public BaseResult ExportCubeGrid(long entityID)
        {
            try
            {
                BaseObject baseObj = SectorObjectManager.Instance.GetEntry(entityID);

                if (!(baseObj is CubeGridEntity))
                {
                    return(new BaseResult(string.Format("Entity {0} is not a cubeGrid", entityID), true));
                }

                CubeGridEntity cubeGrid = (CubeGridEntity)baseObj;
                string         date     = DateTime.Now.ToString("yyyyMMddHHmmss");
                //new FileInfo(Config.Settings.ExportShipPath + @"\" + cubeGrid.EntityId + ".sbc");
                FileInfo file = new FileInfo(string.Format(@"{0}\{1}_{2}.sbc", Config.Settings.ExportShipPath, cubeGrid.EntityId, date));

                cubeGrid.Export(file);
                SavedCubeGridManager.AddSavedCubeGrid(entityID, ulong.Parse(date), file);

                return(new BaseResult(string.Format("{0} exported successfully", entityID), false));
            }
            catch (Exception e)
            {
                Log.Error(e);
                return(new BaseResult(string.Format("Internal error: {0}. See log for details", e.Message), true));
            }
        }
예제 #2
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        public static bool Move(string userName, Vector3D position)
        {
            //CharacterEntity charEntity = SectorObjectManager.Instance.GetTypedInternalData<CharacterEntity>().FirstOrDefault(x => x.DisplayName.ToLower() == userName.ToLower() && x.Health > 0);
            MyObjectBuilder_Character charEntity = FindCharacter(userName);

            if (charEntity == null)
            {
                Essentials.Log.Info(string.Format("Unable to find CharacterEntity of '{0}'", userName));
                return(false);
            }

            CubeGridEntity gridEntity = new CubeGridEntity(new FileInfo(Essentials.PluginPath + "MovePlayer.sbc"));

            gridEntity.EntityId = BaseEntity.GenerateEntityId();
            foreach (MyObjectBuilder_CubeBlock block in gridEntity.BaseCubeBlocks)
            {
                // set ownership
                MyObjectBuilder_Cockpit cockpit = block as MyObjectBuilder_Cockpit;
                if (cockpit != null)
                {
                    cockpit.Pilot = charEntity;
                }
            }

            gridEntity.PositionAndOrientation = new MyPositionAndOrientation(position, Vector3.Forward, Vector3.Up);

            Wrapper.GameAction(() =>
            {
                MyObjectBuilder_EntityBase baseEntity = gridEntity.Export();
                MyAPIGateway.Entities.RemapObjectBuilder(baseEntity);
                IMyEntity entity = MyAPIGateway.Entities.CreateFromObjectBuilderAndAdd(baseEntity);
                Type someManager = SandboxGameAssemblyWrapper.Instance.GetAssemblyType(SectorObjectManager.EntityBaseNetManagerNamespace, SectorObjectManager.EntityBaseNetManagerClass);
                Wrapper.InvokeStaticMethod(someManager, SectorObjectManager.EntityBaseNetManagerSendEntity, new object[] { entity.GetObjectBuilder() });
                gridEntity = new CubeGridEntity((MyObjectBuilder_CubeGrid)entity.GetObjectBuilder(), entity);

                MyMultiplayer.ReplicateImmediatelly(MyExternalReplicable.FindByObject(entity));
            });


            DateTime _loadTime = DateTime.Now;

            while (gridEntity.IsLoading)
            {
                if (DateTime.Now - _loadTime > TimeSpan.FromSeconds(20))
                {
                    break;
                }
            }

            if (gridEntity.IsLoading)
            {
                Essentials.Log.Info("Failed to load cockpit entity: {0}", gridEntity.EntityId);
                return(false);
            }

            foreach (CubeBlockEntity block in gridEntity.CubeBlocks)
            {
                if (block is CockpitEntity)
                {
                    block.IntegrityPercent = 0.1f;
                }
            }

            gridEntity.Dispose();
            MyMultiplayer.ReplicateImmediatelly(MyExternalReplicable.FindByObject(gridEntity));
            return(true);
        }
예제 #3
0
        public override bool HandleCommand(ulong userId, string[] words)
        {
            if (!PluginSettings.Instance.DockingEnabled)
            {
                return(false);
            }

            if (words.Length < 1)
            {
                Communication.SendPrivateInformation(userId, GetHelp());
                return(true);
            }

            String pylonName = String.Join(" ", words);

            /*
             * int timeLeft;
             * if (Entity.CheckCoolDown(pylonName, out timeLeft))
             * {
             * Communication.Message(String.Format("The docking zone '{0}' is on cooldown.  Please wait a {1} seconds before trying to dock/undock again.", pylonName, Math.Max(0, timeLeft)));
             * return;
             * }
             */

            if (PlayerMap.Instance.GetPlayerIdsFromSteamId(userId).Count < 1)
            {
                Communication.SendPrivateInformation(userId, string.Format("Unable to find player Id: {0}", userId));
                return(true);
            }

            long playerId = PlayerMap.Instance.GetPlayerIdsFromSteamId(userId).First();

            Dictionary <String, List <IMyCubeBlock> > testList;
            List <IMyCubeBlock> beaconList;

            DockingZone.FindByName(pylonName, out testList, out beaconList, playerId);
            if (beaconList.Count == 4)
            {
                // Check ownership
                foreach (IMyCubeBlock entityBlock in beaconList)
                {
                    IMyTerminalBlock terminal = (IMyTerminalBlock)entityBlock;
                    if (!terminal.HasPlayerAccess(playerId))
                    {
                        Communication.SendPrivateInformation(userId, string.Format("You do not have permission to use '{0}'.  You must either own all the beacons or they must be shared with faction.", pylonName));
                        return(true);
                    }
                }

                // Check for bounding box intsection of other docking zones
                int intersectElement = 0;
                if (Entity.CheckForIntersection(testList, beaconList, out intersectElement))
                {
                    Communication.SendPrivateInformation(userId, string.Format("The docking zone '{0}' intersects with docking zone '{1}'.  Make sure you place your docking zones so they don't overlap.", pylonName, testList.ElementAt(intersectElement).Key));
                    return(true);
                }

                // Check if ship already docked in this zone
                IMyCubeBlock       e             = beaconList[0];
                IMyCubeGrid        parent        = (IMyCubeGrid)e.Parent;
                long[]             beaconListIds = beaconList.Select(b => b.EntityId).ToArray();
                long               ownerId       = beaconList.First().OwnerId;
                List <DockingItem> checkItems    = Docking.Instance.Find(d => d.PlayerId == ownerId && d.TargetEntityId == parent.EntityId && d.DockingBeaconIds.Intersect(beaconListIds).Count() == 4);
                if (checkItems.Count >= PluginSettings.Instance.DockingShipsPerZone)
                {
                    Communication.SendPrivateInformation(userId, string.Format("Docking zone already '{0}' already contains the maximum capacity of ships.", pylonName));
                    return(true);
                }

                // Figure out center of docking area, and other distance information
                double   maxDistance = 99;
                Vector3D vPos        = new Vector3D(0, 0, 0);

                foreach (IMyCubeBlock b in beaconList)
                {
                    Vector3D beaconPos = Entity.GetBlockEntityPosition(b);
                    vPos += beaconPos;
                }

                vPos = vPos / 4;
                foreach (IMyCubeBlock b in beaconList)
                {
                    Vector3D beaconPos = Entity.GetBlockEntityPosition(b);
                    maxDistance = Math.Min(maxDistance, Vector3D.Distance(vPos, beaconPos));
                }

                // Find ship in docking area
                IMyCubeGrid         dockingEntity = null;
                HashSet <IMyEntity> cubeGrids     = new HashSet <IMyEntity>();
                MyAPIGateway.Entities.GetEntities(cubeGrids, f => f is IMyCubeGrid);
                foreach (IMyCubeGrid gridCheck in cubeGrids)
                {
                    if (gridCheck.IsStatic || gridCheck == parent)
                    {
                        continue;
                    }

                    double distance = Vector3D.Distance(gridCheck.GetPosition(), vPos);
                    if (distance < maxDistance)
                    {
                        dockingEntity = gridCheck;
                        break;
                    }
                }

                // Figure out if the ship fits in docking area, and then save ship
                if (dockingEntity != null)
                {
                    // Get bounding box of both the docking zone and docking ship
                    OrientedBoundingBoxD targetBounding  = Entity.GetBoundingBox(beaconList);
                    OrientedBoundingBoxD dockingBounding = Entity.GetBoundingBox(dockingEntity);

                    // Make sure the docking zone contains the docking ship.  If they intersect or are disjointed, then fail
                    if (!Entity.GreaterThan(dockingBounding.HalfExtent * 2, targetBounding.HalfExtent * 2))
                    {
                        Communication.SendPrivateInformation(userId, string.Format("The ship '{0}' is too large for it's carrier.  The ship's bounding box must fit inside the docking zone bounding box!", dockingEntity.Name));
                        return(true);
                    }

                    if (targetBounding.Contains(ref dockingBounding) != ContainmentType.Contains)
                    {
                        Communication.SendPrivateInformation(userId, string.Format("The ship '{0}' is not fully inside the docking zone '{1}'.  Make sure the ship is fully contained inside the docking zone", dockingEntity.Name, pylonName));
                        return(true);
                    }

                    // Calculate the mass and ensure the docking ship is less than half the mass of the dock
                    float parentMass  = Entity.CalculateMass(parent);
                    float dockingMass = Entity.CalculateMass(dockingEntity);
                    if (dockingMass > parentMass)
                    {
                        Communication.SendPrivateInformation(userId, string.Format("The ship you're trying to dock is too heavy for it's carrier.  The ship mass must be less than half the large ship / stations mass! (DM={0}kg CM={1}kg)", dockingMass, parentMass));
                        return(true);
                    }

                    // Check to see if the ship is piloted, if it is, error out.
                    // TODO: Check to see if we can get a real time copy of this entity?
                    List <IMySlimBlock> blocks = new List <IMySlimBlock>();
                    dockingEntity.GetBlocks(blocks, x => x.FatBlock != null && x.FatBlock.BlockDefinition.TypeId == typeof(MyObjectBuilder_Cockpit));
                    foreach (IMySlimBlock slim_cbe in blocks)
                    {
                        MyObjectBuilder_Cockpit c = (MyObjectBuilder_Cockpit)slim_cbe.FatBlock.GetObjectBuilderCubeBlock();
                        if (c.Pilot != null)
                        {
                            Communication.SendPrivateInformation(userId, string.Format("Ship in docking zone '{0}' has a pilot!  Please exit the ship before trying to dock.  (Sometimes this can lag a bit.  Wait 10 seconds and try again)", pylonName));
                            return(true);
                        }
                    }

                    // Save position and rotation information.  Some fun stuff here.
                    // Get our dock rotation as a quaternion
                    Quaternion saveQuat = Quaternion.CreateFromRotationMatrix(parent.WorldMatrix.GetOrientation());
                    // Transform docked ship's local position by inverse of the the parent (unwinds parent) and save it for when we undock
                    Vector3D savePos = Vector3D.Transform(dockingEntity.GetPosition() - parent.GetPosition(), Quaternion.Inverse(saveQuat));
                    // Get local rotation of dock ship, and save it for when we undock
                    saveQuat = Quaternion.Inverse(saveQuat) * Quaternion.CreateFromRotationMatrix(dockingEntity.WorldMatrix.GetOrientation());

                    // Serialize and save ship to file, then remove it
                    // Save item
                    DockingItem dockItem = new DockingItem();
                    dockItem.DockedEntityId   = dockingEntity.EntityId;
                    dockItem.TargetEntityId   = parent.EntityId;
                    dockItem.PlayerId         = ownerId;
                    dockItem.DockingBeaconIds = beaconList.Select(s => s.EntityId).ToArray();
                    dockItem.DockedName       = dockingEntity.DisplayName;
                    dockItem.SavePos          = savePos;
                    dockItem.SaveQuat         = saveQuat;
                    Docking.Instance.Add(dockItem);

                    // Save ship to file and remove
                    FileInfo       info        = new FileInfo(Essentials.PluginPath + String.Format("\\Docking\\docked_{0}_{1}_{2}.sbc", ownerId, parent.EntityId, dockingEntity.EntityId));
                    CubeGridEntity dockingGrid = new CubeGridEntity((MyObjectBuilder_CubeGrid)dockingEntity.GetObjectBuilder(), dockingEntity);
                    if (!CubeGrids.WaitForLoadingEntity(dockingGrid))
                    {
                        Communication.SendPrivateInformation(userId, string.Format("Failed to load entity for export: {0}", dockingGrid.EntityId));
                        return(true);
                    }

                    dockingGrid.Export(info);
                    dockingGrid.Dispose();

                    Communication.SendPrivateInformation(userId, string.Format("Docked ship '{0}' in docking zone '{1}'.", dockItem.DockedName, pylonName));

                    /*
                     * // Add a cool down
                     * DockingCooldownItem cItem = new DockingCooldownItem();
                     * cItem.name = pylonName;
                     * cItem.startTime = DateTime.Now;
                     * PluginDocking.CooldownList.Add(cItem);
                     */
                }
                else
                {
                    Communication.SendPrivateInformation(userId, string.Format("No ships in docking zone '{0}'.", pylonName));
                }
            }
            else if (beaconList.Count > 4)
            {
                Communication.SendPrivateInformation(userId, string.Format("Too many beacons with the name or another zone with the name '{0}'.  Place only 4 beacons to create a zone or try a different zone name.", pylonName));
            }
            else
            {
                Communication.SendPrivateInformation(userId, string.Format("Can not locate docking zone '{0}'.  There must be 4 beacons with the name '{0}' to create a docking zone.  Beacons must be fully built!", pylonName));
            }

            return(true);
        }