Use console.
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9dcf923a49
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@ -7,6 +7,7 @@ namespace IngameScript
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public partial class Program : MyGridProgram
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public partial class Program : MyGridProgram
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{
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{
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private MyCommandLine _cli;
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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 List<IEnumerator<bool>> _jobs;
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private Dictionary<string, Door> _doors;
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private Dictionary<string, Door> _doors;
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private int _tickCount;
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private int _tickCount;
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@ -15,6 +16,7 @@ namespace IngameScript
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{
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{
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_tickCount = 0;
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_tickCount = 0;
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_cli = new MyCommandLine();
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_cli = new MyCommandLine();
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_console = new Console(this);
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_jobs = new List<IEnumerator<bool>>();
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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, Door>();
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@ -34,12 +36,12 @@ namespace IngameScript
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}
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}
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}
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}
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Echo($"Found {_doors.Keys.Count} doors.");
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_console.Print($"Found {_doors.Keys.Count} doors.");
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}
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}
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public void Main(string argument, UpdateType updateSource)
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public void Main(string argument, UpdateType updateSource)
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{
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{
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Echo($"index: {_tickCount++}");
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_console.PrintLower($"Total Ticks: {_tickCount++}");
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if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal)
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if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal)
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{
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{
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@ -49,7 +51,7 @@ namespace IngameScript
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if (_cli.ArgumentCount == 0)
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if (_cli.ArgumentCount == 0)
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{
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{
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Echo("No arguments passed. Controlling all doors.");
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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 (Door door in _doors.Values)
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{
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{
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if (!door.Locked)
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if (!door.Locked)
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@ -65,12 +67,12 @@ namespace IngameScript
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string key = "Door" + _cli.Argument(i);
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string key = "Door" + _cli.Argument(i);
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if (!_doors.ContainsKey(key))
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if (!_doors.ContainsKey(key))
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{
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{
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Echo($"Door with identifier {key} not found. Skipping.");
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_console.Print($"Door with identifier {key} not found. Skipping.");
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continue;
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continue;
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}
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}
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if (!_doors[key].Locked)
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if (!_doors[key].Locked)
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{
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{
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Echo($"Door {key} already moving. Skipping.");
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_console.Print($"Door {key} already moving. Skipping.");
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continue;
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continue;
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}
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}
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doorsToControl.Add(_doors[key]);
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doorsToControl.Add(_doors[key]);
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@ -78,11 +80,11 @@ namespace IngameScript
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if (doorsToControl.Count == 0)
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if (doorsToControl.Count == 0)
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{
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{
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Echo("No doors found. Not creating new job.");
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_console.Print("No doors found. Not creating new job.");
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}
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}
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else
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else
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{
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{
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Echo("Creating new job.");
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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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if (_cli.Switch("close")) _jobs.Add(closeDoors(doorsToControl));
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else _jobs.Add(openDoors(doorsToControl));
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else _jobs.Add(openDoors(doorsToControl));
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Runtime.UpdateFrequency = UpdateFrequency.Update1;
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Runtime.UpdateFrequency = UpdateFrequency.Update1;
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@ -97,7 +99,7 @@ namespace IngameScript
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_jobs[i].Dispose();
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_jobs[i].Dispose();
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_jobs.Remove(_jobs[i]);
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_jobs.Remove(_jobs[i]);
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i--;
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i--;
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Echo("Operation Complete.");
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_console.Print("Operation Complete.");
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}
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}
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}
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}
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@ -109,7 +111,7 @@ namespace IngameScript
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private IEnumerator<bool> openDoors(List<Door> doorsToControl)
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private IEnumerator<bool> openDoors(List<Door> doorsToControl)
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{
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{
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Echo("Opening doors.");
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_console.Print("Opening doors.");
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foreach (Door door in doorsToControl)
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foreach (Door door in doorsToControl)
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{
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{
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door.OpenDoor();
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door.OpenDoor();
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@ -119,7 +121,7 @@ namespace IngameScript
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private IEnumerator<bool> closeDoors(List<Door> doorsToControl)
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private IEnumerator<bool> closeDoors(List<Door> doorsToControl)
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{
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{
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Echo("Closing doors.");
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_console.Print("Closing doors.");
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foreach (Door door in doorsToControl)
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foreach (Door door in doorsToControl)
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{
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{
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door.CloseDoor();
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door.CloseDoor();
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@ -131,7 +133,7 @@ namespace IngameScript
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{
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{
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while (true)
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while (true)
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{
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{
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Echo("Actuating doors.");
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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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bool done = true; // assume we've finished, then falsify it below
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foreach (Door door in doorsToControl)
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foreach (Door door in doorsToControl)
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{
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{
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