/// <summary>
 /// Return the vessel ids of the OTHER vessels that are far, dead, in safety bubble, and being updated by us.
 /// We use this list to relase the locks as we shouldn't update them
 /// </summary>
 /// <returns></returns>
 private static IEnumerable <Guid> GetSecondaryVesselIdsThatShouldBeReleased()
 {
     return(FlightGlobals.Vessels
            .Where(v => v.id != FlightGlobals.ActiveVessel.id &&
                   SystemsContainer.Get <LockSystem>().LockIsOurs($"update-{v.id}") &&
                   (!v.loaded || v.state == Vessel.State.DEAD ||
                    VesselCommon.IsInSafetyBubble(v)))
            .Select(v => v.id));
 }
Beispiel #2
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 /// <summary>
 /// Return the OTHER vessel ids of the vessels that are loaded (close to us) not dead and not in safety bubble.
 /// </summary>
 /// <returns></returns>
 private static IEnumerable <Guid> GetValidSecondaryVesselIds()
 {
     return(FlightGlobals.Vessels
            .Where(v => v.loaded && v.state != Vessel.State.DEAD &&
                   (v.id != FlightGlobals.ActiveVessel.id) &&
                   !VesselCommon.IsInSafetyBubble(v) &&
                   !LockSystem.Singleton.LockExists("update-" + v.id))
            .Select(v => v.id));
 }
 /// <summary>
 /// Return the OTHER vessel ids of the vessels that are loaded (close to us) not dead and not in safety bubble.
 /// </summary>
 /// <returns></returns>
 private static IEnumerable <Guid> GetValidSecondaryVesselIds()
 {
     return(FlightGlobals.Vessels
            .Where(v => v.loaded && v.state != Vessel.State.DEAD &&
                   v.id != FlightGlobals.ActiveVessel.id &&
                   !VesselCommon.IsInSafetyBubble(v) &&
                   !SystemsContainer.Get <LockSystem>().LockExists($"update-{v.id}"))
            .Select(v => v.id));
 }
 /// <summary>
 /// Return the vessel ids of the OTHER vessels that are far, dead, in safety bubble, and being updated by us.
 /// We use this list to relase the locks as we shouldn't update them
 /// </summary>
 /// <returns></returns>
 private static IEnumerable <Guid> GetSecondaryVesselIdsThatShouldBeReleased()
 {
     return(FlightGlobals.Vessels
            .Where(v => v.id != FlightGlobals.ActiveVessel.id &&
                   LockSystem.LockQuery.UpdateLockBelongsToPlayer(v.id, SettingsSystem.CurrentSettings.PlayerName) &&
                   (!v.loaded || v.state == Vessel.State.DEAD ||
                    VesselCommon.IsInSafetyBubble(v)))
            .Select(v => v.id));
 }
Beispiel #5
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 /// <summary>
 /// Return the OTHER vessel ids of the vessels that are unloadedloaded not dead, not in safety bubble
 /// and that nobody has the unloaded update or update lock
 /// </summary>
 private static IEnumerable <Guid> GetValidUnloadedVesselIds()
 {
     return(FlightGlobals.Vessels
            .Where(v => v != null && v.state != Vessel.State.DEAD && !v.loaded && v.vesselType != VesselType.Flag &&
                   v.id != FlightGlobals.ActiveVessel?.id &&
                   !VesselCommon.IsInSafetyBubble(v) &&
                   !LockSystem.LockQuery.UnloadedUpdateLockExists(v.id) &&
                   !LockSystem.LockQuery.UpdateLockExists(v.id))
            .Select(v => v.id));
 }
        /// <summary>
        /// Removes the vessels that are inside the safety bubble
        /// </summary>
        public void RemoveVesselsInSafetyBubble()
        {
            foreach (var vessel in FlightGlobals.Vessels.ToArray())
            {
                if (vessel != null && VesselCommon.IsInSafetyBubble(vessel) && FlightGlobals.ActiveVessel?.id != vessel.id)
                {
                    LunaLog.Log($"[LMP]: Killing vessel {vessel.id} because it's inside safety bubble");

                    UnloadVesselFromGame(vessel);
                    KillGivenVessel(vessel);
                    UnloadVesselFromScenario(vessel);
                }
            }
        }
Beispiel #7
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        /// <summary>
        /// Return the OTHER vessel ids of the vessels that are loaded (close to us) not dead and not in safety bubble.
        /// </summary>
        /// <returns></returns>
        private static IEnumerable <Guid> GetValidSecondaryVesselIds()
        {
            //An spectator should never have Update/UnloadedUpdate locks
            if (VesselCommon.IsSpectating)
            {
                return(new Guid[0]);
            }

            return(FlightGlobals.VesselsLoaded
                   .Where(v => v != null && v.state != Vessel.State.DEAD &&
                          v.id != FlightGlobals.ActiveVessel?.id &&
                          !VesselCommon.IsInSafetyBubble(v) &&
                          !LockSystem.LockQuery.UpdateLockExists(v.id))
                   .Select(v => v.id));
        }
Beispiel #8
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        /// <summary>
        /// Return the vessel ids of the OTHER vessels that are far, dead, in safety bubble, and being updated by us.
        /// We use this list to relase the locks as we shouldn't update them
        /// </summary>
        /// <returns></returns>
        private static IEnumerable <Guid> GetSecondaryVesselIdsThatShouldBeReleased()
        {
            //An spectator should never have Update/UnloadedUpdate locks
            if (VesselCommon.IsSpectating)
            {
                return(LockSystem.LockQuery.GetAllUpdateLocks(SettingsSystem.CurrentSettings.PlayerName)
                       .Select(l => l.VesselId)
                       .Union(LockSystem.LockQuery.GetAllUnloadedUpdateLocks(SettingsSystem.CurrentSettings.PlayerName)
                              .Select(l => l.VesselId)));
            }

            return(FlightGlobals.Vessels
                   .Where(v => v.id != FlightGlobals.ActiveVessel?.id &&
                          LockSystem.LockQuery.UpdateLockBelongsToPlayer(v.id, SettingsSystem.CurrentSettings.PlayerName) &&
                          (!v.loaded || v.state == Vessel.State.DEAD ||
                           VesselCommon.IsInSafetyBubble(v)))
                   .Select(v => v.id));
        }
Beispiel #9
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        private static string GetCurrentShipStatus()
        {
            var bodyName = VesselCommon.IsInSafetyBubble(FlightGlobals.ActiveVessel) ? "safety bubble" : FlightGlobals.ActiveVessel.mainBody.bodyName;

            switch (FlightGlobals.ActiveVessel.situation)
            {
            case Vessel.Situations.DOCKED:
                return($"Docked above {bodyName}");

            case Vessel.Situations.ESCAPING:
                if (FlightGlobals.ActiveVessel.orbit.timeToPe < 0)
                {
                    return($"Escaping {bodyName}");
                }
                return($"Encountering {bodyName}");

            case Vessel.Situations.FLYING:
                return($"Flying above {bodyName}");

            case Vessel.Situations.LANDED:
                return($"Landed on {bodyName}");

            case Vessel.Situations.ORBITING:
                return($"Orbiting {bodyName}");

            case Vessel.Situations.PRELAUNCH:
                return($"Launching from {bodyName}");

            case Vessel.Situations.SPLASHED:
                return($"Splashed on {bodyName}");

            case Vessel.Situations.SUB_ORBITAL:
                if (FlightGlobals.ActiveVessel.verticalSpeed > 0)
                {
                    return($"Ascending from {bodyName}");
                }
                return($"Descending to {bodyName}");

            default:
                return("Error");
            }
        }
Beispiel #10
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        /// <summary>
        /// The debris that is on the safety bubble SHOULD NEVER be synced with the server and at the same time
        /// it won't exist for any other player so here we just remove it in a routine
        /// </summary>
        private void RemoveSafetyBubbleDebris()
        {
            if (!HighLogic.LoadedSceneIsFlight)
            {
                return;
            }

            DebrisInSafetyBubbleToRemove.Clear();
            DebrisInSafetyBubbleToRemove.AddRange(FlightGlobals.Vessels.Where(v => v != null && v.state == Vessel.State.INACTIVE && v.vesselType != VesselType.Flag &&
                                                                              v.id != FlightGlobals.ActiveVessel?.id && VesselCommon.IsInSafetyBubble(v)));
            foreach (var vessel in DebrisInSafetyBubbleToRemove)
            {
                if (vessel == null)
                {
                    continue;
                }

                LunaLog.Log($"[LMP]: Vessel {vessel.id} name {vessel.vesselName} it's an inactive vessel inside the safety bubble.");
                KillVessel(vessel.id);
            }
        }