108 lines
4.0 KiB
C#
108 lines
4.0 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 { get; private set; } = false;
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public string Name { get; private set; }
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public List<IMyAirVent> Vents { get; private set; }
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private MyIni _ini;
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private List<IMyDoor> _doors;
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private List<IMyTextSurface> _displays;
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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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Name = zoneName;
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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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_doors = new List<IMyDoor>();
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_displays = new List<IMyTextSurface>();
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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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_doors.Add(block as IMyDoor);
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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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public void Reset()
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{
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_console.Print("Resetting sensor.");
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Triggered = false;
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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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_console.Print($"Low pressure alarm triggered.");
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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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while (Triggered)
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{
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// if any of the doors become re-enabled, reset and unlock all of them;
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// think of it as a player manually overriding the safety protocols.
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// Note that this means resets propagate across zones that share doors,
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// which will likely be all of them. Which is a *little* bit of a
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// bug, but it's better than never re-triggering
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foreach (IMyDoor door in _doors)
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{
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if (door.Enabled)
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{
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Reset();
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break;
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}
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}
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yield return true;
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}
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// unlock the doors, but we'll leave them closed.
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foreach (IMyDoor door in _doors) { door.Enabled = 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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} |