Beispiel #1
0
        bool FuncTest(IMyWarhead block)
        {
            //Warhead
            //Interface name: IMyWarhead
            //Fields:
            bool  IsCountingDown = block.IsCountingDown;
            float DetonationTime = block.DetonationTime;

            return(true);
        }
Beispiel #2
0
            /// <summary>
            /// Gets actions for blocks implementing IMyWarhead.
            /// </summary>
            public static void GetWarheadActions(IMyTerminalBlock tBlock, List <IScrollableAction> actions)
            {
                IMyWarhead warhead = (IMyWarhead)tBlock;

                actions.Add(new BlockAction(
                                () => $"Start Countdown",
                                () => warhead.StartCountdown()));
                actions.Add(new BlockAction(
                                () => "Stop Countdown",
                                () => warhead.StopCountdown()));
                actions.Add(new BlockAction(
                                () => "Detonate",
                                () => warhead.Detonate()));
            }
        private void SaveAndApply(IBlockConfiguration block, IMyWarhead warhead, Action <IMyWarhead> action)
        {
            if (block == null)
            {
                return;
            }

            if (!block.HasStyle)
            {
                block.SetStyle(nameof(IMyWarhead.IsArmed), warhead.IsArmed);
                block.SetStyle(nameof(IMyWarhead.DetonationTime), warhead.DetonationTime);
            }

            action(warhead);
        }
 /**
  * Get the owner of a Warhead.
  */
 private static bool GetPlayerByWarhead(
     IMyWarhead warhead,
     out IMyPlayer owner,
     out IMyFaction owningFaction) {
   if (warhead.OwnerId == 0) {
     long playerId = (warhead as MyCubeBlock).BuiltBy;
     owner = MyAPIGateway.Players.GetPlayerByID(playerId);
     owningFaction = MyAPIGateway.Session.Factions.TryGetPlayerFaction(playerId);
   } else {
     long playerId = warhead.OwnerId;
     owner = MyAPIGateway.Players.GetPlayerByID(playerId);
     owningFaction = MyAPIGateway.Session.Factions.TryGetPlayerFaction(playerId);
   }
   return owner != null || owningFaction != null;
 }
        double GetClosestDistance(List <IMyWarhead> entities, IMyMotorStator reference)
        {
            IMyWarhead closestEntity   = null;
            double     closestDistance = 100;

            if (entities.Count() > 0)
            {
                foreach (var entity in entities)
                {
                    var distance = Vector3D.Distance(reference.GetPosition(), entity.GetPosition());

                    if (distance < closestDistance)
                    {
                        closestDistance = distance;
                        closestEntity   = entity;
                    }
                }
            }

            return(closestDistance);
        }
 static bool IsDamagedByPlayerWarhead(IMyWarhead Warhead, out IMyPlayer Damager)
 {
     Damager = null;
     try
     {
         if (Warhead.OwnerId == 0)
         {
             Damager = MyAPIGateway.Players.GetPlayerByID((Warhead as MyCubeBlock).BuiltBy);
             AISessionCore.DebugWrite("Damage.IsDoneByPlayer", "Attempting to find damager by neutral warhead.");
             return(Damager != null);
         }
         else
         {
             Damager = MyAPIGateway.Players.GetPlayerByID(Warhead.OwnerId);
             AISessionCore.DebugWrite("Damage.IsDoneByPlayer", "Attempting to find damager by warhead owner.");
             return(Damager != null);
         }
     }
     catch (Exception Scrap)
     {
         AISessionCore.LogError("Damage.IsDoneByPlayer", new Exception("Check for neutral warheads crashed", Scrap));
         return(false);
     }
 }
 private void Restore(IBlockConfiguration block, IMyWarhead warhead)
 {
     warhead.IsArmed        = block.GetBooleanStyle(nameof(IMyWarhead.IsArmed));
     warhead.DetonationTime = block.GetSingleStyle(nameof(IMyWarhead.DetonationTime), Countdown);
 }
Beispiel #8
0
        //Preps For Launch & Launches
        #region RFC Prep-For Launch Subroutine #RFC#

        /*=================================================
         * Function: RFC Function bar #RFC#
         * ---------------------------------------     */
        void PREP_FOR_LAUNCH(int INT)
        {
            Echo(INT + "");
            MISSILE ThisMissile = MISSILES[INT];

            ThisMissile.MissileMass   = 0;
            ThisMissile.MissileThrust = 0;

            //Preps Battery For Launch
            var POWER_A = ThisMissile.POWER;

            if (ThisMissile.POWER != null && ThisMissile.POWER is IMyBatteryBlock)
            {
                POWER_A.ApplyAction("OnOff_On");
                (POWER_A as IMyBatteryBlock).ChargeMode = ChargeMode.Discharge;
                ThisMissile.MissileMass += POWER_A.Mass;
            }

            //Removes Thrusters That Are Still on the same Grid As launcher
            List <IMyThrust> TemporaryThrust = new List <IMyThrust>();

            TemporaryThrust.AddRange(ThisMissile.THRUSTERS);
            for (int i = 0; i < TemporaryThrust.Count; i++)
            {
                var item = TemporaryThrust[i];
                if (item.CubeGrid != ThisMissile.GYRO.CubeGrid)
                {
                    ThisMissile.THRUSTERS.Remove(item); continue;
                }
            }
            if (ThisMissile.THRUSTERS.Count == 0)
            {
                Lstrundata = "Missile Failed To Fire\nReason: No Detectable Thrusters On Missile Or Missile Still Attached To Launcher";
                MISSILES.Remove(ThisMissile);
                return;
            }

            //Retrieves Largest Thrust Direction
            Dictionary <Vector3D, double> ThrustDict = new Dictionary <Vector3D, double>();

            foreach (IMyThrust item in ThisMissile.THRUSTERS)
            {
                Vector3D Fwd    = item.WorldMatrix.Forward;
                double   Thrval = item.MaxEffectiveThrust;

                if (ThrustDict.ContainsKey(Fwd) == false)
                {
                    ThrustDict.Add(Fwd, Thrval);
                }
                else
                {
                    ThrustDict[Fwd] = ThrustDict[Fwd] + Thrval;
                }
            }
            List <KeyValuePair <Vector3D, double> > ThrustList = ThrustDict.ToList();

            ThrustList.Sort((x, y) => y.Value.CompareTo(x.Value));
            Vector3D ThrForward = ThrustList[0].Key;

            //Preps Thrusters For Launch (removes any not on grid)
            TemporaryThrust = new List <IMyThrust>();
            TemporaryThrust.AddRange(ThisMissile.THRUSTERS);
            for (int i = 0; i < TemporaryThrust.Count; i++)
            {
                var item = TemporaryThrust[i];

                //Retrieves Thrusters Only Going In The Forward
                if (item.WorldMatrix.Forward != ThrForward)
                {
                    item.ApplyAction("OnOff_On"); ThisMissile.THRUSTERS.Remove(item); continue;
                }

                //Runs Std Operations
                item.ApplyAction("OnOff_On");
                double ThisThrusterThrust = (item as IMyThrust).MaxThrust;
                (item as IMyThrust).ThrustOverride = (float)ThisThrusterThrust;
                RdavUtils.DiagTools.Diag_Plot(Me, ThisThrusterThrust);
                ThisMissile.MissileThrust += ThisThrusterThrust;
                ThisMissile.MissileMass   += item.Mass;
            }


            // Start countdown of warhead
            for (int i = 0; i < ThisMissile.WARHEADS.Count; i++)
            {
                IMyWarhead warhead = ( IMyWarhead )ThisMissile.WARHEADS[i];

                warhead.ApplyAction("StartCountdown");
            }

            //Removes Any Warheads Not On The Grid
            List <IMyTerminalBlock> TemporaryWarheads = new List <IMyTerminalBlock>();

            TemporaryWarheads.AddRange(ThisMissile.WARHEADS);
            for (int i = 0; i < ThisMissile.WARHEADS.Count; i++)
            {
                var item = TemporaryWarheads[i];

                if (item.CubeGrid != ThisMissile.GYRO.CubeGrid)
                {
                    ThisMissile.WARHEADS.Remove(item); continue;
                }

                ThisMissile.MissileMass += item.Mass;
            }

            //-----------------------------------------------------

            //Adds Additional Mass & Sets Accel (ovverrides If Possible)
            ThisMissile.MissileMass += ThisMissile.GYRO.Mass;
            ThisMissile.MissileMass += ThisMissile.MERGE.Mass;
            double number;

            if (double.TryParse(ThisMissile.GYRO.CustomData, out number))
            {
                double.TryParse(ThisMissile.GYRO.CustomData, out ThisMissile.MissileMass);
            }
            ThisMissile.MissileAccel = ThisMissile.MissileThrust / ThisMissile.MissileMass;

            //Sets Grid Type
            ThisMissile.IsLargeGrid  = ThisMissile.GYRO.CubeGrid.GridSizeEnum == MyCubeSize.Large;
            ThisMissile.FuseDistance = ThisMissile.IsLargeGrid ? 16 : 7;
        }