Configure Mechanical Door to use CustomData for configuration. Also refactor Sequenceables to use the yield enumerator pattern.
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@ -24,21 +24,20 @@ namespace IngameScript
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_doors = new Dictionary<string, Sequencer>();
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List<IMyTerminalBlock> doorBlocks = new List<IMyTerminalBlock>();
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GridTerminalSystem.GetBlocksOfType<IMyTerminalBlock>(doorBlocks, block => block.CustomName.Contains("!Door"));
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GridTerminalSystem.GetBlocksOfType(doorBlocks, block => MyIni.HasSection(block.CustomData, "mechDoor"));
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foreach (IMyTerminalBlock block in doorBlocks)
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{
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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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_ini.TryParse(block.CustomData);
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string doorName = _ini.Get("mechDoor", "id").ToString();
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// Create the door if this is a new id
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if (!_doors.ContainsKey(doorName))
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{
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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, _ini, defaultStep);
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ISequenceable wrapped = SequenceableFactory.MakeSequenceable(block, _ini, "mechDoor");
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if (!(block is IMyShipMergeBlock)) wrapped.Step = 1;
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if (wrapped == null) { _console.Print($"Tried to add incompatible block '{block.CustomName}'"); continue; }
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_doors[doorName].AddBlock(wrapped);
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}
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@ -68,7 +67,7 @@ namespace IngameScript
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for (int i = 0; i < _cli.ArgumentCount; i++)
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{
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string key = "Door" + _cli.Argument(i);
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string key = _cli.Argument(i);
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if (!_doors.ContainsKey(key))
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{
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_console.Print($"Door '{key}' not found. Skipping.");
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@ -89,10 +88,10 @@ namespace IngameScript
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else
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{
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_console.Print("Creating new job(s).");
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bool close = _cli.Switch("close");
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bool deploy = _cli.Switch("deploy") || _cli.Switch("open");
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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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_jobs.Add(door.RunSequence(deploy));
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}
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Runtime.UpdateFrequency |= UpdateFrequency.Update1;
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}
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@ -101,13 +100,12 @@ namespace IngameScript
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// Process running jobs
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for (int i = 0; i < _jobs.Count; i++)
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{
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if (!_jobs[i].MoveNext())
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{
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_jobs[i].Dispose();
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_jobs.Remove(_jobs[i]);
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i--;
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_console.Print("Operation Complete.");
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}
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if (_jobs[i].MoveNext()) continue;
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_jobs[i].Dispose();
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_jobs.Remove(_jobs[i]);
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i--;
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_console.Print("Operation Complete.");
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}
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if (_jobs.Count == 0)
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@ -1,3 +1,5 @@
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using System.Collections.Generic;
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namespace IngameScript
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{
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partial class Program
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@ -5,10 +7,8 @@ namespace IngameScript
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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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int Step { get; set; }
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IEnumerator<bool> Run(bool deploy);
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}
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}
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}
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@ -13,11 +13,11 @@ namespace IngameScript
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public static ISequenceable MakeSequenceable(
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IMyTerminalBlock block,
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MyIni ini,
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int step = 0)
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string sectionName = "sequence")
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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, ini, step);
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return new SequenceableRotor(block as IMyMotorStator, ini, sectionName);
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}
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if (block is IMyPistonBase)
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{
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@ -1,5 +1,6 @@
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using Sandbox.ModAPI.Ingame;
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using System;
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using System.Collections.Generic;
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using VRage.Game.ModAPI.Ingame.Utilities;
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namespace IngameScript
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@ -9,55 +10,71 @@ namespace IngameScript
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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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public int Step { get; set; }
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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 float _deployAngle;
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private float _stowAngle;
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private IMyMotorStator _rotor;
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private MyRotationDirection _deployDirection;
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private MyRotationDirection _stowDirection;
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public SequenceableRotor(
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IMyMotorStator rotor,
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MyIni ini,
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int defaultStep = 0)
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string sectionName)
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{
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_rotor = rotor;
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ini.TryParse(rotor.CustomData);
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_openAngle = ini.Get("sequencer", "openAngle").ToSingle(90F);
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_closedAngle = ini.Get("sequencer", "closedAngle").ToSingle(0F);
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_velocity = ini.Get("sequencer", "velocity").ToSingle(5F);
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Step = ini.Get("sequencer", "step").ToInt32(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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_deployAngle = ini.Get(sectionName, "deployAngle").ToSingle(90F);
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_stowAngle = ini.Get(sectionName, "stowAngle").ToSingle(0F);
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_velocity = ini.Get(sectionName, "velocity").ToSingle(5F);
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switch (ini.Get(sectionName, "deployDirection").ToString("auto"))
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{
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return false;
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case "auto":
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_deployDirection = MyRotationDirection.AUTO;
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_stowDirection = MyRotationDirection.AUTO;
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break;
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case "cw":
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_deployDirection = MyRotationDirection.CW;
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_stowDirection = MyRotationDirection.CCW;
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break;
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case "ccw":
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_deployDirection = MyRotationDirection.CCW;
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_stowDirection = MyRotationDirection.CW;
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break;
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}
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_lastAngle = _rotor.Angle;
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return true;
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Step = ini.Get(sectionName, "step").ToInt32(0);
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}
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public void Finish()
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public IEnumerator<bool> Run(bool deploy = true)
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{
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float _targetAngle = setup(deploy);
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float _lastAngle = _rotor.Angle;
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while (Math.Abs(_rotor.Angle - _targetAngle) > 0.1 || _rotor.Angle != _lastAngle)
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{
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_lastAngle = _rotor.Angle;
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yield return true;
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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 setup(bool deploy = true)
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{
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float degAngle = deploy ? _deployAngle : _stowAngle;
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MyRotationDirection dir = deploy ? _deployDirection : _stowDirection;
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_rotor.RotorLock = false;
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_rotor.RotateToAngle(dir, degAngle, _velocity);
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Running = true;
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return degToRad(degAngle);
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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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@ -34,7 +34,7 @@ namespace IngameScript
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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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public IEnumerator<bool> RunSequence(bool deploy = true)
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{
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if (Running)
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{
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@ -44,36 +44,30 @@ namespace IngameScript
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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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IEnumerable<KeyValuePair<int, List<ISequenceable>>> steps = deploy ? _sequence : _sequence.Reverse();
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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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List<IEnumerator<bool>> subJobs = new List<IEnumerator<bool>>();
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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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// TODO: add some sort of handling for block.Running == true, maybe?
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// It *should* be an impossible case, but...
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subJobs.Add(block.Run(deploy));
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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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foreach (IEnumerator<bool> subJob in subJobs)
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{
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if (block.Check()) Running = true;
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if (subJob.MoveNext()) 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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