space_engineers/MechanicalDoor/Program.cs

114 lines
4.2 KiB
C#

using Sandbox.ModAPI.Ingame;
using SpaceEngineers.Game.ModAPI.Ingame;
using System.Collections.Generic;
using VRage.Game.ModAPI.Ingame.Utilities;
namespace IngameScript
{
public partial class Program : MyGridProgram, IConsoleProgram
{
public MyIni Ini { get; } = new MyIni();
public IConsole Console { get; private set; }
private MyCommandLine _cli = new MyCommandLine();
private List<IEnumerator<bool>> _jobs = new List<IEnumerator<bool>>();
private Dictionary<string, Sequencer> _doors = new Dictionary<string, Sequencer>();
public Program()
{
Console = new MainConsole(this, "Door Controller");
List<IMyTerminalBlock> doorBlocks = new List<IMyTerminalBlock>();
GridTerminalSystem.GetBlocksOfType(doorBlocks, block => MyIni.HasSection(block.CustomData, "mechDoor"));
foreach (IMyTerminalBlock block in doorBlocks)
{
Ini.TryParse(block.CustomData);
string doorName = Ini.Get("mechDoor", "id").ToString();
// Create the door if this is a new id
if (!_doors.ContainsKey(doorName))
{
_doors[doorName] = new Sequencer(this, doorName);
}
// Add the part; the Door object handles typing and sequencing.
ISequenceable wrapped = SequenceableFactory.MakeSequenceable(block, Ini, "mechDoor");
if (!(block is IMyShipMergeBlock)) wrapped.Step = 1; // TODO: actually support merge blocks here
if (wrapped == null) { Console.Print($"Tried to add incompatible block '{block.CustomName}'"); continue; }
_doors[doorName].AddBlock(wrapped);
}
Console.Print($"Found {_doors.Keys.Count} doors.");
Console.UpdateTickCount();
}
public void Main(string argument, UpdateType updateSource)
{
Console.UpdateTickCount();
if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal)
{
// Create a new job
_cli.TryParse(argument);
List<Sequencer> doorsToControl = new List<Sequencer>();
if (_cli.ArgumentCount == 0)
{
Console.Print("No arguments passed. Controlling all doors.");
foreach (Sequencer door in _doors.Values)
{
if (door.Running) continue;
doorsToControl.Add(door);
}
}
for (int i = 0; i < _cli.ArgumentCount; i++)
{
string key = _cli.Argument(i);
if (!_doors.ContainsKey(key))
{
Console.Print($"Door '{key}' not found. Skipping.");
continue;
}
if (_doors[key].Running)
{
Console.Print($"Door '{key}' already moving. Skipping.");
continue;
}
doorsToControl.Add(_doors[key]);
}
if (doorsToControl.Count == 0)
{
Console.Print("No doors found. Not creating new job.");
}
else
{
Console.Print("Creating new job(s).");
bool deploy = _cli.Switch("deploy") || _cli.Switch("open");
foreach (Sequencer door in doorsToControl)
{
_jobs.Add(door.RunSequence(deploy));
}
Runtime.UpdateFrequency |= UpdateFrequency.Update10;
}
}
// Process running jobs
for (int i = 0; i < _jobs.Count; i++)
{
if (_jobs[i].MoveNext()) continue;
_jobs[i].Dispose();
_jobs.Remove(_jobs[i]);
i--;
Console.Print("Operation Complete.");
}
if (_jobs.Count == 0)
{
Runtime.UpdateFrequency = UpdateFrequency.None;
}
}
}
}