space_engineers/MechanicalDoor/Program.cs

166 lines
5.0 KiB
C#

using Sandbox.Game.EntityComponents;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using SpaceEngineers.Game.ModAPI.Ingame;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Text;
using VRage;
using VRage.Collections;
using VRage.Game;
using VRage.Game.Components;
using VRage.Game.GUI.TextPanel;
using VRage.Game.ModAPI.Ingame;
using VRage.Game.ModAPI.Ingame.Utilities;
using VRage.Game.ObjectBuilders.Definitions;
using VRageMath;
namespace IngameScript
{
public partial class Program : MyGridProgram
{
MyCommandLine cli;
List<IEnumerator<bool>> jobs;
Dictionary<string, Door> doors;
int tickCount;
public Program()
{
tickCount = 0;
cli = new MyCommandLine();
jobs = new List<IEnumerator<bool>>();
doors = new Dictionary<string, Door>();
List<IMyMotorStator> allHinges = new List<IMyMotorStator>();
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();
}
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<Door> doorsToControl = new List<Door>();
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<bool> OpenDoors(List<Door> doorsToControl)
{
Echo("Opening doors.");
foreach (Door door in doorsToControl)
{
door.OpenDoor();
}
return ActuateDoors(doorsToControl);
}
private IEnumerator<bool> CloseDoors(List<Door> doorsToControl)
{
Echo("Closing doors.");
foreach (Door door in doorsToControl)
{
door.CloseDoor();
}
return ActuateDoors(doorsToControl);
}
private IEnumerator<bool> ActuateDoors(List<Door> 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;
}
}
}
}