305 lines
8.9 KiB
C#
305 lines
8.9 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 VRageMath;
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namespace IngameScript
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{
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public class Airlock
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{
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enum AirlockLightState
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{
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Off,
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Cycling,
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Cooldown,
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Error,
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}
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public bool DoorsClosed
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{
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get
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{
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return innerDoor.Status == DoorStatus.Closed && outerDoor.Status == DoorStatus.Closed;
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}
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}
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// TODO: this should check for depressurizing to the *reference* amount
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public bool PressureStabilized
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{
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get
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{
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return ((airVent.Depressurize && airVent.GetOxygenLevel() <= targetOxygenLevel) ||
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(!airVent.Depressurize && airVent.Status == VentStatus.Pressurized));
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}
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}
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public bool OxygenBalanced
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{
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get { return oxygenTank.FilledRatio > 0.25; }
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}
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public bool Functional { get; private set; } = true;
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public bool Cycling { get; private set; } = false;
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private bool DoorOpened
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{
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get
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{
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return innerDoor.Status == DoorStatus.Open || outerDoor.Status == DoorStatus.Open;
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}
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}
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// Returns false if we are in a state where we can't or don't need to balance
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private bool balanceOxygen()
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{
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if (innerDoor.Status == DoorStatus.Closed || outerDoor.Status == DoorStatus.Open || OxygenBalanced) { return false; }
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_p.Echo("DEBUG: Balancing Oxygen Tank");
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// Configure the vent to suck in Oxygen.
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airVent.Depressurize = true;
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airVent.Enabled = true;
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return true;
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}
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private string _name;
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private MyGridProgram _p;
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private float targetOxygenLevel = 0.0F;
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private IMyDoor innerDoor;
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private IMyDoor outerDoor;
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private List<IMyLightingBlock> lights;
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private IMyGasTank oxygenTank;
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private IMyAirVent airVent;
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private IMyAirVent airSensor;
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private const int CooldownTicks = 120;
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public Airlock(MyGridProgram p, string name)
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{
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_p = p;
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_name = name;
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// Find the appropriate blocks given the airlock name
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initDoors();
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initLights();
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initVents();
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initOxygen();
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}
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private void initDoors()
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{
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List<IMyDoor> onlyDoors = new List<IMyDoor>();
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_p.GridTerminalSystem.GetBlocksOfType(onlyDoors);
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foreach (IMyDoor door in onlyDoors)
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{
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if (!door.CustomName.StartsWith(_name)) continue;
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if (door.CustomName.Contains("Inner"))
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{
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innerDoor = door;
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}
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else if (door.CustomName.Contains("Outer"))
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{
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outerDoor = door;
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}
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if (innerDoor != null && outerDoor != null)
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{
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return;
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}
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}
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Functional = false;
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}
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private void initVents()
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{
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List<IMyAirVent> onlyFans = new List<IMyAirVent>();
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_p.GridTerminalSystem.GetBlocksOfType(onlyFans);
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foreach (IMyAirVent vent in onlyFans)
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{
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if (!vent.CustomName.StartsWith(_name)) continue;
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if (vent.CustomName.StartsWith(_name))
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{
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if (vent.CustomName.Contains("Main"))
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{
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airVent = vent;
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continue;
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}
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else if (vent.CustomName.Contains("Reference"))
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{
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airSensor = vent;
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continue;
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}
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}
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// A global reference vent will be used if we don't have one specific to our airlock.
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// A specific vent found later will overwrite this assignment.
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if (vent.CustomName.StartsWith("Airlock Reference") && airSensor == null)
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{
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airSensor = vent;
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}
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}
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if (airVent == null) Functional = false;
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}
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private void initLights()
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{
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lights = new List<IMyLightingBlock>();
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List<IMyLightingBlock> allLights = new List<IMyLightingBlock>();
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_p.GridTerminalSystem.GetBlocksOfType(allLights);
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foreach (IMyLightingBlock light in allLights)
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{
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if (!light.CustomName.StartsWith(_name)) continue;
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lights.Add(light);
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}
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}
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private void initOxygen()
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{
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List<IMyGasTank> allTanks = new List<IMyGasTank>();
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_p.GridTerminalSystem.GetBlocksOfType(allTanks);
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foreach (IMyGasTank tank in allTanks)
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{
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if (!tank.CustomName.StartsWith(_name)) continue;
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oxygenTank = tank;
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return;
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}
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Functional = false;
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}
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public IEnumerator<bool> CycleAirlock()
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{
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Cycling = true;
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setLights(AirlockLightState.Cycling);
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closeDoors();
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while (!DoorsClosed) { yield return true; }
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lockDoors();
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if (!airVent.CanPressurize)
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{
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error("Airlock is not airtight.");
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yield return false;
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}
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pressurizeDepressurize();
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while (!PressureStabilized) { yield return true; }
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airVent.Enabled = false;
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openDoor();
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while (!DoorOpened) { yield return true; }
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lockDoors();
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// Balance oxygen storage
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setLights(AirlockLightState.Cooldown);
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if (balanceOxygen())
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{
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while (!OxygenBalanced) { yield return true; }
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}
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airVent.Enabled = false;
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// Cooldown period
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int cooldown = 0;
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while(cooldown < CooldownTicks) {
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cooldown++;
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yield return true;
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}
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setLights(AirlockLightState.Off);
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}
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private void closeDoors()
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{
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_p.Echo("DEBUG: Closing Doors");
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// close the doors
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innerDoor.Enabled = true;
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outerDoor.Enabled = true;
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innerDoor.CloseDoor();
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outerDoor.CloseDoor();
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}
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private void pressurizeDepressurize()
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{
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_p.Echo("DEBUG: Cycling");
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// toggle the current state
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airVent.Depressurize = !airVent.Depressurize;
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airVent.Enabled = true;
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// When depressurizing, check the external pressure and only depressurize to that value.
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// TODO: test this for floating point errors
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if (airVent.Depressurize && airSensor != null)
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{
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targetOxygenLevel = airSensor.GetOxygenLevel();
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_p.Echo($"Set depressurization target to {targetOxygenLevel}");
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}
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}
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// Open the appropriate door based on pressure state.
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private void openDoor()
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{
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_p.Echo("DEBUG: Opening Door");
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if (airVent.Status == VentStatus.Pressurized)
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{
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innerDoor.Enabled = true;
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innerDoor.OpenDoor();
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}
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else
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{
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outerDoor.Enabled = true;
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outerDoor.OpenDoor();
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}
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}
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// TODO: blinkenlights are unsatisfying right now...
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private void setLights(AirlockLightState lightState)
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{
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float blinkLength = 1.0F;
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float blinkInterval = 0.0F;
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Color color = Color.Red;
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switch (lightState)
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{
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case AirlockLightState.Off:
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color = Color.Green;
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break;
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case AirlockLightState.Cycling:
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blinkInterval = 1.0F;
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blinkLength = 0.75F;
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break;
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case AirlockLightState.Cooldown:
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color = Color.Yellow;
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break;
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case AirlockLightState.Error:
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// the defaults already set this correctly
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break;
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}
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foreach (IMyLightingBlock light in lights)
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{
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light.Enabled = true;
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light.BlinkIntervalSeconds = blinkInterval;
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light.BlinkLength = blinkLength;
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light.Color = color;
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}
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}
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private void lockDoors()
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{
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innerDoor.Enabled = false;
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outerDoor.Enabled = false;
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}
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private void error(string error)
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{
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_p.Echo(error);
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setLights(AirlockLightState.Error);
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}
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}
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} |