public override bool FindHome(CommNode from, CommPath path = null) { bool value = true; for (int i = 0; i < Sequence_FindHome.Early.Count; i++) { try { value = AndOr(value, Sequence_FindHome.Early[i].Invoke(from, path), Sequence_FindHome.MetaDict[Sequence_FindHome.Early[i]]); } catch (Exception ex) { Debug.LogError(ex); } } for (int i = 0; i < Sequence_FindHome.Late.Count; i++) { try { value = AndOr(value, Sequence_FindHome.Late[i].Invoke(from, path), Sequence_FindHome.MetaDict[Sequence_FindHome.Late[i]]); } catch (Exception ex) { Debug.LogError(ex); } } //if (value == true) value &= base.FindHome(from, path); for (int i = 0; i < Sequence_FindHome.Post.Count; i++) { try { value = AndOr(value, Sequence_FindHome.Post[i].Invoke(from, path), Sequence_FindHome.MetaDict[Sequence_FindHome.Post[i]]); } catch (Exception ex) { Debug.LogError(ex); } } return(value); }
public bool HasConnectionToControl(Vessel vessel) { if (!IsEnabled) { return(true); } if (vessel == null) // null check to handle fringe instances where connection is checked after nullified { return(false); } // IsConnected is only set to true on the active vessel, so we have to manually // call the FindHome method to evaluate the home connection. // WARNING: In stock this will only work for vessels with a relay antenna installed. // This is a limitation put in place to improve performance in the stock game, and // there isn't a very good way around it. if (!vessel.isActiveVessel) { var net = CommNetNetwork.Instance.CommNet; tempPath = new CommPath(); net.FindClosestControlSource(vessel.Connection.Comm, tempPath); return(tempPath.signalStrength > 0 || vessel.CurrentControlLevel >= Vessel.ControlLevel.PARTIAL_MANNED); } return(vessel.Connection.IsConnected || vessel.CurrentControlLevel >= Vessel.ControlLevel.PARTIAL_MANNED); }
public bool HasConnectionToHome(Vessel vessel) { if (!IsEnabled) { return(true); } if (!IsCommnetParticipant(vessel)) { return(false); } // IsConnectedHome is only set to true on the active vessel, so we have to manually // call the FindHome method to evaluate the home connection. // WARNING: In stock this will only work for vessels with a relay antenna installed. // This is a limitation put in place to improve performance in the stock game, and // there isn't a very good way around it. if (!vessel.isActiveVessel) { var net = CommNetNetwork.Instance.CommNet; tempPath = new CommPath(); net.FindHome(vessel.Connection.Comm, tempPath); return(tempPath.signalStrength > 0); } return(vessel.Connection.IsConnectedHome); }
public override CommNode FindClosestWhere(CommNode start, CommPath path, Func <CommNode, CommNode, bool> where) { CommNode value; for (int i = 0; i < Sequence_FindClosestWhere.Early.Count; i++) { try { Sequence_FindClosestWhere.Early[i].Invoke(start, path, where); } catch (Exception ex) { Debug.LogError(ex); } } for (int i = 0; i < Sequence_FindClosestWhere.Late.Count; i++) { try { Sequence_FindClosestWhere.Late[i].Invoke(start, path, where); } catch (Exception ex) { Debug.LogError(ex); } } value = base.FindClosestWhere(start, path, where); for (int i = 0; i < Sequence_FindClosestWhere.Post.Count; i++) { try { Sequence_FindClosestWhere.Post[i].Invoke(start, path, where); } catch (Exception ex) { Debug.LogError(ex); } } return(value); }
public override bool FindPath(CommNode start, CommPath path, CommNode end) { bool value = true; for (int i = 0; i < Sequence_FindPath.Early.Count; i++) { try { value = AndOr(value, Sequence_FindPath.Early[i].Invoke(start, path, end), Sequence_FindPath.MetaDict[Sequence_FindPath.Early[i]]); } catch (Exception ex) { Debug.LogError(ex); } } for (int i = 0; i < Sequence_FindPath.Late.Count; i++) { try { value = AndOr(value, Sequence_FindPath.Late[i].Invoke(start, path, end), Sequence_FindPath.MetaDict[Sequence_FindPath.Late[i]]); } catch (Exception ex) { Debug.LogError(ex); } } //if (value == true) value &= base.FindPath(start, path, end); for (int i = 0; i < Sequence_FindPath.Post.Count; i++) { try { value = AndOr(value, Sequence_FindPath.Post[i].Invoke(start, path, end), Sequence_FindPath.MetaDict[Sequence_FindPath.Post[i]]); } catch (Exception ex) { Debug.LogError(ex); } } return(value); }
public static bool IsCommReachable(ModuleTCA A, ModuleTCA B) { if (A == B) { return(true); } //if KerbNet is not enabled, always reachable if (!CommNetScenario.CommNetEnabled) { return(true); } //null checks if (A.vessel.Connection == null) { return(false); } if (B == null || B.vessel == null || B.vessel.Connection == null) { return(false); } //if it is locally controllable, it is also remotely controllable if (A.IsControllable) { return(true); } //check KerbNet path var start = A.vessel.Connection.Comm; var end = B.vessel.Connection.Comm; var path = new CommPath(); if (A.vessel.Connection.Comm.Net.FindPath(start, path, end)) { return(true); } //check direct ship2ship connection var sqrDist = (start.precisePosition - end.precisePosition).sqrMagnitude; var offset = start.distanceOffset + end.distanceOffset; if (!offset.Equals(0)) { offset = Math.Sqrt(sqrDist) + offset; sqrDist = offset > 0 ? offset * offset : 0; } return(CommNetScenario.RangeModel .InRange(Math.Max(start.antennaTransmit.power, start.antennaRelay.power), Math.Max(end.antennaTransmit.power, end.antennaRelay.power), sqrDist)); }
public bool HasConnection(Vessel vessel1, Vessel vessel2) { if (!IsEnabled) { return(true); } // We next need to query the network to find a connection between the two vessels. // I found no exposed method for accessing cached paths directly, other than the // control path. // WARNING: In stock this will only work for vessels with a relay antenna installed. // This is a limitation put in place to improve performance in the stock game, and // there isn't a very good way around it. var net = CommNetNetwork.Instance.CommNet; tempPath = new CommPath(); return(vessel1.id == vessel2.id || net.FindPath(vessel1.Connection.Comm, tempPath, vessel2.Connection.Comm) || net.FindPath(vessel2.Connection.Comm, tempPath, vessel1.Connection.Comm)); }
protected override void UpdateDisplay() { base.UpdateDisplay(); if (CommNetNetwork.Instance == null) { return; } if (CommNetUI.Mode == CommNetUI.DisplayMode.None) { return; } List <Vector3> targetPoints = new List <Vector3>(); List <Vector3> cone3Points = new List <Vector3>(); List <Vector3> cone10Points = new List <Vector3>(); // We COULD but do not need to rewrite how CommNetUI displays its normal link stuff. // Let's just get started by displaying antenna cones for now, for nodes the UI asks about. CommNetwork commNet = CommNetNetwork.Instance.CommNet; CommNetVessel commNetVessel = null; CommNode commNode = null; CommPath commPath = null; if (this.vessel != null && this.vessel.connection != null && this.vessel.connection.Comm.Net != null) { commNetVessel = this.vessel.connection; commNode = commNetVessel.Comm; commPath = commNetVessel.ControlPath; } // Big switch statement seeking cases of nothing to do. switch (CommNetUI.Mode) { case DisplayMode.FirstHop: GatherAntennaCones(commNode as RACommNode, ref targetPoints, ref cone3Points, ref cone10Points); break; case CommNetUI.DisplayMode.VesselLinks: GatherAntennaCones(commNode as RACommNode, ref targetPoints, ref cone3Points, ref cone10Points); break; case CommNetUI.DisplayMode.Path: foreach (CommLink link in commPath) { GatherAntennaCones(link.start as RACommNode, ref targetPoints, ref cone3Points, ref cone10Points); } break; case CommNetUI.DisplayMode.Network: for (int i = 0; i < commNet.Count; i++) { CommNode node = commNet[i]; GatherAntennaCones(node as RACommNode, ref targetPoints, ref cone3Points, ref cone10Points); } break; } ScaledSpace.LocalToScaledSpace(targetPoints); CreateLine(ref targetLine, targetPoints); targetLine.name = "RACommNetUIVectorToTarget"; targetLine.SetColor(colorToTarget); targetLine.active = drawTarget; ScaledSpace.LocalToScaledSpace(cone3Points); CreateLine(ref cone3Line, cone3Points); cone3Line.name = "RACommNetUIVectorCone3dB"; // cone3Line.material = MapView.DottedLinesMaterial; cone3Line.SetColor(color3dB); cone3Line.active = drawCone3; ScaledSpace.LocalToScaledSpace(cone10Points); CreateLine(ref cone10Line, cone10Points); cone10Line.name = "RACommNetUIVectorCone10dB"; cone10Line.SetColor(color10dB); cone10Line.active = drawCone10; float width = draw3dLines ? lineWidth3D : lineWidth2D; targetLine.SetWidth(width); cone3Line.SetWidth(width); cone10Line.SetWidth(width); //Debug.LogFormat("Drawing lines in {0} with width {1} cone3Color {2}", draw3dLines ? "3D" : "2D", width, cone3Line.GetColor(0)); if (this.draw3dLines) { // Why do these calls NOT work? Nothing renders. targetLine.Draw3D(); cone3Line.Draw3D(); cone10Line.Draw3D(); } else { targetLine.Draw(); cone3Line.Draw(); cone10Line.Draw(); } }
/// <summary> /// Overrode UpdateDisplay() fully and add own customisations /// </summary> private void updateCustomisedView() { if (FlightGlobals.ActiveVessel == null) { this.useTSBehavior = true; } else { this.useTSBehavior = false; this.vessel = FlightGlobals.ActiveVessel; } if (this.vessel == null || this.vessel.connection == null || this.vessel.connection.Comm.Net == null) //revert to default display mode if saved mode is inconsistent in current situation { this.useTSBehavior = true; if (CustomModeTrackingStation != CustomDisplayMode.None) { if (CustomModeTrackingStation != CustomDisplayMode.Network && CustomModeTrackingStation != CustomDisplayMode.MultiPaths) { CustomModeTrackingStation = CustomDisplayMode.Network; ScreenMessages.PostScreenMessage(Localizer.Format("#autoLOC_118264", new string[] { Localizer.Format(CustomModeTrackingStation.displayDescription()) }), 5f); } } } if (this.useTSBehavior) { CNVCommNetUI.CustomMode = CNVCommNetUI.CustomModeTrackingStation; } else { CNVCommNetUI.CustomMode = CNVCommNetUI.CustomModeFlightMap; } CommNetwork net = CommNetNetwork.Instance.CommNet; CommNetVessel cnvessel = null; CommNode node = null; CommPath path = null; if (this.vessel != null && this.vessel.connection != null && this.vessel.connection.Comm.Net != null) { cnvessel = this.vessel.connection; node = cnvessel.Comm; path = cnvessel.ControlPath; } //work out which links to display int count = this.points.Count;//save previous value int numLinks = 0; switch (CNVCommNetUI.CustomMode) { case CNVCommNetUI.CustomDisplayMode.None: numLinks = 0; break; case CNVCommNetUI.CustomDisplayMode.FirstHop: case CNVCommNetUI.CustomDisplayMode.Path: if (cnvessel.ControlState == VesselControlState.Probe || cnvessel.ControlState == VesselControlState.Kerbal || path.Count == 0) { numLinks = 0; } else { if (CNVCommNetUI.CustomMode == CNVCommNetUI.CustomDisplayMode.FirstHop) { path.First.GetPoints(this.points); numLinks = 1; } else { path.GetPoints(this.points, true); numLinks = path.Count; } } break; case CNVCommNetUI.CustomDisplayMode.VesselLinks: numLinks = node.Count; node.GetLinkPoints(this.points); break; case CNVCommNetUI.CustomDisplayMode.Network: if (net.Links.Count == 0) { numLinks = 0; } else { numLinks = net.Links.Count; net.GetLinkPoints(this.points); } break; case CNVCommNetUI.CustomDisplayMode.MultiPaths: if (net.Links.Count == 0) { numLinks = 0; } else { CommPath newPath = new CommPath(); var nodes = net; var vessels = FlightGlobals.fetch.vessels; for (int i = 0; i < vessels.Count; i++) { var commnetvessel = vessels[i].connection; if (commnetvessel == null) // like flag { continue; } SetPrivatePropertyValue <CommNetVessel>(commnetvessel, "unloadedDoOnce", true); //network update is done only once for unloaded vessels so need to manually re-trigger every time //don't want to override CommNetVessel to just set the boolean flag if (!(commnetvessel.ControlState == VesselControlState.Probe || commnetvessel.ControlState == VesselControlState.Kerbal || commnetvessel.ControlPath == null || commnetvessel.ControlPath.Count == 0)) { for (int pathIndex = 0; pathIndex < commnetvessel.ControlPath.Count; pathIndex++) { var link = commnetvessel.ControlPath[pathIndex]; if (newPath.Find(x => x.a.precisePosition == link.a.precisePosition && x.b.precisePosition == link.b.precisePosition) == null) //not found in list of links to be displayed { newPath.Add(link); //laziness wins //KSP techincally does not care if path is consisted of non-continuous links or not } } } } path = newPath; path.GetPoints(this.points, true); numLinks = path.Count; } break; }// end of switch //check if nothing to display if (numLinks == 0) { if (this.line != null) { this.line.active = false; } this.points.Clear(); return; } if (this.line != null) { this.line.active = true; } else { this.refreshLines = true; } ScaledSpace.LocalToScaledSpace(this.points); //seem very important if (this.refreshLines || MapView.Draw3DLines != this.draw3dLines || count != this.points.Count || this.line == null) { this.CreateLine(ref this.line, this.points);//seems it is multiple separate lines not single continuous line this.draw3dLines = MapView.Draw3DLines; this.refreshLines = false; } //paint the links switch (CNVCommNetUI.CustomMode) { case CNVCommNetUI.CustomDisplayMode.FirstHop: { float lvl = Mathf.Pow((float)path.First.signalStrength, this.colorLerpPower); if (this.swapHighLow) { this.line.SetColor(Color.Lerp(this.colorHigh, this.colorLow, lvl), 0); } else { this.line.SetColor(Color.Lerp(this.colorLow, this.colorHigh, lvl), 0); } break; } case CNVCommNetUI.CustomDisplayMode.Path: case CNVCommNetUI.CustomDisplayMode.MultiPaths: { int linkIndex = numLinks; for (int i = linkIndex - 1; i >= 0; i--) { float lvl = Mathf.Pow((float)path[i].signalStrength, this.colorLerpPower); if (this.swapHighLow) { this.line.SetColor(Color.Lerp(this.colorHigh, this.colorLow, lvl), i); } else { this.line.SetColor(Color.Lerp(this.colorLow, this.colorHigh, lvl), i); } } break; } case CNVCommNetUI.CustomDisplayMode.VesselLinks: { var itr = node.Values.GetEnumerator(); int linkIndex = 0; while (itr.MoveNext()) { CommLink link = itr.Current; float lvl = Mathf.Pow((float)link.GetSignalStrength(link.a != node, link.b != node), this.colorLerpPower); if (this.swapHighLow) { this.line.SetColor(Color.Lerp(this.colorHigh, this.colorLow, lvl), linkIndex++); } else { this.line.SetColor(Color.Lerp(this.colorLow, this.colorHigh, lvl), linkIndex++); } } break; } case CNVCommNetUI.CustomDisplayMode.Network: { for (int i = numLinks - 1; i >= 0; i--) { CommLink commLink = net.Links[i]; float lvl = Mathf.Pow((float)net.Links[i].GetBestSignal(), this.colorLerpPower); if (this.swapHighLow) { this.line.SetColor(Color.Lerp(this.colorHigh, this.colorLow, lvl), i); } else { this.line.SetColor(Color.Lerp(this.colorLow, this.colorHigh, lvl), i); } } break; } } // end of switch if (this.draw3dLines) { this.line.SetWidth(this.lineWidth3D); this.line.Draw3D(); } else { this.line.SetWidth(this.lineWidth2D); this.line.Draw(); } }
/// <summary> /// Overrode UpdateDisplay() fully and add own customisations /// </summary> private void updateCustomisedView() { if (FlightGlobals.ActiveVessel == null) { this.useTSBehavior = true; } else { this.useTSBehavior = false; this.vessel = FlightGlobals.ActiveVessel; } if (this.vessel == null || this.vessel.connection == null || this.vessel.connection.Comm.Net == null) //revert to default display mode if saved mode is inconsistent in current situation { this.useTSBehavior = true; if (CustomModeTrackingStation != CustomDisplayMode.None) { if (CustomModeTrackingStation != CustomDisplayMode.Network && CustomModeTrackingStation != CustomDisplayMode.MultiPaths) { CustomModeTrackingStation = CustomDisplayMode.Network; ScreenMessages.PostScreenMessage(Localizer.Format("#autoLOC_118264", new string[] { Localizer.Format(CustomModeTrackingStation.displayDescription()) }), CNCSettings.ScreenMessageDuration); } } } if (CommNetNetwork.Instance == null) { return; } if (this.useTSBehavior) { CNCCommNetUI.CustomMode = CNCCommNetUI.CustomModeTrackingStation; } else { CNCCommNetUI.CustomMode = CNCCommNetUI.CustomModeFlightMap; } CommNetwork net = CommNetNetwork.Instance.CommNet; CommNetVessel cnvessel = null; CommNode node = null; CommPath path = null; if (this.vessel != null && this.vessel.connection != null && this.vessel.connection.Comm.Net != null) { cnvessel = this.vessel.connection; node = cnvessel.Comm; path = cnvessel.ControlPath; } //work out which links to display int count = this.points.Count;//save previous value int numLinks = 0; bool pathLinkExist; switch (CNCCommNetUI.CustomMode) { case CNCCommNetUI.CustomDisplayMode.None: numLinks = 0; break; case CNCCommNetUI.CustomDisplayMode.FirstHop: if (cnvessel.ControlState != VesselControlState.Probe && cnvessel.ControlState != VesselControlState.Kerbal && path != null) { if (path.Count != 0) { path.First.GetPoints(this.points); numLinks = 1; break; } } numLinks = 0; break; case CNCCommNetUI.CustomDisplayMode.Path: if (cnvessel.ControlState != VesselControlState.Probe && cnvessel.ControlState != VesselControlState.Kerbal && path != null) { if (path.Count != 0) { path.GetPoints(this.points, true); numLinks = path.Count; break; } } numLinks = 0; break; case CNCCommNetUI.CustomDisplayMode.VesselLinks: numLinks = node.Count; node.GetLinkPoints(this.points); break; case CNCCommNetUI.CustomDisplayMode.Network: if (net.Links.Count == 0) { numLinks = 0; } else { //net.GetLinkPoints(this.points); //numLinks = net.Links.Count; //KSP 1.8: Likely shader changes led to stackup of 2 or more lines illustrating overall brighter line //Workaround: collect unqiue lines as path path = new CommPath(); path.Capacity = net.Links.Count; for (int i = 0; i < net.Links.Count; i++) { pathLinkExist = false; for (int overallpathIndex = 0; overallpathIndex < path.Count; overallpathIndex++) //check if path has this link already { if (CNCCommNetwork.AreSame(path[overallpathIndex].a, net.Links[i].a) && CNCCommNetwork.AreSame(path[overallpathIndex].b, net.Links[i].b)) { pathLinkExist = true; break; } } if (!pathLinkExist) { path.Add(net.Links[i]); } } path.GetPoints(this.points, true); numLinks = path.Count; } break; case CNCCommNetUI.CustomDisplayMode.MultiPaths: if (net.Links.Count == 0) { numLinks = 0; } else { path = new CommPath(); path.Capacity = net.Links.Count; for (int i = 0; i < net.Count; i++) { if (net[i].isControlSource) //is it ground station/remote-control pilot? { continue; } var thisPath = new CommPath(); net.FindHome(net[i], thisPath); for (int controlpathIndex = 0; controlpathIndex < thisPath.Count; controlpathIndex++) { pathLinkExist = false; for (int overallpathIndex = 0; overallpathIndex < path.Count; overallpathIndex++) //check if overall path has this link already { if (CNCCommNetwork.AreSame(path[overallpathIndex].a, thisPath[controlpathIndex].a) && CNCCommNetwork.AreSame(path[overallpathIndex].b, thisPath[controlpathIndex].b)) { pathLinkExist = true; break; } } if (!pathLinkExist) { path.Add(thisPath[controlpathIndex]); } } } path.GetPoints(this.points, true); numLinks = path.Count; } break; }// end of switch //check if nothing to display if (numLinks == 0) { if (this.line != null) { this.line.active = false; } this.points.Clear(); return; } if (this.line != null) { this.line.active = true; } else { this.refreshLines = true; } ScaledSpace.LocalToScaledSpace(this.points); //seem very important if (!(!this.refreshLines && MapView.Draw3DLines == this.draw3dLines && count == this.points.Count && this.line != null)) { this.CreateLine(ref this.line, this.points);//seems it is multiple separate lines not single continuous line this.draw3dLines = MapView.Draw3DLines; this.refreshLines = false; } //paint the links switch (CNCCommNetUI.CustomMode) { case CNCCommNetUI.CustomDisplayMode.FirstHop: { this.line.SetColor(colorBlending(getConstellationColor(path.First.a, path.First.b), this.colorLow, Mathf.Pow((float)path.First.signalStrength, this.colorLerpPower)), 0); break; } case CNCCommNetUI.CustomDisplayMode.Path: case CNCCommNetUI.CustomDisplayMode.MultiPaths: { for (int i = numLinks - 1; i >= 0; i--) { this.line.SetColor(colorBlending(getConstellationColor(path[i].a, path[i].b), this.colorLow, Mathf.Pow((float)path[i].signalStrength, this.colorLerpPower)), i); } break; } case CNCCommNetUI.CustomDisplayMode.VesselLinks: { CommLink[] links = new CommLink[node.Count]; node.Values.CopyTo(links, 0); for (int i = 0; i < links.Length; i++) { this.line.SetColor(colorBlending(getConstellationColor(links[i].a, links[i].b), this.colorLow, Mathf.Pow((float)links[i].GetSignalStrength(links[i].a != node, links[i].b != node), this.colorLerpPower)), i); } break; } case CNCCommNetUI.CustomDisplayMode.Network: { //for (int i = numLinks - 1; i >= 0; i--) //{ // this.line.SetColor(colorBlending(getConstellationColor(net.Links[i].a, net.Links[i].b), // this.colorLow, // Mathf.Pow((float) net.Links[i].GetBestSignal(), this.colorLerpPower)), // i); //} for (int i = numLinks - 1; i >= 0; i--) { this.line.SetColor(colorBlending(getConstellationColor(path[i].a, path[i].b), this.colorLow, Mathf.Pow((float)path[i].GetBestSignal(), this.colorLerpPower)), i); } break; } } // end of switch if (this.draw3dLines) { this.line.SetWidth(this.lineWidth3D); this.line.Draw3D(); } else { this.line.SetWidth(this.lineWidth2D); this.line.Draw(); } }
bool IPublicCommNet.FindClosestControlSource(CommNode from, CommPath path) { return(this.FindClosestControlSource(from, path)); }
public bool HasConnection(Vessel vessel1, Vessel vessel2) { if (!IsEnabled) return true; // We next need to query the network to find a connection between the two vessels. // I found no exposed method for accessing chached paths directly, other than the // control path. // WARNING: In stock this will only work for vessels with a relay antenna installed. // This is a limitation put in place to improve performance in the stock game, and // there isn't a very good way around it. var net = CommNetNetwork.Instance.CommNet; tempPath = new CommPath(); return net.FindPath(vessel1.Connection.Comm, tempPath, vessel2.Connection.Comm) || net.FindPath(vessel2.Connection.Comm, tempPath, vessel1.Connection.Comm); }
public bool HasConnectionToControl(Vessel vessel) { if (!IsEnabled) return true; // IsConnected is only set to true on the active vessel, so we have to manually // call the FindHome method to evaluate the home connection. // WARNING: In stock this will only work for vessels with a relay antenna installed. // This is a limitation put in place to improve performance in the stock game, and // there isn't a very good way around it. if (!vessel.isActiveVessel) { var net = CommNetNetwork.Instance.CommNet; tempPath = new CommPath(); net.FindClosestControlSource(vessel.Connection.Comm, tempPath); return tempPath.signalStrength > 0 || vessel.CurrentControlLevel >= Vessel.ControlLevel.PARTIAL_MANNED; } return vessel.Connection.IsConnected || vessel.CurrentControlLevel >= Vessel.ControlLevel.PARTIAL_MANNED; }
// Render the CommNet presentation // This method has been created to modify line color private void UpdateView() { CommNetwork net = CommNetNetwork.Instance.CommNet; CommNetVessel cnvessel = null; CommNode node = null; CommPath path = null; if (vessel != null && vessel.connection != null && vessel.connection.Comm.Net != null) { cnvessel = vessel.connection; node = cnvessel.Comm; path = cnvessel.ControlPath; } // Work out how many connections to paint int numLinks = 0; int count = points.Count; switch (Mode) { case DisplayMode.None: { numLinks = 0; break; } case DisplayMode.FirstHop: { if (cnvessel.ControlState == VesselControlState.Probe || cnvessel.ControlState == VesselControlState.Kerbal || path == null || path.Count == 0) { numLinks = 0; } else { path.First.GetPoints(points); numLinks = 1; } break; } case DisplayMode.Path: { if (cnvessel.ControlState == VesselControlState.Probe || cnvessel.ControlState == VesselControlState.Kerbal || path == null || path.Count == 0) { numLinks = 0; } else { path.GetPoints(points, true); numLinks = path.Count; } break; } case DisplayMode.VesselLinks: { numLinks = node.Count; node.GetLinkPoints(points); break; } case DisplayMode.Network: { if (net.Links.Count == 0) { numLinks = 0; } else { numLinks = net.Links.Count; net.GetLinkPoints(points); } break; } } // Check if nothing to draw if (numLinks == 0) { if (line != null) { line.active = false; } points.Clear(); return; } else { // TODO: I'm not sure if I need the commented part below. //if (line != null) line.active = true; //else refreshLines = true; //ScaledSpace.LocalToScaledSpace(points); //if (refreshLines || MapView.Draw3DLines != draw3dLines || (count != points.Count || line == null)) //{ // CreateLine(ref line, points); // draw3dLines = MapView.Draw3DLines; // refreshLines = false; //} //paint eligible connections // Sample to create a customHighColor : // Color customHighColor = getConstellationColor(path.First.a, path.First.b); // If want custom color, alter colorHigh for customHighColor switch (Mode) { case DisplayMode.FirstHop: { float lvl = Mathf.Pow((float)path.First.signalStrength, colorLerpPower); if (swapHighLow) { line.SetColor(Color.Lerp(colorHigh, colorLow, lvl), 0); } else { line.SetColor(Color.Lerp(colorLow, colorHigh, lvl), 0); } break; } case DisplayMode.Path: { int linkIndex = numLinks; for (int i = linkIndex - 1; i >= 0; i--) { float lvl = Mathf.Pow((float)path[i].signalStrength, colorLerpPower); if (swapHighLow) { line.SetColor(Color.Lerp(colorHigh, colorLow, lvl), i); } else { line.SetColor(Color.Lerp(colorLow, colorHigh, lvl), i); } } break; } case DisplayMode.VesselLinks: { var itr = node.Values.GetEnumerator(); int linkIndex = 0; while (itr.MoveNext()) { CommLink link = itr.Current; float lvl = Mathf.Pow((float)link.GetSignalStrength(link.a != node, link.b != node), colorLerpPower); if (swapHighLow) { line.SetColor(Color.Lerp(colorHigh, colorLow, lvl), linkIndex++); } else { line.SetColor(Color.Lerp(colorLow, colorHigh, lvl), linkIndex++); } } break; } case DisplayMode.Network: { int linkIndex = numLinks; while (linkIndex-- > 0) { CommLink commLink = net.Links[linkIndex]; float t2 = Mathf.Pow((float)net.Links[linkIndex].GetBestSignal(), colorLerpPower); if (swapHighLow) { line.SetColor(Color.Lerp(colorHigh, colorLow, t2), linkIndex); } else { line.SetColor(Color.Lerp(colorLow, colorHigh, t2), linkIndex); } } break; } } } }
/// <summary> /// Overrode UpdateDisplay() fully and add own customisations /// </summary> private void updateCustomisedView() { if (FlightGlobals.ActiveVessel == null) { this.useTSBehavior = true; } else { this.useTSBehavior = false; this.vessel = FlightGlobals.ActiveVessel; } if (this.vessel == null || this.vessel.connection == null || this.vessel.connection.Comm.Net == null) //revert to default display mode if saved mode is inconsistent in current situation { this.useTSBehavior = true; if (CustomModeTrackingStation != CustomDisplayMode.None) { if (CustomModeTrackingStation != CustomDisplayMode.Network && CustomModeTrackingStation != CustomDisplayMode.MultiPaths) { CustomModeTrackingStation = CustomDisplayMode.Network; ScreenMessages.PostScreenMessage(Localizer.Format("#autoLOC_118264", new string[] { Localizer.Format(CustomModeTrackingStation.displayDescription()) }), CNCSettings.ScreenMessageDuration); } } } if (this.useTSBehavior) { CNCCommNetUI.CustomMode = CNCCommNetUI.CustomModeTrackingStation; } else { CNCCommNetUI.CustomMode = CNCCommNetUI.CustomModeFlightMap; } CommNetwork net = CommNetNetwork.Instance.CommNet; CommNetVessel cnvessel = null; CommNode node = null; CommPath path = null; if (this.vessel != null && this.vessel.connection != null && this.vessel.connection.Comm.Net != null) { cnvessel = this.vessel.connection; node = cnvessel.Comm; path = cnvessel.ControlPath; } //work out which links to display int count = this.points.Count;//save previous value int numLinks = 0; bool pathLinkExist; switch (CNCCommNetUI.CustomMode) { case CNCCommNetUI.CustomDisplayMode.None: numLinks = 0; break; case CNCCommNetUI.CustomDisplayMode.FirstHop: case CNCCommNetUI.CustomDisplayMode.Path: if (cnvessel.ControlState == VesselControlState.Probe || cnvessel.ControlState == VesselControlState.Kerbal || path.Count == 0) { numLinks = 0; } else { if (CNCCommNetUI.CustomMode == CNCCommNetUI.CustomDisplayMode.FirstHop) { path.First.GetPoints(this.points); numLinks = 1; } else { path.GetPoints(this.points, true); numLinks = path.Count; } } break; case CNCCommNetUI.CustomDisplayMode.VesselLinks: numLinks = node.Count; node.GetLinkPoints(this.points); break; case CNCCommNetUI.CustomDisplayMode.Network: if (net.Links.Count == 0) { numLinks = 0; } else { numLinks = net.Links.Count; net.GetLinkPoints(this.points); } break; case CNCCommNetUI.CustomDisplayMode.MultiPaths: if (net.Links.Count == 0) { numLinks = 0; } else { path = new CommPath(); path.Capacity = net.Links.Count; var vessels = CNCCommNetScenario.Instance.getCommNetVessels(); //TODO: replace it with CNM for (int i = 0; i < vessels.Count; i++) { vessels[i].computeUnloadedUpdate(); //network update is done only once for unloaded vessels so need to manually re-trigger every time //is vessel real/alive? if (!(vessels[i].ControlState == VesselControlState.Probe || vessels[i].ControlState == VesselControlState.Kerbal || vessels[i].ControlPath == null || vessels[i].ControlPath.Count == 0)) { //add each link in control path to overall path for (int controlpathIndex = 0; controlpathIndex < vessels[i].ControlPath.Count; controlpathIndex++) { pathLinkExist = false; for (int overallpathIndex = 0; overallpathIndex < path.Count; overallpathIndex++) //check if overall path has this link already { if (CNCCommNetwork.AreSame(path[overallpathIndex].a, vessels[i].ControlPath[controlpathIndex].a) && CNCCommNetwork.AreSame(path[overallpathIndex].b, vessels[i].ControlPath[controlpathIndex].b)) { pathLinkExist = true; break; } } if (!pathLinkExist) { path.Add(vessels[i].ControlPath[controlpathIndex]); //laziness wins //KSP techincally does not care if path is consisted of non-continuous links or not } } } } path.GetPoints(this.points, true); numLinks = path.Count; } break; }// end of switch //check if nothing to display if (numLinks == 0) { if (this.line != null) { this.line.active = false; } this.points.Clear(); return; } if (this.line != null) { this.line.active = true; } else { this.refreshLines = true; } ScaledSpace.LocalToScaledSpace(this.points); //seem very important if (this.refreshLines || MapView.Draw3DLines != this.draw3dLines || count != this.points.Count || this.line == null) { this.CreateLine(ref this.line, this.points);//seems it is multiple separate lines not single continuous line this.draw3dLines = MapView.Draw3DLines; this.refreshLines = false; } //paint the links switch (CNCCommNetUI.CustomMode) { case CNCCommNetUI.CustomDisplayMode.FirstHop: { this.line.SetColor(colorBlending(getConstellationColor(path.First.a, path.First.b), this.colorLow, Mathf.Pow((float)path.First.signalStrength, this.colorLerpPower)), 0); break; } case CNCCommNetUI.CustomDisplayMode.Path: case CNCCommNetUI.CustomDisplayMode.MultiPaths: { for (int i = numLinks - 1; i >= 0; i--) { this.line.SetColor(colorBlending(getConstellationColor(path[i].a, path[i].b), this.colorLow, Mathf.Pow((float)path[i].signalStrength, this.colorLerpPower)), i); } break; } case CNCCommNetUI.CustomDisplayMode.VesselLinks: { CommLink[] links = new CommLink[node.Count]; node.Values.CopyTo(links, 0); for (int i = 0; i < links.Length; i++) { this.line.SetColor(colorBlending(getConstellationColor(links[i].a, links[i].b), this.colorLow, Mathf.Pow((float)links[i].GetSignalStrength(links[i].a != node, links[i].b != node), this.colorLerpPower)), i); } break; } case CNCCommNetUI.CustomDisplayMode.Network: { for (int i = numLinks - 1; i >= 0; i--) { this.line.SetColor(colorBlending(getConstellationColor(net.Links[i].a, net.Links[i].b), this.colorLow, Mathf.Pow((float)net.Links[i].GetBestSignal(), this.colorLerpPower)), i); } break; } } // end of switch if (this.draw3dLines) { this.line.SetWidth(this.lineWidth3D); this.line.Draw3D(); } else { this.line.SetWidth(this.lineWidth2D); this.line.Draw(); } }
CommNode IPublicCommNet.FindClosestWhere(CommNode start, CommPath path, Func <CommNode, CommNode, bool> where) { return(this.FindClosestWhere(start, path, where)); }
bool IPublicCommNet.FindHome(CommNode from, CommPath path) { return(this.FindHome(from, path)); }
bool IPublicCommNet.FindPath(CommNode start, CommPath path, CommNode end) { return(this.FindPath(start, path, end)); }