public override bool Load(ConfigNode configNode)
        {
            // Load base class
            bool valid = base.Load(configNode);

            valid &= ConfigNodeUtil.ParseValue <double>(configNode, "minSignalDelay", ref minSignalDelay, this, 0.0, x => Validation.GE(x, 0.0));
            valid &= ConfigNodeUtil.ParseValue <double>(configNode, "maxSignalDelay", ref maxSignalDelay, this, double.MaxValue, x => Validation.GE(x, 0.0));
            valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "minSignalDelay", "maxSignalDelay" }, this);

            return(valid);
        }
        public override bool Load(ConfigNode configNode)
        {
            // Load base class
            bool valid = base.Load(configNode);

            valid &= ConfigNodeUtil.ParseValue <List <string> >(configNode, "parameter", x => parameter = x, this, new List <string>());
            valid &= ConfigNodeUtil.ParseValue <List <Kerbal> >(configNode, "kerbal", x => kerbals = x, this, new List <Kerbal>());
            valid &= ConfigNodeUtil.ParseValue <int>(configNode, "experience", x => experience = x, this, 1);
            valid &= ConfigNodeUtil.ParseValue <bool?>(configNode, "awardImmediately", x => awardImmediately = x.Value, this, (bool?)false);

            valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "parameter", "kerbal" }, this);

            return(valid);
        }
Beispiel #3
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        public override bool Load(ConfigNode configNode)
        {
            // Load base class
            bool valid = base.Load(configNode);

            // Before loading, verify the RemoteTech version
            valid &= Util.Version.VerifyRemoteTechVersion();

            valid &= ConfigNodeUtil.ParseValue <double>(configNode, "minSignalDelay", x => minSignalDelay = x, this, 0.0, x => Validation.GE(x, 0.0));
            valid &= ConfigNodeUtil.ParseValue <double>(configNode, "maxSignalDelay", x => maxSignalDelay = x, this, double.MaxValue, x => Validation.GE(x, 0.0));
            valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "minSignalDelay", "maxSignalDelay" }, this);

            return(valid);
        }
Beispiel #4
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        public static SpawnVessel Create(ConfigNode configNode, SpawnVesselFactory factory)
        {
            SpawnVessel spawnVessel = new SpawnVessel();

            ConfigNodeUtil.ParseValue <bool>(configNode, "deferVesselCreation", x => spawnVessel.deferVesselCreation = x, factory, false);

            bool valid = true;
            int  index = 0;

            foreach (ConfigNode child in ConfigNodeUtil.GetChildNodes(configNode, "VESSEL"))
            {
                DataNode dataNode = new DataNode("VESSEL_" + index++, factory.dataNode, factory);
                try
                {
                    ConfigNodeUtil.SetCurrentDataNode(dataNode);

                    VesselData vessel = new VesselData();

                    // Get name
                    if (child.HasValue("name"))
                    {
                        valid &= ConfigNodeUtil.ParseValue <string>(child, "name", x => vessel.name = x, factory);
                    }

                    // Get craft details
                    if (child.HasValue("craftURL"))
                    {
                        valid &= ConfigNodeUtil.ParseValue <string>(child, "craftURL", x => vessel.craftURL = x, factory);
                    }
                    if (child.HasValue("craftPart"))
                    {
                        valid &= ConfigNodeUtil.ParseValue <AvailablePart>(child, "craftPart", x => vessel.craftPart = x, factory);
                    }
                    valid &= ConfigNodeUtil.AtLeastOne(child, new string[] { "craftURL", "craftPart" }, factory);

                    valid &= ConfigNodeUtil.ParseValue <string>(child, "flagURL", x => vessel.flagURL = x, factory, (string)null);
                    valid &= ConfigNodeUtil.ParseValue <VesselType>(child, "vesselType", x => vessel.vesselType = x, factory, VesselType.Ship);

                    // Use an expression to default - then it'll work for dynamic contracts
                    if (!child.HasValue("targetBody"))
                    {
                        child.AddValue("targetBody", "@/targetBody");
                    }
                    valid &= ConfigNodeUtil.ParseValue <CelestialBody>(child, "targetBody", x => vessel.body = x, factory);

                    // Get landed stuff
                    if (child.HasValue("pqsCity"))
                    {
                        string pqsCityStr = null;
                        valid &= ConfigNodeUtil.ParseValue <string>(child, "pqsCity", x => pqsCityStr = x, factory);
                        if (pqsCityStr != null)
                        {
                            try
                            {
                                vessel.pqsCity = vessel.body.GetComponentsInChildren <PQSCity>(true).Where(pqs => pqs.name == pqsCityStr).First();
                            }
                            catch (Exception e)
                            {
                                LoggingUtil.LogError(typeof(WaypointGenerator), "Couldn't load PQSCity with name '" + pqsCityStr + "'");
                                LoggingUtil.LogException(e);
                                valid = false;
                            }
                        }
                        valid &= ConfigNodeUtil.ParseValue <Vector3d>(child, "pqsOffset", x => vessel.pqsOffset = x, factory, new Vector3d());

                        // Don't expect these to load anything, but do it to mark as initialized
                        valid &= ConfigNodeUtil.ParseValue <double>(child, "lat", x => vessel.latitude = x, factory, 0.0);
                        valid &= ConfigNodeUtil.ParseValue <double>(child, "lon", x => vessel.longitude = x, factory, 0.0);

                        // Do load alt and height
                        valid &= ConfigNodeUtil.ParseValue <double?>(child, "alt", x => vessel.altitude = x, factory, (double?)null);
                        valid &= ConfigNodeUtil.ParseValue <float>(child, "height", x => vessel.height = x, factory,
                                                                   !string.IsNullOrEmpty(vessel.craftURL) ? 0.0f : 2.5f);
                        vessel.orbiting = false;
                    }
                    else if (child.HasValue("lat") && child.HasValue("lon"))
                    {
                        valid &= ConfigNodeUtil.ParseValue <double>(child, "lat", x => vessel.latitude = x, factory);
                        valid &= ConfigNodeUtil.ParseValue <double>(child, "lon", x => vessel.longitude = x, factory);
                        valid &= ConfigNodeUtil.ParseValue <double?>(child, "alt", x => vessel.altitude = x, factory, (double?)null);
                        valid &= ConfigNodeUtil.ParseValue <float>(child, "height", x => vessel.height = x, factory,
                                                                   !string.IsNullOrEmpty(vessel.craftURL) ? 0.0f : 2.5f);
                        vessel.orbiting = false;
                    }
                    // Get orbit
                    else
                    {
                        valid          &= ConfigNodeUtil.ParseValue <Orbit>(child, "ORBIT", x => vessel.orbit = x, factory);
                        vessel.orbiting = true;
                    }

                    valid &= ConfigNodeUtil.ParseValue <float>(child, "heading", x => vessel.heading = x, factory, 0.0f);
                    valid &= ConfigNodeUtil.ParseValue <float>(child, "pitch", x => vessel.pitch = x, factory, 0.0f);
                    valid &= ConfigNodeUtil.ParseValue <float>(child, "roll", x => vessel.roll = x, factory, 0.0f);

                    // Get additional flags
                    valid &= ConfigNodeUtil.ParseValue <bool>(child, "owned", x => vessel.owned = x, factory, false);

                    // Handle the CREW nodes
                    foreach (ConfigNode crewNode in ConfigNodeUtil.GetChildNodes(child, "CREW"))
                    {
                        int count = 1;
                        valid &= ConfigNodeUtil.ParseValue <int>(crewNode, "count", x => count = x, factory, 1);
                        for (int i = 0; i < count; i++)
                        {
                            CrewData cd = new CrewData();

                            // Read crew details
                            valid &= ConfigNodeUtil.ParseValue <string>(crewNode, "name", x => cd.name = x, factory, (string)null);
                            valid &= ConfigNodeUtil.ParseValue <bool>(crewNode, "addToRoster", x => cd.addToRoster = x, factory, true);

                            // Check for unexpected values
                            valid &= ConfigNodeUtil.ValidateUnexpectedValues(crewNode, factory);

                            // Add the record
                            vessel.crew.Add(cd);
                        }
                    }

                    // Check for unexpected values
                    valid &= ConfigNodeUtil.ValidateUnexpectedValues(child, factory);

                    // Add to the list
                    spawnVessel.vessels.Add(vessel);
                }
                finally
                {
                    ConfigNodeUtil.SetCurrentDataNode(factory.dataNode);
                }
            }

            if (!configNode.HasNode("VESSEL"))
            {
                valid = false;
                LoggingUtil.LogError(factory, "SpawnVessel requires at least one VESSEL node.");
            }

            return(valid ? spawnVessel : null);
        }