDoor.Status == DoorStatus.Closed || outerDoor.Status == DoorStatus.Open || OxygenBalanced) { return false; }
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_console.Print($"{_name}: Balancing Oxygen Tank");
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// Configure the vent to suck in Oxygen.
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airVent.Depressurize = true;
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airVent.Enabled = true;
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return true;
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}
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private string _name;
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private PrefixedConsole _console;
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private MyGridProgram _p;
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private float targetOxygenLevel = 0.0F;
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private IMyDoor innerDoor;
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private IMyDoor outerDoor;
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private List<IMyLightingBlock> lights;
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private IMyGasTank oxygenTank;
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private IMyAirVent airVent;
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private IMyAirVent airSensor;
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private const int CooldownTicks = 120;
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public Airlock(MyGridProgram program, Console console, string name)
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{
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_p = program;
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_name = name;
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_console = console.CreatePrefixedConsole(_name);
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lights = new List<IMyLightingBlock>();
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// Find the appropriate blocks given the airlock name
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// initDoors();
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// initLights();
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// initVents();
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// initOxygen();
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}
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public void AddBlock(IMyTerminalBlock block)
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{
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if (block is IMyDoor)
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{
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addDoor(block as IMyDoor);
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return;
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}
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}
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Functional = false;
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}
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private void initVents()
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{
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List<IMyAirVent> onlyFans = new List<IMyAirVent>();
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_p.GridTerminalSystem.GetBlocksOfType(onlyFans);
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foreach (IMyAirVent vent in onlyFans)
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{
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if (!vent.CustomName.StartsWith(_name)) continue;
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if (vent.CustomName.StartsWith(_name))
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if (block is IMyLightingBlock)
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{
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if (vent.CustomName.Contains("Main"))
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{
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airVent = vent;
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continue;
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}
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else if (vent.CustomName.Contains("Reference"))
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{
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airSensor = vent;
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continue;
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}
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lights.Add(block as IMyLightingBlock);
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return;
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}
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if (block is IMyAirVent)
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{
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addVent(block as IMyAirVent);
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return;
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}
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if (block is IMyGasTank)
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{
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addOxygenTank(block as IMyGasTank);
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return;
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}
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// A global reference vent will be used if we don't have one specific to our airlock.
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// A specific vent found later will overwrite this assignment.
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if (vent.CustomName.StartsWith("Airlock Reference") && airSensor == null)
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_console.Print($"Tried to add invalid block '{block.CustomName}'");
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}
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private void addDoor(IMyDoor door)
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{
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if (door.CustomName.Contains("Inner") && innerDoor == null)
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{
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innerDoor = door;
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return;
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}
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if (door.CustomName.Contains("Outer") && outerDoor == null)
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{
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outerDoor = door;
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return;
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}
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_console.Print($"Couldn't add door '{door.CustomName}'");
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}
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private void addVent(IMyAirVent vent)
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{
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if (vent.CustomName.Contains("Main") && airVent == null)
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{
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airVent = vent;
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return;
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}
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if (vent.CustomName.Contains("Reference") && airSensor == null)
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{
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airSensor = vent;
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return;
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}
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_console.Print($"Couldn't add air vent '{vent.CustomName}'");
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}
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private void addOxygenTank(IMyGasTank tank)
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{
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if (oxygenTank == null)
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{
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oxygenTank = tank;
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return;
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}
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_console.Print($"Couldn't add oxygen tank '{tank.CustomName}'");
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}
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// private void initDoors()
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// {
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// List<IMyDoor> onlyDoors = new List<IMyDoor>();
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// _p.GridTerminalSystem.GetBlocksOfType(onlyDoors);
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// foreach (IMyDoor door in onlyDoors)
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// {
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// if (!door.CustomName.StartsWith(_name)) continue;
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// if (door.CustomName.Contains("Inner"))
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// {
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// innerDoor = door;
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// }
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// else if (door.CustomName.Contains("Outer"))
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// {
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// outerDoor = door;
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// }
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// if (innerDoor != null && outerDoor != null)
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// {
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// return;
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// }
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// }
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// Functional = false;
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// }
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// private void initVents()
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// {
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// List<IMyAirVent> onlyFans = new List<IMyAirVent>();
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// _p.GridTerminalSystem.GetBlocksOfType(onlyFans);
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// foreach (IMyAirVent vent in onlyFans)
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// {
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// if (!vent.CustomName.StartsWith(_name)) continue;
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// if (vent.CustomName.StartsWith(_name))
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// {
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// if (vent.CustomName.Contains("Main"))
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// {
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// airVent = vent;
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// continue;
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// }
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// else if (vent.CustomName.Contains("Reference"))
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// {
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// airSensor = vent;
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// continue;
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// }
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// }
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// // A global reference vent will be used if we don't have one specific to our airlock.
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// // A specific vent found later will overwrite this assignment.
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// if (vent.CustomName.StartsWith("Airlock Reference") && airSensor == null)
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// {
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// airSensor = vent;
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// }
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// }
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// if (airVent == null) Functional = false;
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// }
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// private void initLights()
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// {
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// lights = new List<IMyLightingBlock>();
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// List<IMyLightingBlock> allLights = new List<IMyLightingBlock>();
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// _p.GridTerminalSystem.GetBlocksOfType(allLights);
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// foreach (IMyLightingBlock light in allLights)
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// {
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// if (!light.CustomName.StartsWith(_name)) continue;
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// lights.Add(light);
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// }
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// }
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// private void initOxygen()
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// {
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// List<IMyGasTank> allTanks = new List<IMyGasTank>();
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// _p.GridTerminalSystem.GetBlocksOfType(allTanks);
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// foreach (IMyGasTank tank in allTanks)
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// {
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// if (!tank.CustomName.StartsWith(_name)) continue;
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// oxygenTank = tank;
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// return;
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// }
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// Functional = false;
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// }
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public IEnumerator<bool> CycleAirlock()
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{
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Cycling = true;
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setLights(AirlockLightState.Cycling);
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closeDoors();
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while (!DoorsClosed) { yield return true; }
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lockDoors();
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if (!airVent.CanPressurize)
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{
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error("Airlock is not airtight.");
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Cycling = false;
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yield break;
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}
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pressurizeDepressurize();
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while (!PressureStabilized) { yield return true; }
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airVent.Enabled = false;
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openDoor();
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while (!DoorOpened) { yield return true; }
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lockDoors();
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// Balance oxygen storage
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setLights(AirlockLightState.Cooldown);
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if (balanceOxygen())
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{
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while (!OxygenBalanced) { yield return true; }
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}
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airVent.Enabled = false;
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// Cooldown period
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int cooldown = 0;
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while (cooldown < CooldownTicks)
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{
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cooldown++;
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yield return true;
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}
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setLights(AirlockLightState.Off);
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_console.Print("Cycling Complete.");
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Cycling = false;
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}
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private void closeDoors()
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{
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_console.Print("Closing Doors");
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// close the doors
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innerDoor.Enabled = true;
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outerDoor.Enabled = true;
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innerDoor.CloseDoor();
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outerDoor.CloseDoor();
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}
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private void pressurizeDepressurize()
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{
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_console.Print("Cycling");
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// toggle the current state
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airVent.Depressurize = !airVent.Depressurize;
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airVent.Enabled = true;
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// When depressurizing, check the external pressure and only depressurize to that value.
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// TODO: test this for floating point errors
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if (airVent.Depressurize && airSensor != null)
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{
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targetOxygenLevel = airSensor.GetOxygenLevel();
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_console.Print($"Set depressurization target to {targetOxygenLevel}");
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}
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}
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if (airVent == null) Functional = false;
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}
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private void initLights()
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{
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lights = new List<IMyLightingBlock>();
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List<IMyLightingBlock> allLights = new List<IMyLightingBlock>();
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_p.GridTerminalSystem.GetBlocksOfType(allLights);
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foreach (IMyLightingBlock light in allLights)
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// Open the appropriate door based on pressure state.
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private void openDoor()
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{
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if (!light.CustomName.StartsWith(_name)) continue;
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lights.Add(light);
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}
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}
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_console.Print($"Opening Door");
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private void initOxygen()
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{
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List<IMyGasTank> allTanks = new List<IMyGasTank>();
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_p.GridTerminalSystem.GetBlocksOfType(allTanks);
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foreach (IMyGasTank tank in allTanks)
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{
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if (!tank.CustomName.StartsWith(_name)) continue;
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oxygenTank = tank;
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return;
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}
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Functional = false;
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}
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public IEnumerator<bool> CycleAirlock()
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{
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Cycling = true;
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setLights(AirlockLightState.Cycling);
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closeDoors();
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while (!DoorsClosed) { yield return true; }
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lockDoors();
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if (!airVent.CanPressurize)
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{
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error("Airlock is not airtight.");
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Cycling = false;
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yield break;
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if (airVent.Status == VentStatus.Pressurized)
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{
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innerDoor.Enabled = true;
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innerDoor.OpenDoor();
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}
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else
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{
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outerDoor.Enabled = true;
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outerDoor.OpenDoor();
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}
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}
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pressurizeDepressurize();
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while (!PressureStabilized) { yield return true; }
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airVent.Enabled = false;
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openDoor();
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while (!DoorOpened) { yield return true; }
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lockDoors();
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// Balance oxygen storage
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setLights(AirlockLightState.Cooldown);
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if (balanceOxygen())
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// TODO: blinkenlights are unsatisfying right now...
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private void setLights(AirlockLightState lightState)
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{
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while (!OxygenBalanced) { yield return true; }
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}
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airVent.Enabled = false;
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float blinkLength = 1.0F;
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float blinkInterval = 0.0F;
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Color color = Color.Red;
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// Cooldown period
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int cooldown = 0;
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while (cooldown < CooldownTicks)
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{
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cooldown++;
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yield return true;
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switch (lightState)
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{
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case AirlockLightState.Off:
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color = Color.Green;
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break;
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case AirlockLightState.Cycling:
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blinkInterval = 1.0F;
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blinkLength = 0.75F;
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break;
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case AirlockLightState.Cooldown:
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color = Color.Yellow;
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break;
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case AirlockLightState.Error:
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// the defaults already set this correctly
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break;
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}
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foreach (IMyLightingBlock light in lights)
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{
|
||||
light.Enabled = true;
|
||||
light.BlinkIntervalSeconds = blinkInterval;
|
||||
light.BlinkLength = blinkLength;
|
||||
light.Color = color;
|
||||
}
|
||||
}
|
||||
|
||||
setLights(AirlockLightState.Off);
|
||||
_console.Print("Cycling Complete.");
|
||||
Cycling = false;
|
||||
}
|
||||
|
||||
private void closeDoors()
|
||||
{
|
||||
_console.Print("Closing Doors");
|
||||
|
||||
// close the doors
|
||||
innerDoor.Enabled = true;
|
||||
outerDoor.Enabled = true;
|
||||
innerDoor.CloseDoor();
|
||||
outerDoor.CloseDoor();
|
||||
}
|
||||
|
||||
private void pressurizeDepressurize()
|
||||
{
|
||||
_console.Print("Cycling");
|
||||
|
||||
// toggle the current state
|
||||
airVent.Depressurize = !airVent.Depressurize;
|
||||
airVent.Enabled = true;
|
||||
|
||||
// When depressurizing, check the external pressure and only depressurize to that value.
|
||||
// TODO: test this for floating point errors
|
||||
if (airVent.Depressurize && airSensor != null)
|
||||
private void lockDoors()
|
||||
{
|
||||
targetOxygenLevel = airSensor.GetOxygenLevel();
|
||||
_console.Print($"Set depressurization target to {targetOxygenLevel}");
|
||||
}
|
||||
}
|
||||
|
||||
// Open the appropriate door based on pressure state.
|
||||
private void openDoor()
|
||||
{
|
||||
_console.Print($"Opening Door");
|
||||
|
||||
if (airVent.Status == VentStatus.Pressurized)
|
||||
{
|
||||
innerDoor.Enabled = true;
|
||||
innerDoor.OpenDoor();
|
||||
}
|
||||
else
|
||||
{
|
||||
outerDoor.Enabled = true;
|
||||
outerDoor.OpenDoor();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: blinkenlights are unsatisfying right now...
|
||||
private void setLights(AirlockLightState lightState)
|
||||
{
|
||||
float blinkLength = 1.0F;
|
||||
float blinkInterval = 0.0F;
|
||||
Color color = Color.Red;
|
||||
|
||||
switch (lightState)
|
||||
{
|
||||
case AirlockLightState.Off:
|
||||
color = Color.Green;
|
||||
break;
|
||||
case AirlockLightState.Cycling:
|
||||
blinkInterval = 1.0F;
|
||||
blinkLength = 0.75F;
|
||||
break;
|
||||
case AirlockLightState.Cooldown:
|
||||
color = Color.Yellow;
|
||||
break;
|
||||
case AirlockLightState.Error:
|
||||
// the defaults already set this correctly
|
||||
break;
|
||||
innerDoor.Enabled = false;
|
||||
outerDoor.Enabled = false;
|
||||
}
|
||||
|
||||
foreach (IMyLightingBlock light in lights)
|
||||
private void error(string error)
|
||||
{
|
||||
light.Enabled = true;
|
||||
light.BlinkIntervalSeconds = blinkInterval;
|
||||
light.BlinkLength = blinkLength;
|
||||
light.Color = color;
|
||||
_console.Print(error);
|
||||
setLights(AirlockLightState.Error);
|
||||
}
|
||||
}
|
||||
|
||||
private void lockDoors()
|
||||
{
|
||||
innerDoor.Enabled = false;
|
||||
outerDoor.Enabled = false;
|
||||
}
|
||||
|
||||
private void error(string error)
|
||||
{
|
||||
_console.Print(error);
|
||||
setLights(AirlockLightState.Error);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -24,5 +24,5 @@
|
|||
<AdditionalFiles Include="thumb.png" />
|
||||
</ItemGroup>
|
||||
<Import Project="..\Mixins\Console\Console.projitems" Label="shared" />
|
||||
<Import Project="..\Mixins\ConfigParser\ConfigParser.projitems" Label="shared" />
|
||||
<Import Project="..\Mixins\Utils\Utils.projitems" Label="shared" />
|
||||
</Project>
|
|
@ -12,30 +12,33 @@ namespace IngameScript
|
|||
private int _tickCount = 0;
|
||||
private MyCommandLine _cli;
|
||||
private Console _console;
|
||||
private MyIni _ini;
|
||||
|
||||
public Program()
|
||||
{
|
||||
_console = new Console(this);
|
||||
_ini = new MyIni();
|
||||
_console = new Console(this, _ini);
|
||||
_cli = new MyCommandLine();
|
||||
_jobs = new List<IEnumerator<bool>>();
|
||||
_airlocks = new Dictionary<string, Airlock>();
|
||||
|
||||
List<IMyDoor> doors = new List<IMyDoor>();
|
||||
GridTerminalSystem.GetBlocksOfType(doors);
|
||||
foreach (IMyDoor door in doors)
|
||||
List<IMyTerminalBlock> airlockBlocks = new List<IMyTerminalBlock>();
|
||||
GridTerminalSystem.GetBlocksOfType(airlockBlocks, block => block.CustomName.Contains("!Airlock"));
|
||||
foreach (IMyTerminalBlock block in airlockBlocks)
|
||||
{
|
||||
if (!door.CustomName.StartsWith("Airlock")) continue;
|
||||
string airlockName = door.CustomName.Split(' ')[0];
|
||||
if (_airlocks.ContainsKey(airlockName)) continue;
|
||||
Airlock newAirlock = new Airlock(this, _console, airlockName);
|
||||
if (!newAirlock.Functional)
|
||||
{
|
||||
_console.Print($"{airlockName} is missing one or more required blocks.");
|
||||
continue;
|
||||
}
|
||||
_airlocks[airlockName] = newAirlock;
|
||||
}
|
||||
string airlockName = Utils.ExtractTag(block, "!Airlock");
|
||||
if (!_airlocks.ContainsKey(airlockName))
|
||||
{
|
||||
_airlocks[airlockName] = new Airlock(this, _console, airlockName);
|
||||
}
|
||||
|
||||
_airlocks[airlockName].AddBlock(block);
|
||||
}
|
||||
|
||||
// TODO: it would be most convenient to just delete non-functional Airlocks... but maybe they're worth
|
||||
// keeping around for warnings.
|
||||
}
|
||||
_console.Print($"Found {_airlocks.Count} airlocks.");
|
||||
}
|
||||
|
||||
|
@ -49,7 +52,7 @@ namespace IngameScript
|
|||
if (_cli.ArgumentCount == 0) { _console.Print("You must provide an airlock ID."); }
|
||||
else
|
||||
{
|
||||
string airlockName = $"Airlock{_cli.Argument(0)}";
|
||||
string airlockName = $"!Airlock{_cli.Argument(0)}";
|
||||
if (!_airlocks.ContainsKey(airlockName))
|
||||
{
|
||||
_console.Print($"Invalid airlock ID {_cli.Argument(0)}");
|
||||
|
|
Loading…
Reference in New Issue
Block a user