コード例 #1
0
ファイル: WeldBlock.cs プロジェクト: zrisher/ARMS
        private void MoveToTarget()
        {
            Log.DebugLog("moving to target in wrong stage", Logger.severity.FATAL, condition: m_stage != Stage.Approach && m_stage != Stage.Weld);

            if ((Globals.UpdateCount - m_lastWeld) > 1200ul)
            {
                Log.DebugLog("failed to repair block");
                EnableWelders(false);
                m_stage = Stage.Retreat;
                return;
            }

            if (m_weldProjection)
            {
                // check for slim being placed
                IMySlimBlock placed = m_realGrid.GetCubeBlock(m_targetCell);
                if (placed != null)
                {
                    Log.DebugLog("projected target placed", Logger.severity.DEBUG);
                    m_weldProjection = false;
                    m_targetSlim     = placed;
                }
            }

            // check for weld

            float damage = m_targetSlim.Damage();

            foreach (Vector3I cell in m_neighbours)
            {
                IMySlimBlock slim = m_realGrid.GetCubeBlock(cell);
                if (slim != null)
                {
                    damage += slim.Damage();
                }
            }

            if (damage < m_damage)
            {
                m_lastWeld = Globals.UpdateCount;
            }

            m_damage = damage;

            if (!m_weldProjection && m_targetSlim.Damage() == 0f && (Globals.UpdateCount - m_lastWeld) > 120ul)
            {
                Log.DebugLog("target block repaired: " + m_targetSlim.getBestName(), Logger.severity.DEBUG);
                EnableWelders(false);
                m_stage = Stage.Retreat;
                return;
            }
            else
            {
                float    offset           = m_stage == Stage.Weld ? m_offset : m_offset + OffsetAdd;
                Vector3D welderFromTarget = m_controlBlock.CubeBlock.GetPosition() - m_targetWorld;
                welderFromTarget.Normalize();
                Destination dest = Destination.FromWorld(m_realGrid, m_targetWorld + welderFromTarget * offset);
                m_pathfinder.MoveTo(destinations: dest);
            }
        }
コード例 #2
0
ファイル: WeldBlock.cs プロジェクト: zrisher/ARMS
        private void Retreat()
        {
            float minDist = m_offset + 10f; minDist *= minDist;

            if (Vector3D.DistanceSquared(m_welder.WorldPosition, m_targetWorld) > minDist)
            {
                Log.DebugLog("moved away from: " + m_targetSlim.getBestName(), Logger.severity.DEBUG);
                if (!m_weldProjection && m_targetSlim.Damage() < m_slimTarget_initDmg)
                {
                    Log.DebugLog("assuming ship ran out of components, damage: " + m_targetSlim.Damage(), condition: m_targetSlim.Damage() != 0f);
                    m_navSet.OnTaskComplete_NavEngage();
                    m_mover.StopMove();
                    m_mover.StopRotate();
                    return;
                }
                else
                {
                    Log.DebugLog("no welding done, trying another approach");
                    if (m_emptyNeighbours.Count > 1)
                    {
                        // if we were very close when we started, no neighbour would have been chosen
                        if (m_closestEmptyNeighbour.HasValue)
                        {
                            m_emptyNeighbours.Remove(m_closestEmptyNeighbour.Value);
                            m_closestEmptyNeighbour = null;
                        }
                        m_stage = Stage.Lineup;
                        return;
                    }
                    else
                    {
                        Log.DebugLog("tried every empty neighbour, giving up", Logger.severity.INFO);
                        m_navSet.OnTaskComplete_NavEngage();
                        m_mover.StopMove();
                        m_mover.StopRotate();
                        return;
                    }
                }
            }
            Vector3D direction = m_welder.WorldPosition - m_targetWorld;

            direction.Normalize();
            Destination dest = Destination.FromWorld(m_realGrid, m_welder.WorldPosition + direction * 10d);

            m_pathfinder.MoveTo(destinations: dest);
        }
コード例 #3
0
ファイル: WeldBlock.cs プロジェクト: zrisher/ARMS
        public WeldBlock(Pathfinder pathfinder, AllNavigationSettings navSet, PseudoBlock welder, IMySlimBlock block)
            : base(pathfinder)
        {
            this.m_offset        = welder.Block.LocalAABB.GetLongestDim() * 0.5f;      // this works for default welders, may not work if mod has an exotic design
            this.m_welder        = welder;
            this.m_targetSlim    = block;
            this.m_timeout_start = Globals.UpdateCount + TimeoutStart;

            IMyCubeBlock Projector = ((MyCubeGrid)block.CubeGrid).Projector;

            if (Projector != null)
            {
                this.m_weldProjection     = true;
                this.m_otherGrid          = Projector.CubeGrid;
                this.m_slimTarget_initDmg = 1f;
                this.m_targetCell         = Projector.CubeGrid.WorldToGridInteger(block.CubeGrid.GridIntegerToWorld(block.Position));
            }
            else
            {
                this.m_weldProjection     = false;
                this.m_slimTarget_initDmg = block.Damage();
                this.m_targetCell         = block.Position;
            }

            m_navSet.Settings_Task_NavEngage.NavigatorMover    = this;
            m_navSet.Settings_Task_NavEngage.NavigatorRotator  = this;
            m_navSet.Settings_Task_NavEngage.DestinationEntity = m_realGrid;

            IEnumerator <Vector3I> neighbours = this.m_targetSlim.ForEachNeighbourCell();

            while (neighbours.MoveNext())
            {
                Vector3I cell = m_weldProjection ? Projector.CubeGrid.WorldToGridInteger(block.CubeGrid.GridIntegerToWorld(neighbours.Current)) : neighbours.Current;
                m_neighbours.Add(cell);
                if (this.m_realGrid.GetCubeBlock(cell) == null)
                {
                    m_emptyNeighbours.Add(cell);
                }
            }

            m_targetSlim.ComputeWorldCenter(out m_targetWorld);
            m_lineUp.To = m_targetWorld;
        }
コード例 #4
0
ファイル: WeldBlock.cs プロジェクト: Souper07/Autopilot
        public WeldBlock(Mover mover, AllNavigationSettings navSet, PseudoBlock welder, IMySlimBlock block)
            : base(mover, navSet)
        {
            this.m_logger = new Logger(GetType().Name, () => mover.Block.CubeGrid.DisplayName, () => block.getBestName(), () => m_stage.ToString());
            this.m_offset = welder.Block.LocalAABB.GetLongestDim() * 0.5f; // this works for default welders, may not work if mod has an exotic design
            this.m_welder = welder;
            this.m_targetSlim = block;
            this.m_timeout_start = Globals.UpdateCount + TimeoutStart;

            IMyCubeBlock Projector = ((MyCubeGrid)block.CubeGrid).Projector;
            if (Projector != null)
            {
                this.m_weldProjection = true;
                this.m_otherGrid = Projector.CubeGrid;
                this.m_slimTarget_initDmg = 1f;
                this.m_targetCell = Projector.CubeGrid.WorldToGridInteger(block.CubeGrid.GridIntegerToWorld(block.Position));
            }
            else
            {
                this.m_weldProjection = false;
                this.m_slimTarget_initDmg = block.Damage();
                this.m_targetCell = block.Position;
            }

            m_navSet.Settings_Task_NavEngage.NavigatorMover = this;
            m_navSet.Settings_Task_NavEngage.NavigatorRotator = this;
            m_navSet.Settings_Task_NavEngage.DestinationEntity = m_realGrid;

            IEnumerator<Vector3I> neighbours = this.m_targetSlim.ForEachNeighbourCell();
            while (neighbours.MoveNext())
            {
                Vector3I cell = m_weldProjection ? Projector.CubeGrid.WorldToGridInteger(block.CubeGrid.GridIntegerToWorld(neighbours.Current)) : neighbours.Current;
                m_neighbours.Add(cell);
                if (this.m_realGrid.GetCubeBlock(cell) == null)
                    m_emptyNeighbours.Add(cell);
            }

            m_targetSlim.ComputeWorldCenter(out m_targetWorld);
            m_lineUp.To = m_targetWorld;
        }