public override void UpdateBeforeSimulation()
        {
            if (Reactor == null)
            {
                NeedsUpdate = MyEntityUpdateEnum.NONE;
                return;
            }

            if (Reactor.IsFunctional == true)
            {
                if (Reactor.GetInventory().Empty() == true)
                {
                    var fuelId   = new MyDefinitionId(typeof(MyObjectBuilder_Ingot), "UraniumB");
                    var content  = (MyObjectBuilder_PhysicalObject)MyObjectBuilderSerializer.CreateNewObject(fuelId);
                    var fuelItem = new MyObjectBuilder_InventoryItem {
                        Amount = 1, Content = content
                    };

                    if (Reactor.GetInventory().CanItemsBeAdded(100, fuelId) == true && MyAPIGateway.Multiplayer.IsServer == true)
                    {
                        Reactor.GetInventory().AddItems(100, fuelItem.Content);
                    }
                }
            }

            NeedsUpdate = MyEntityUpdateEnum.NONE;
        }
Exemple #2
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        /// <summary>
        /// Status generatoru
        /// </summary>
        /// <returns></returns>
        public List <string> GetReactorStatus()
        {
            // definice
            List <string> status = new List <string>();

            //prochazeni bloku
            foreach (KeyValuePair <string, IMyReactor> block in Instance.GetByType <IMyReactor>())
            {
                //hodnoty
                IMyReactor reactor = block.Value as IMyReactor;
                float      actual  = reactor.CurrentOutput;
                float      maximum = reactor.MaxOutput;
                float      uranium = 0;
                //overeni funkcnosti
                if (reactor.IsFunctional && reactor.IsWorking)
                {
                    //overeni mnozstvi uranu
                    if (UraniumReference > 0)
                    {
                        // polozky inventare
                        List <MyInventoryItem> items = new List <MyInventoryItem>();
                        reactor.GetInventory(0).GetItems(items);
                        // vypocet mnozstvi uranu
                        if (items.Count > 0)
                        {
                            for (int j = 0; j < items.Count; j++)
                            {
                                if (items[j].Type.SubtypeId == "Uranium")
                                {
                                    uranium += (float)items[j].Amount;
                                }
                            }
                        }
                        // doplneni statusu do vystupu
                        status.Add(Formater.BarsWithPercent(Block.GetStatus(block.Value, uranium <= UraniumReference ? Status.UraniumIsLow : Status.Working), actual, maximum));
                    }
                    else
                    {
                        status.Add(Formater.BarsWithPercent(Block.GetStatus(block.Value, Status.UraniumIsEmpty), 0, maximum));
                    }
                }
                else
                {
                    status.Add(Formater.BarsWithPercent(Block.GetStatus(block.Value, Status.NotWorking), 0, maximum));
                }
            }
            // vraceni
            return(status);
        }
        void updateReactorData()
        {
            System.Text.RegularExpressions.Match match = reactorPowerRegex.Match(reactor.DetailedInfo);

            double parsedDouble = 0.0f;
            if (match.Success)
            {
                if (Double.TryParse(match.Groups[1].Value, out parsedDouble))
                    maxOutput = parsedDouble * Math.Pow(1000.0, POWER_MULTIPLIERS.IndexOf(match.Groups[2].Value));

                if (Double.TryParse(match.Groups[3].Value, out parsedDouble))
                    currentOutput = parsedDouble * Math.Pow(1000.0, POWER_MULTIPLIERS.IndexOf(match.Groups[4].Value));
            }

            IMyInventory inv = reactor.GetInventory();
            maxUranContained = (double)inv.MaxVolume * uraniumDensity;
            IMyInventoryItem uranium = inv.GetItems()[0];
            uranLeft = (double)uranium.Amount;

            double outputRatio = currentOutput / maxOutput;
            currentConsumption = maxUranPerSec * outputRatio;
        }
Exemple #4
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            public static float GetReactorFuelLevel(IMyReactor reactor)
            {
                IMyInventory inventory = reactor.GetInventory(0);

                return((float)inventory.CurrentVolume / (float)inventory.MaxVolume);
            }
Exemple #5
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 public override void UpdateOnceBeforeFrame()
 {
     Inventory = ModBlock.GetInventory(0);
 }
Exemple #6
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 public float GetUraniumAmount()
 {
     return(GetItemAmountInInventory(m_oBlock.GetInventory(0), "Ingot", "Uranium"));
 }