Example #1
0
        public override void UpdateBeforeSimulation()
        {
            if (!MyAPIGateway.Session.IsServer)
            {
                return;
            }
            Runtime++;

            for (int i = requireSystem.Count - 1; i >= 0; i--)
            {
                WarpDrive drive = requireSystem [i];
                if (drive.System == null || drive.System.InvalidOn <= Runtime - WarpConstants.groupSystemDelay)
                {
                    requireSystem.RemoveAtFast(i);
                    drive.SetWarpSystem(GetWarpSystem(drive));
                }
                else if (HasValidSystem(drive))
                {
                    requireSystem.RemoveAtFast(i);
                }
            }

            for (int i = warpSystems.Count - 1; i >= 0; i--)
            {
                WarpSystem s = warpSystems [i];
                if (s.Valid)
                {
                    s.UpdateBeforeSimulation();
                }
                else
                {
                    warpSystems.RemoveAtFast(i);
                }
            }

            foreach (WarpSystem s in newSystems)
            {
                warpSystems.Add(s);
            }
            newSystems.Clear();

            //MyVisualScriptLogicProvider.ShowNotification($"{warpSystems.Count} grids. {Runtime / 100}", 16);
        }
Example #2
0
        public WarpSystem(WarpDrive block, WarpSystem oldSystem)
        {
            Id = WarpDriveSession.Instance.Rand.Next(int.MinValue, int.MaxValue);

            grid = new GridSystem((MyCubeGrid)block.Block.CubeGrid);

            GridSystem.BlockCounter warpDriveCounter = new GridSystem.BlockCounter((b) => b?.GameLogic.GetAs <WarpDrive>() != null);
            warpDriveCounter.OnBlockAdded   += OnDriveAdded;
            warpDriveCounter.OnBlockRemoved += OnDriveRemoved;
            grid.AddCounter("WarpDrives", warpDriveCounter);

            grid.OnSystemInvalidated += InvalidateSystem;

            if (oldSystem != null)
            {
                totalHeat       = oldSystem.totalHeat;
                startWarpSource = oldSystem.startWarpSource;
                if (startWarpSource?.MarkedForClose == true)
                {
                    startWarpSource = null;
                }
                WarpState = oldSystem.WarpState;
                if (WarpState == State.Charging)
                {
                    UpdateEffect(WarpDriveSession.WarpEffectUpdate.State.Charging);
                    startChargeRuntime = oldSystem.startChargeRuntime;
                    WarpState          = State.Charging;
                }
                else if (WarpState == State.Active)
                {
                    //UpdateEffect(WarpDriveSession.WarpEffectUpdate.State.InWarp);
                    currentSpeedPt = oldSystem.currentSpeedPt;
                    WarpState      = State.Active;
                }
            }
            block.SetWarpSystem(this);
        }
Example #3
0
 public void SetWarpSystem(WarpSystem system)
 {
     System = system;
     System.OnSystemInvalidated += OnSystemInvalidated;
 }