space_engineers/AirMonitor/AirZone.cs

108 lines
4.0 KiB
C#

using Sandbox.ModAPI.Ingame;
using SpaceEngineers.Game.ModAPI.Ingame;
using System.Collections.Generic;
using VRage.Game.ModAPI.Ingame.Utilities;
namespace IngameScript
{
partial class Program
{
public class AirZone
{
public bool Triggered { get; private set; } = false;
public string Name { get; private set; }
public List<IMyAirVent> Vents { get; private set; }
private MyIni _ini;
private List<IMyDoor> _doors;
private List<IMyTextSurface> _displays;
private PrefixedConsole _console;
private Sequencer _sequencer;
private const float TriggerLevel = 0.75F;
public AirZone(string zoneName, MyIni ini, IConsole console)
{
Name = zoneName;
_ini = ini;
_console = new PrefixedConsole(console, zoneName);
_sequencer = new Sequencer(zoneName, _console);
Vents = new List<IMyAirVent>();
_doors = new List<IMyDoor>();
_displays = new List<IMyTextSurface>();
}
public void AddBlock(IMyTerminalBlock block)
{
if (block is IMyAirVent)
{
Vents.Add(block as IMyAirVent);
}
else if (block is IMyDoor)
{
_doors.Add(block as IMyDoor);
SequenceableDoor wrapped = SequenceableFactory.MakeSequenceable(block as IMyDoor, _ini, "airMonitor") as SequenceableDoor;
wrapped.Step = 0;
wrapped.DeployOpen = false;
wrapped.LockOpen = false;
wrapped.LockClosed = true;
_sequencer.AddBlock(wrapped);
}
else
{
_console.Print("Tried to add incompatible block '{block.CustomName}'");
}
// TODO: support for arbitrary (sub-)sequences here could be powerful
}
public void Reset()
{
_console.Print("Resetting sensor.");
Triggered = false;
}
// This enumerator should run forever.
public IEnumerator<bool> Monitor()
{
while (true)
{
foreach (IMyAirVent vent in Vents)
{
if (vent.GetOxygenLevel() < TriggerLevel) Triggered = true;
}
if (Triggered == true)
{
_console.Print($"Low pressure alarm triggered.");
// close the doors
IEnumerator<bool> job = _sequencer.RunSequence(true);
while (job.MoveNext()) yield return true;
while (Triggered)
{
// if any of the doors become re-enabled, reset and unlock all of them;
// think of it as a player manually overriding the safety protocols.
// Note that this means resets propagate across zones that share doors,
// which will likely be all of them. Which is a *little* bit of a
// bug, but it's better than never re-triggering
foreach (IMyDoor door in _doors)
{
if (door.Enabled)
{
Reset();
break;
}
}
yield return true;
}
// unlock the doors, but we'll leave them closed.
foreach (IMyDoor door in _doors) { door.Enabled = true; }
}
yield return true;
}
}
}
}
}