Beispiel #1
0
        /// <summary>
        /// Get all the kerbal classes in the game. Doesn't include "tourist", since technically
        /// speaking that's not a class.
        /// </summary>
        /// <returns></returns>
        private static HashSet <string> FindKerbalClasses()
        {
            HashSet <string>       kerbalClasses = new HashSet <string>();
            ExperienceSystemConfig systemConfig  = new ExperienceSystemConfig();

            for (int traitIndex = 0; traitIndex < systemConfig.Categories.Count; ++traitIndex)
            {
                ExperienceTraitConfig traitConfig = systemConfig.Categories[traitIndex];
                Logging.Log("Adding kerbal class: " + traitConfig.Name);
                kerbalClasses.Add(traitConfig.Name);
            }
            kerbalClasses.Add(TouristClass); // since the game doesn't list "tourist" as an actual class
            return(kerbalClasses);
        }
Beispiel #2
0
        /// <summary>
        /// Get all kerbal effect types.
        /// </summary>
        /// <param name="kerbalClasses"></param>
        /// <returns></returns>
        private static HashSet <string> FindKerbalEffects()
        {
            HashSet <string>       kerbalEffects = new HashSet <string>();
            ExperienceSystemConfig systemConfig  = new ExperienceSystemConfig();

            for (int traitIndex = 0; traitIndex < systemConfig.Categories.Count; ++traitIndex)
            {
                ExperienceTraitConfig traitConfig = systemConfig.Categories[traitIndex];
                if (traitConfig.Effects == null)
                {
                    continue;
                }
                for (int effectIndex = 0; effectIndex < traitConfig.Effects.Count; ++effectIndex)
                {
                    ExperienceEffectConfig effectConfig = traitConfig.Effects[effectIndex];
                    if (!kerbalEffects.Contains(effectConfig.Name))
                    {
                        Logging.Log("Adding kerbal effect: " + effectConfig.Name);
                        kerbalEffects.Add(effectConfig.Name);
                    }
                }
            }
            return(kerbalEffects);
        }
        public override void SetVisible(bool newValue)
        {
            base.SetVisible(newValue);

            if (newValue)
            {
                trainees.Clear();
                newProfessions.Clear();

                //Get a list of available traits
                expSysConfig = new ExperienceSystemConfig();
                expSysConfig.LoadTraitConfigs();
                traitNames = expSysConfig.TraitNames.ToArray();

                //Filter the list if we have any blacklisted traits
                List <string> names = new List <string>();
                if (!string.IsNullOrEmpty(blacklistedTraits))
                {
                    for (int index = 0; index < traitNames.Length; index++)
                    {
                        if (blacklistedTraits.Contains(traitNames[index]) == false)
                        {
                            names.Add(traitNames[index]);
                        }
                    }
                    if (names.Count > 0)
                    {
                        traitNames = names.ToArray();
                    }
                    else
                    {
                        traitNames = null;
                    }
                }
                if (traitNames == null)
                {
                    return;
                }

                //Get the list of kerbals in the part that can be converted.
                int             totalCrew = this.part.protoModuleCrew.Count;
                ProtoCrewMember candidate;
                names.Clear();
                for (int index = 0; index < totalCrew; index++)
                {
                    candidate = this.part.protoModuleCrew[index];
                    if (string.IsNullOrEmpty(traitsAllowedToConvert))
                    {
                        trainees.Add(candidate.name, candidate);
                        names.Add(candidate.name);
                    }
                    else if (traitsAllowedToConvert.Contains(candidate.trait))
                    {
                        trainees.Add(candidate.name, candidate);
                        names.Add(candidate.name);
                    }
                }

                //Generate the list of names
                if (names.Count > 0)
                {
                    kerbalNames = names.ToArray();
                }
            }
        }
Beispiel #4
0
        // reads trait icon settings from config file
        private void LoadIcons()
        {
            Loaded = true;

            ExperienceSystemConfig esc = GameDatabase.Instance.ExperienceConfigs;

            traitSettings.Clear();
            ConfigNode node = GameDatabase.Instance.GetConfigNode("CommunityTraitIcons/CommunityTraitIcons/CommunityTraitIcons");

            if (node != null)
            {
                var nodes = node.GetNodes("Trait");

                for (int i = 0; i < nodes.Length; i++)
                {
                    if (!nodes[i].HasValue("name") || !nodes[i].HasValue("icon") || !nodes[i].HasValue("color"))
                    {
                        log("Invalid Trait node format - load failed - skipped");
                        continue;
                    }

                    string traitName = nodes[i].GetValue("name");
                    if (!esc.TraitNames.Contains(traitName) && !traitName.Equals("Unknown"))
                    {
                        log("Unused Trait - " + traitName + " - load skipped");
                        continue;
                    }

                    Texture2D icon = GameDatabase.Instance.GetTexture(nodes[i].GetValue("icon"), false);
                    if (icon == null)
                    {
                        log("Texture load failed: " + nodes[i].GetValue("icon"));
                        icon = GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/errorIcon", false);
                    }

                    var newTrait = new KerbalTraitSetting(
                        traitName,
                        icon,
                        parseColor(nodes[i], "color", XKCDColors.White)
                        );
                    try
                    {
                        traitSettings.Add(traitName, newTrait);
                    }
                    catch (Exception ex)
                    {
                        log("Error: {0}", ex.Message);
                    }
                }
            }
            else
            {
                log("Could not find trait settings config - using defaults");
                traitSettings.Add("Pilot", new KerbalTraitSetting("Pilot", GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/pilotIcon", false), XKCDColors.PastelRed));
                traitSettings.Add("Engineer", new KerbalTraitSetting("Engineer", GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/engineerIcon", false), XKCDColors.DarkYellow));
                traitSettings.Add("Scientist", new KerbalTraitSetting("Scientist", GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/scientistIcon", false), XKCDColors.DirtyBlue));
                traitSettings.Add("Tourist", new KerbalTraitSetting("Tourist", GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/touristIcon", false), XKCDColors.SapGreen));
            }

            if (!traitSettings.ContainsKey("Unknown"))
            {
                traitSettings.Add("Unknown", new KerbalTraitSetting("Unknown", GameDatabase.Instance.GetTexture("CommunityTraitIcons/Icons/questionIcon", false), XKCDColors.White));
            }
        }