using Sandbox.ModAPI.Ingame; using System.Collections.Generic; using VRage.Game.ModAPI.Ingame.Utilities; namespace IngameScript { public partial class Program : MyGridProgram { private MyCommandLine _cli; private List> _jobs; private Dictionary _doors; private int _tickCount; public Program() { _tickCount = 0; _cli = new MyCommandLine(); _jobs = new List>(); _doors = new Dictionary(); List allHinges = new List(); GridTerminalSystem.GetBlocksOfType(allHinges); foreach (IMyMotorStator hinge in allHinges) { if (hinge.CustomName.StartsWith("Door")) { string doorName = hinge.CustomName.Split(' ')[0]; if (!_doors.ContainsKey(doorName)) { _doors[doorName] = new Door(this); } _doors[doorName].AddHinge(hinge); } } Echo($"Found {_doors.Keys.Count} doors."); } public void Main(string argument, UpdateType updateSource) { Echo($"index: {_tickCount++}"); if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal) { // Create a new job _cli.TryParse(argument); List doorsToControl = new List(); if (_cli.ArgumentCount == 0) { Echo("No arguments passed. Controlling all doors."); foreach (Door door in _doors.Values) { if (!door.Locked) { continue; } doorsToControl.Add(door); } } for (int i = 0; i < _cli.ArgumentCount; i++) { string key = "Door" + _cli.Argument(i); if (!_doors.ContainsKey(key)) { Echo($"Door with identifier {key} not found. Skipping."); continue; } if (!_doors[key].Locked) { Echo($"Door {key} already moving. Skipping."); continue; } doorsToControl.Add(_doors[key]); } if (doorsToControl.Count == 0) { Echo("No doors found. Not creating new job."); } else { Echo("Creating new job."); if (_cli.Switch("close")) _jobs.Add(closeDoors(doorsToControl)); else _jobs.Add(openDoors(doorsToControl)); Runtime.UpdateFrequency = UpdateFrequency.Update1; } } // Process running jobs for (int i = 0; i < _jobs.Count; i++) { if (!_jobs[i].MoveNext()) { _jobs[i].Dispose(); _jobs.Remove(_jobs[i]); i--; Echo("Operation Complete."); } } if (_jobs.Count == 0) { Runtime.UpdateFrequency = UpdateFrequency.None; } } private IEnumerator openDoors(List doorsToControl) { Echo("Opening doors."); foreach (Door door in doorsToControl) { door.OpenDoor(); } return actuateDoors(doorsToControl); } private IEnumerator closeDoors(List doorsToControl) { Echo("Closing doors."); foreach (Door door in doorsToControl) { door.CloseDoor(); } return actuateDoors(doorsToControl); } private IEnumerator actuateDoors(List doorsToControl) { while (true) { Echo("Actuating doors."); bool done = true; // assume we've finished, then falsify it below foreach (Door door in doorsToControl) { if (!door.Actuate()) { done = false; } } if (done) yield break; yield return true; } } } }