public static void PushAnyRequest(IMyConveyorEndpointBlock start, MyInventory srcInventory, long playerId) { if (srcInventory.Empty()) { return; } // try all items and stop on first successfull foreach (var item in srcInventory.GetItems()) { if (ItemPushRequest(start, srcInventory, playerId, item)) { return; } } }
private static void StepGrind(ShipyardItem shipyardItem) { var random = new Random(); float grindAmount = Server.Instance.Config.GrinderSpeedMultiplier * PluginSettings.Instance.GrindMultiplier; HashSet <long> grindersToRemove = new HashSet <long>(); //shorten this to grid for convenience MyCubeGrid grid = shipyardItem.Grid; List <Task> blockTasks = new List <Task>(); if (grid?.Physics == null || grid.Closed) { return; } if (grid.BlocksCount < 1) { return; } //do a raycast to see if the grinder can see the block we're assigning to it foreach (IMyCubeBlock listGrinder in shipyardItem.Tools) { blockTasks.Add(Task.Run(() => { DisconnectHelper localDisconnect = new DisconnectHelper(); MySlimBlock nextBlock; if (!shipyardItem.ProcessBlocks.TryGetValue(listGrinder.EntityId, out nextBlock)) { var tryCount = 0; //TODO: optimize the try count instead of picking an arbitrary value //what the hell does that mean? while (tryCount < 30) { if (grid.Physics.LinearVelocity != Vector3D.Zero || grid.Physics.AngularVelocity != Vector3D.Zero) { grid.Stop(); } //limit the number of tries so we don't get stuck in a loop forever tryCount++; //pick a random block. we don't really care if two grinders hit the same block, so don't check if (grid.BlocksCount > 30) { nextBlock = grid.CubeBlocks.ElementAt(random.Next(0, grid.BlocksCount - 1)); } //if we have less than 30 blocks total, just iterate through them, it's faster than going at random else { nextBlock = grid.CubeBlocks.ElementAt(Math.Min(tryCount, grid.BlocksCount - 1)); } if (nextBlock == null) { continue; } if (shipyardItem.ProcessBlocks.ContainsValue(nextBlock)) { continue; } //this raycast should give us the grid location of the first block it hits //we don't really care if it hits our random block, just grab whatever the grinder sees first Vector3I?blockResult = grid.RayCastBlocks(listGrinder.GetPosition(), grid.GridIntegerToWorld(nextBlock.Position)); if (!blockResult.HasValue) { continue; } //TODO: remove this when my PR is merged //check if removing this block will split the grid if (localDisconnect.TryDisconnect(grid.GetCubeBlock(blockResult.Value))) { //UtilityPlugin.Log.Info( "detected split" ); continue; } nextBlock = grid.GetCubeBlock(blockResult.Value); break; } //we weren't able to find a suitable block somehow, so skip this grinder for now if (nextBlock == null) { return; } //we found a block to pair with our grinder, add it to the dictionary and carry on with destruction lock (shipyardItem.ProcessBlocks) { shipyardItem.ProcessBlocks.Add(listGrinder.EntityId, nextBlock); } } })); if (blockTasks.Count >= 2) { } } Task.WaitAll(blockTasks.ToArray()); blockTasks.Clear(); var tmpItemList = new List <MyPhysicalInventoryItem>(); foreach (IMyCubeBlock grinderBlock in shipyardItem.Tools) { var grinder = (IMyShipGrinder)grinderBlock; var grinderInventory = (MyInventory)grinder.GetInventory(0); MySlimBlock block; if (!shipyardItem.ProcessBlocks.TryGetValue(grinderBlock.EntityId, out block)) { continue; } if (block?.CubeGrid?.Physics == null) { continue; } if (disconnect.TryDisconnect(block)) { //UtilityPlugin.Log.Info( "detected split at grind" ); shipyardItem.ProcessBlocks.Remove(grinderBlock.EntityId); continue; } Wrapper.GameAction(() => { var damageInfo = new MyDamageInformation(false, grindAmount, MyDamageType.Grind, grinder.EntityId); if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseBeforeDamageApplied(block, ref damageInfo); } block.DecreaseMountLevel(damageInfo.Amount, grinderInventory); block.MoveItemsFromConstructionStockpile(grinderInventory); if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseAfterDamageApplied(block, damageInfo); } if (block.IsFullyDismounted) { if (block.FatBlock != null && block.FatBlock.HasInventory) { for (var i = 0; i < block.FatBlock.InventoryCount; ++i) { MyInventory blockInventory = block.FatBlock.GetInventory(i); if (blockInventory == null) { continue; } if (blockInventory.Empty()) { continue; } tmpItemList.Clear(); tmpItemList.AddList(blockInventory.GetItems()); foreach (MyPhysicalInventoryItem item in tmpItemList) { MyInventory.Transfer(blockInventory, grinderInventory, item.ItemId); } } } if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseDestroyed(block, damageInfo); } block.SpawnConstructionStockpile(); block.CubeGrid.RazeBlock(block.Min); grindersToRemove.Add(grinderBlock.EntityId); } }); foreach (var tool in shipyardItem.Tools) { MySlimBlock targetBlock; Communication.MessageStruct message = new Communication.MessageStruct() { toolId = tool.EntityId, gridId = 0, blockPos = new SerializableVector3I(0, 0, 0), packedColor = 0, pulse = false }; if (!shipyardItem.ProcessBlocks.TryGetValue(tool.EntityId, out targetBlock)) { Communication.SendLine(message); continue; } message.gridId = targetBlock.CubeGrid.EntityId; message.blockPos = targetBlock.Position; message.packedColor = Color.OrangeRed.PackedValue; Communication.SendLine(message); } foreach (long removeId in grindersToRemove) { shipyardItem.ProcessBlocks.Remove(removeId); } } }
public static void PushAnyRequest(IMyConveyorEndpointBlock start, MyInventory srcInventory, long playerId) { if (srcInventory.Empty()) return; var itemArray = srcInventory.GetItems().ToArray(); foreach (var item in itemArray) { ItemPushRequest(start, srcInventory, playerId, item); } }
public static void PushAnyRequest(IMyConveyorEndpointBlock start, MyInventory srcInventory, long playerId) { if (srcInventory.Empty()) return; // try all items and stop on first successfull foreach (var item in srcInventory.GetItems()) { if (ItemPushRequest(start, srcInventory, playerId, item)) return; } }
private void StepGrind(ShipyardItem shipyardItem) { var targetsToRedraw = new HashSet <BlockTarget>(); //we need to multiply this by MyShipGrinderConstants.GRINDER_AMOUNT_PER_SECOND / 2... which evaluates to 1 float grindAmount = MyAPIGateway.Session.GrinderSpeedMultiplier * shipyardItem.Settings.GrindMultiplier; if (shipyardItem.TargetBlocks.Count == 0) { var targetblock = Profiler.Start(FullName, nameof(StepGrind), "Populate target blocks"); var blocks = new List <IMySlimBlock>(); Logging.Instance.WriteLine(shipyardItem.YardGrids.Count.ToString()); foreach (IMyCubeGrid yardGrid in shipyardItem.YardGrids.Where(g => g.Physics != null)) //don't process projections { var tmpBlocks = new List <IMySlimBlock>(); yardGrid.GetBlocks(tmpBlocks); blocks.AddRange(tmpBlocks); } foreach (IMySlimBlock tmpBlock in blocks) { shipyardItem.TargetBlocks.Add(new BlockTarget(tmpBlock, shipyardItem)); } targetblock.End(); } List <BlockTarget> allBlocks = shipyardItem.TargetBlocks.ToList(); if (allBlocks.Count == 0) { return; } if (!shipyardItem.ProxDict.Any()) { //sort blocks by distance to each tool foreach (IMyCubeBlock tool in shipyardItem.Tools) { var targetSortBlock = Profiler.Start(FullName, nameof(StepGrind), "Sort Targets"); List <BlockTarget> sortTargets = allBlocks.ToList(); sortTargets.Sort((a, b) => a.ToolDist[tool.EntityId].CompareTo(b.ToolDist[tool.EntityId])); shipyardItem.ProxDict[tool.EntityId] = sortTargets; targetSortBlock.End(); } } var targetFindBlock = Profiler.Start(FullName, nameof(StepGrind), "Find Targets"); foreach (IMyCubeBlock tool in shipyardItem.Tools) { if (tool.Closed || tool.MarkedForClose) { //this is bad shipyardItem.Disable(); return; } BlockTarget[] blockArray = shipyardItem.BlocksToProcess[tool.EntityId]; //find the next target for each grinder, if it needs one for (int i = 0; i < shipyardItem.Settings.BeamCount; i++) { var toRemove = new HashSet <BlockTarget>(); if (blockArray[i] != null) { continue; } BlockTarget nextTarget = null; for (int b = 0; b < shipyardItem.ProxDict[tool.EntityId].Count; b++) { nextTarget = shipyardItem.ProxDict[tool.EntityId][b]; if (nextTarget.CubeGrid.Closed || nextTarget.CubeGrid.MarkedForClose) { continue; } //one grinder per block, please bool found = false; foreach (KeyValuePair <long, BlockTarget[]> entry in shipyardItem.BlocksToProcess) { foreach (BlockTarget target in entry.Value) { if (target == null) { continue; } if (target == nextTarget) { found = true; break; } } } if (found) { toRemove.Add(nextTarget); continue; } targetsToRedraw.Add(nextTarget); break; } foreach (BlockTarget removeTarget in toRemove) { shipyardItem.ProxDict[tool.EntityId].Remove(removeTarget); shipyardItem.TargetBlocks.Remove(removeTarget); } //we found a block to pair with our grinder, add it to the dictionary and carry on with destruction if (nextTarget != null) { shipyardItem.BlocksToProcess[tool.EntityId][i] = nextTarget; } } } targetFindBlock.End(); shipyardItem.UpdatePowerUse(); var grindActionBlock = Profiler.Start(FullName, nameof(StepGrind), "Grind action"); var removeTargets = new List <BlockTarget>(); //do the grinding Utilities.InvokeBlocking(() => { foreach (IMyCubeBlock tool in shipyardItem.Tools) { for (int b = 0; b < shipyardItem.BlocksToProcess[tool.EntityId].Length; b++) { BlockTarget target = shipyardItem.BlocksToProcess[tool.EntityId][b]; if (target == null) { continue; } if (target.CubeGrid.Closed || target.CubeGrid.MarkedForClose) { Logging.Instance.WriteDebug("Error in grind action: Target closed"); removeTargets.Add(target); return; } if (targetsToRedraw.Contains(target)) { var toolLine = new Communication.ToolLineStruct { ToolId = tool.EntityId, GridId = target.CubeGrid.EntityId, BlockPos = target.GridPosition, PackedColor = Color.OrangeRed.PackedValue, Pulse = false, EmitterIndex = (byte)b }; Communication.SendLine(toolLine, shipyardItem.ShipyardBox.Center); } /* * Grinding laser "efficiency" is a float between 0-1 where: * 0.0 => 0% of components recovered * 1.0 => 100% of components recovered * * Efficiency decays exponentially as distance to the target (length of the "laser") increases * 0m => 1.0000 * 10m => 0.9995 * 25m => 0.9969 * 50m => 0.9875 * 100m => 0.9500 * 150m => 0.8875 * 250m => 0.6875 * 400m => 0.2000 * inf => 0.1000 * We impose a minimum efficiency of 0.1 (10%), which happens at distances > ~450m */ double efficiency = 1 - (target.ToolDist[tool.EntityId] / 200000); if (!shipyardItem.StaticYard) { efficiency /= 2; } if (efficiency < 0.1) { efficiency = 0.1; } //Logging.Instance.WriteDebug(String.Format("Grinder[{0}]block[{1}] distance=[{2:F2}m] efficiency=[{3:F5}]", tool.DisplayNameText, b, Math.Sqrt(target.ToolDist[tool.EntityId]), efficiency)); if (!shipyardItem.YardGrids.Contains(target.CubeGrid)) { //we missed this grid or its split at some point, so add it to the list and register the split event shipyardItem.YardGrids.Add(target.CubeGrid); ((MyCubeGrid)target.CubeGrid).OnGridSplit += shipyardItem.OnGridSplit; } MyInventory grinderInventory = ((MyEntity)tool).GetInventory(); if (!target.Block.IsFullyDismounted) { var decreaseBlock = Profiler.Start(FullName, nameof(StepGrind), "DecreaseMountLevel"); target.Block.DecreaseMountLevel(grindAmount, grinderInventory); decreaseBlock.End(); var inventoryBlock = Profiler.Start(FullName, nameof(StepGrind), "Grind Inventory"); // First move everything into _tmpInventory target.Block.MoveItemsFromConstructionStockpile(_tmpInventory); // Then move items into grinder inventory, factoring in our efficiency ratio foreach (MyPhysicalInventoryItem item in _tmpInventory.GetItems()) { //Logging.Instance.WriteDebug(String.Format("Grinder[{0}]block[{1}] Item[{2}] grind_amt[{3:F2}] collect_amt[{4:F2}]", tool.DisplayNameText, b, item.Content.SubtypeName, item.Amount, (double)item.Amount*efficiency)); grinderInventory.Add(item, (int)Math.Round((double)item.Amount * efficiency)); } // Then clear out everything left in _tmpInventory _tmpInventory.Clear(); inventoryBlock.End(); } // This isn't an <else> clause because target.Block may have become FullyDismounted above, // in which case we need to run both code blocks if (target.Block.IsFullyDismounted) { var dismountBlock = Profiler.Start(FullName, nameof(StepGrind), "FullyDismounted"); var tmpItemList = new List <MyPhysicalInventoryItem>(); var blockEntity = target.Block.FatBlock as MyEntity; if (blockEntity != null && blockEntity.HasInventory) { var dismountInventory = Profiler.Start(FullName, nameof(StepGrind), "DismountInventory"); for (int i = 0; i < blockEntity.InventoryCount; ++i) { MyInventory blockInventory = blockEntity.GetInventory(i); if (blockInventory == null) { continue; } if (blockInventory.Empty()) { continue; } tmpItemList.Clear(); tmpItemList.AddRange(blockInventory.GetItems()); foreach (MyPhysicalInventoryItem item in tmpItemList) { //Logging.Instance.WriteDebug(String.Format("Grinder[{0}]block[{1}] Item[{2}] inventory[{3:F2}] collected[{4:F2}]", tool.DisplayNameText, b, item.Content.SubtypeName, item.Amount, (double)item.Amount * efficiency)); blockInventory.Remove(item, item.Amount); grinderInventory.Add(item, (int)Math.Round((double)item.Amount * efficiency)); } } dismountInventory.End(); } target.Block.SpawnConstructionStockpile(); target.CubeGrid.RazeBlock(target.GridPosition); removeTargets.Add(target); shipyardItem.TargetBlocks.Remove(target); dismountBlock.End(); } } } }); foreach (KeyValuePair <long, List <BlockTarget> > entry in shipyardItem.ProxDict) { foreach (BlockTarget removeBlock in removeTargets) { entry.Value.Remove(removeBlock); } } foreach (BlockTarget removeBlock in removeTargets) { shipyardItem.TargetBlocks.Remove(removeBlock); } //shipyardItem.ActiveTargets = 0; //clear lines for any destroyed blocks and update our target count foreach (KeyValuePair <long, BlockTarget[]> entry in shipyardItem.BlocksToProcess) { for (int i = 0; i < entry.Value.Length; i++) { BlockTarget removeBlock = entry.Value[i]; if (removeTargets.Contains(removeBlock)) { Communication.ClearLine(entry.Key, i); entry.Value[i] = null; } //if (!removeTargets.Contains(removeBlock) && removeBlock != null) //{ // shipyardItem.ActiveTargets++; //} } } grindActionBlock.End(); }