Пример #1
0
        // Update the state machine, try changing state.
        public void Update()
        {
            if (CurrentNode == null)
            {
                m_enqueuedActions.Clear();
                return;
            }

            int maxPassThrough = 100;
            MyStateMachineNode nextNode;

            do
            {
                nextNode = null;
                int transitionId = -1;
                // enqueued transitions (actions) first
                if (m_enqueuedActions.Count > 0)
                {
                    int bestPriority = int.MaxValue;
                    foreach (var transition in CurrentNode.Transitions)
                    {
                        int transitionPriority = transition.Priority ?? int.MaxValue;
                        if (transitionPriority <= bestPriority && m_enqueuedActions.Contains(transition.Name) &&
                            (transition.Conditions.Count == 0 || transition.Evaluate()))
                        {
                            transitionId = transition.Id;
                            nextNode     = transition.TargetNode;
                            bestPriority = transitionPriority;
                        }
                    }
                }
                // transitions checking conditions
                if (nextNode == null)
                {
                    nextNode = CurrentNode.QueryNewState(false, out transitionId);
                }
                // now try to transfer from one state to another
                if (nextNode != null)
                {
                    //var fromNode = CurrentNode;
                    var transitionWithStart = m_transitions[transitionId];

                    CurrentNode = nextNode;
                    NotifyStateChanged(transitionWithStart);
                }
            } while (nextNode != null &&    // we changed state
                     CurrentNode.PassThrough && // we want to pass through
                     maxPassThrough-- > 0); // safety, prevent infinite loop caused by wrong data

            m_enqueuedActions.Clear();
            if (CurrentNode != null)
            {
                CurrentNode.OnUpdate(this);
            }
        }
 public static void InsertEntity_ImplementationPostfix(long entityId, ref MyConcurrentHashSet <long> ___m_containedEntities, ref MySafeZone __instance)
 {
     if (___m_containedEntities.Contains(entityId))
     {
         return;
     }
     if (MyEntities.TryGetEntityById(entityId, out var top))
     {
         top.SetSafeZone(__instance);
     }
 }
Пример #3
0
        /// <summary>
        /// Adds newly added grids to cache and update count to meet change
        /// </summary>
        /// <param name="entity"></param>
        private void MyEntitiesOnOnEntityAdd(MyEntity entity)
        {
            if (!BlockLimiterConfig.Instance.EnableLimits)
            {
                return;
            }

            if (!(entity is MyCubeGrid grid))
            {
                return;
            }

            if (grid.Projector != null || grid.IsPreview)
            {
                return;
            }
            // Do Not Add to grid cache at this point to allow MyCubeGridsOnBlockBuild to add and prevent double counts
            var blocks = grid.CubeBlocks;

            GridCache.AddGrid(grid);
            foreach (var block in blocks)
            {
                if (_justAdded.Contains(block))
                {
                    _justAdded.Remove(block);
                    continue;
                }
                _justAdded.Add(block);
                Block.IncreaseCount(block.BlockDefinition,
                                    block.BuiltBy == block.OwnerId
                        ? new List <long> {
                    block.BuiltBy
                }
                        : new List <long> {
                    block.BuiltBy, block.OwnerId
                }, 1, grid.EntityId);
            }
        }
Пример #4
0
        /// <summary>
        /// Expands current node with given cursor.
        /// First enquedAction is taking place then any valid transition.
        /// Cursor is being transitioned to result of expansion.
        /// Override this for custom behavior.
        /// </summary>
        protected virtual void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet <MyStringId> enquedActions, int passThrough)
        {
            MyStateMachineTransition nextTransition;

            do
            {
                // Try to find best transition across enquedActions
                // Does not need to be evaluated one.
                nextTransition = null;
                var transitions = cursor.Node.OutTransitions;

                if (enquedActions.Count > 0)
                {
                    int bestPriority = int.MaxValue;

                    for (var i = 0; i < transitions.Count; i++)
                    {
                        int transitionPriority = transitions[i].Priority ?? int.MaxValue;
                        if (enquedActions.Contains(transitions[i].Name) && transitionPriority <= bestPriority &&
                            (transitions[i].Conditions.Count == 0 || transitions[i].Evaluate()))
                        {
                            nextTransition = transitions[i];
                            bestPriority   = transitionPriority;
                        }
                    }
                }

                if (nextTransition == null)
                {
                    // Try to find valid transition to next state
                    nextTransition = cursor.Node.QueryNextTransition();
                }

                // Transition into next state
                if (nextTransition != null)
                {
                    cursor.FollowTransition(nextTransition);
                }
            } while (nextTransition != null && cursor.Node.PassThrough && passThrough-- > 0);
        }
Пример #5
0
 public bool Contains(T item)
 {
     return(_hashSet.Contains(item));
 }
Пример #6
0
        /// <summary>
        /// Expands current node with given cursor.
        /// First enquedAction is taking place then any valid transition.
        /// Cursor is being transitioned to result of expansion.
        /// Override this for custom behavior.
        /// </summary>
        protected virtual void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions, int passThrough)
        {
            MyStateMachineTransition nextTransition;

            do
            {
                // Try to find best transition across enquedActions
                // Does not need to be evaluated one.
                nextTransition = null;
                var transitions = cursor.Node.OutTransitions;

                if (enquedActions.Count > 0)
                {
                    int bestPriority = int.MaxValue;

                    for (var i = 0; i < transitions.Count; i++)
                    {
                        int transitionPriority = transitions[i].Priority ?? int.MaxValue;
                        if (enquedActions.Contains(transitions[i].Name) && transitionPriority <= bestPriority &&
                            (transitions[i].Conditions.Count == 0 || transitions[i].Evaluate()))
                        {
                            nextTransition = transitions[i];
                            bestPriority = transitionPriority;
                        }
                    }
                }

                if (nextTransition == null)
                {
                    // Try to find valid transition to next state
                    nextTransition = cursor.Node.QueryNextTransition();
                }

                // Transition into next state
                if (nextTransition != null)
                    cursor.FollowTransition(nextTransition);

            } while (nextTransition != null && cursor.Node.PassThrough && passThrough-- > 0);   
        }
Пример #7
0
        //public static HashSet<MyEntity> UnregisteredEntities = new HashSet<MyEntity>();


        public static void CheckAndConcealEntities( )
        {
            if (_checkConceal)
            {
                return;
            }

            _checkConceal = true;
            try
            {
                List <MyPlayer> players;

                try
                {
                    players = MySession.Static.Players.GetOnlinePlayers().ToList();
                }
                catch (Exception ex)
                {
                    Essentials.Log.Error(ex, "Error getting players list.  Check and Conceal failed: {0}");
                    return;
                }

                foreach (GridGroup group in GridGroup.GetAllGroups(GridLinkTypeEnum.Logical))
                {
                    //we're using grid groups so that multi-part pirate ships don't lose pieces
                    if (!PluginSettings.Instance.DynamicConcealPirates)
                    {
                        if (group.Parent.GetOwner() == "Space Pirates")
                        {
                            if (PluginSettings.Instance.DynamicShowMessages)
                            {
                                Essentials.Log.Info($"Not concealing pirate owned grid {group.Parent.EntityId} -> {group.Parent.DisplayName}.");
                            }
                            continue;
                        }
                    }
                    foreach (MyCubeGrid grid in group.Grids)
                    {
                        if (grid.Physics == null)               //projection
                        {
                            continue;
                        }

                        //if ( UnregisteredEntities.Contains( (MyEntity)grid ) )
                        //    continue;

                        if (RemovedGrids.Contains(grid.EntityId))
                        {
                            continue;
                        }

                        if (grid.GridSizeEnum != MyCubeSize.Small)
                        {
                            if (grid.IsStatic && !PluginSettings.Instance.ConcealIncludeStations)
                            {
                                continue;
                            }
                            if (!PluginSettings.Instance.ConcealIncludeLargeGrids)
                            {
                                continue;
                            }
                        }

                        if (players.Any(x => Vector3D.Distance(x.GetPosition(), grid.PositionComp.GetPosition()) < PluginSettings.Instance.DynamicConcealDistance))
                        {
                            continue;
                        }

                        if (ProcessDockingZone.ZoneCache.Any(x => Vector3D.Distance(x.GetPosition(), grid.PositionComp.GetPosition()) < 100))
                        {
                            continue;
                        }

                        if (CheckConcealBlockRules(grid))
                        {
                            continue;
                        }

                        ConcealEntity(grid);
                    }
                }
            }
            catch (Exception ex)
            {
                Essentials.Log.Error(ex);
            }
            finally
            {
                _checkConceal = false;
            }
        }