using Sandbox.ModAPI.Ingame; using SpaceEngineers.Game.ModAPI.Ingame; using System.Collections.Generic; using VRage.Game.ModAPI.Ingame.Utilities; namespace IngameScript { public partial class Program : MyGridProgram, IConsoleProgram { public MyIni Ini { get; } = new MyIni(); public IConsole Console { get; private set; } private MyCommandLine _cli = new MyCommandLine(); private List> _jobs = new List>(); private Dictionary _doors = new Dictionary(); public Program() { Console = new MainConsole(this, "Door Controller"); List doorBlocks = new List(); GridTerminalSystem.GetBlocksOfType(doorBlocks, block => MyIni.HasSection(block.CustomData, "mechDoor")); foreach (IMyTerminalBlock block in doorBlocks) { Ini.TryParse(block.CustomData); string doorName = Ini.Get("mechDoor", "id").ToString(); // Create the door if this is a new id if (!_doors.ContainsKey(doorName)) { _doors[doorName] = new Sequencer(this, doorName); } // Add the part; the Door object handles typing and sequencing. ISequenceable wrapped = SequenceableFactory.MakeSequenceable(block, Ini, "mechDoor"); if (!(block is IMyShipMergeBlock)) wrapped.Step = 1; // TODO: actually support merge blocks here if (wrapped == null) { Console.Print($"Tried to add incompatible block '{block.CustomName}'"); continue; } _doors[doorName].AddBlock(wrapped); } Console.Print($"Found {_doors.Keys.Count} doors."); } public void Main(string argument, UpdateType updateSource) { Console.UpdateTickCount(); if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal) { // Create a new job _cli.TryParse(argument); List doorsToControl = new List(); if (_cli.ArgumentCount == 0) { Console.Print("No arguments passed. Controlling all doors."); foreach (Sequencer door in _doors.Values) { if (door.Running) continue; doorsToControl.Add(door); } } for (int i = 0; i < _cli.ArgumentCount; i++) { string key = _cli.Argument(i); if (!_doors.ContainsKey(key)) { Console.Print($"Door '{key}' not found. Skipping."); continue; } if (_doors[key].Running) { Console.Print($"Door '{key}' already moving. Skipping."); continue; } doorsToControl.Add(_doors[key]); } if (doorsToControl.Count == 0) { Console.Print("No doors found. Not creating new job."); } else { Console.Print("Creating new job(s)."); bool deploy = _cli.Switch("deploy") || _cli.Switch("open"); foreach (Sequencer door in doorsToControl) { _jobs.Add(door.RunSequence(deploy)); } Runtime.UpdateFrequency |= UpdateFrequency.Update10; } } // Process running jobs for (int i = 0; i < _jobs.Count; i++) { if (_jobs[i].MoveNext()) continue; _jobs[i].Dispose(); _jobs.Remove(_jobs[i]); i--; Console.Print("Operation Complete."); } if (_jobs.Count == 0) { Runtime.UpdateFrequency = UpdateFrequency.None; } } } }