79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using Sandbox.ModAPI.Ingame;
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using SpaceEngineers.Game.ModAPI.Ingame;
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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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{
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partial class Program
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{
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public class AirZone
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{
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public bool Triggered = false;
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private MyIni _ini;
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private List<IMyAirVent> _vents;
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private PrefixedConsole _console;
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private Sequencer _sequencer;
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private const float TriggerLevel = 0.75F;
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public AirZone(string zoneName, MyIni ini, IConsole console)
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{
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_ini = ini;
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_console = new PrefixedConsole(console, zoneName);
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_sequencer = new Sequencer(zoneName, _console);
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_vents = new List<IMyAirVent>();
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}
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public void AddBlock(IMyTerminalBlock block)
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{
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if (block is IMyAirVent)
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{
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_vents.Add(block as IMyAirVent);
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}
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else if (block is IMyDoor)
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{
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SequenceableDoor wrapped = SequenceableFactory.MakeSequenceable(block as IMyDoor, _ini, "airMonitor") as SequenceableDoor;
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wrapped.Step = 0;
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wrapped.DeployOpen = false;
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wrapped.LockOpen = false;
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wrapped.LockClosed = true;
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_sequencer.AddBlock(wrapped);
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}
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else
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{
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_console.Print("Tried to add incompatible block '{block.CustomName}'");
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}
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// TODO: support for arbitrary (sub-)sequences here could be powerful
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}
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// This enumerator should run forever.
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public IEnumerator<bool> Monitor()
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{
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while (true)
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{
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foreach (IMyAirVent vent in _vents)
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{
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if (vent.GetOxygenLevel() < TriggerLevel) Triggered = true;
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}
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if (Triggered == true)
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{
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// close the doors
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IEnumerator<bool> job = _sequencer.RunSequence(true);
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while (job.MoveNext()) yield return true;
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// noop until manually reset
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while (Triggered) yield return true;
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// open the doors
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job = _sequencer.RunSequence(false);
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while (job.MoveNext()) yield return true;
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}
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yield return true;
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}
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}
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}
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}
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} |