Ejemplo n.º 1
0
        public void FixedUpdate()
        {
            //For each vessel in the watchlist, check to see if it reaches an atm density of 0.01 and if so, pre-recover it
            foreach (Guid id in new List <Guid>(StageWatchList))
            {
                Vessel vessel = FlightGlobals.Vessels.Find(v => v.id == id);
                if (vessel == null)
                {
                    StageWatchList.Remove(id);
                    continue;
                }
                if ((!vessel.loaded || vessel.packed) && vessel.altitude < cutoffAlt)
                {
                    Debug.Log("[SR] Vessel " + vessel.vesselName + " (" + id + ") is about to be destroyed. Pre-recovering Kerbals.");
                    RecoveryItem recItem = new RecoveryItem(vessel);

                    //Pre-recover the Kerbals
                    recItem.PreRecoverKerbals();

                    //Add the ship to the RecoveryQueue to be handled by the VesselDestroy event
                    instance.RecoveryQueue.Add(recItem);

                    // Debug.Log("[SR] Current RecoveryQueue size: " + instance.RecoveryQueue.Count);

                    StageWatchList.Remove(id);
                }
            }
        }
Ejemplo n.º 2
0
        public void FixedUpdate()
        {
            if (!sceneChangeComplete)
            {
                return;
            }
            //For each vessel in the watchlist, check to see if it reaches an atm density of 0.01 and if so, pre-recover it
            foreach (Guid id in new List <Guid>(StageWatchList))
            {
                Vessel vessel = FlightGlobals.Vessels.Find(v => v.id == id);
                if (vessel == null)
                {
                    StageWatchList.Remove(id);
                    continue;
                }
                if ((!vessel.loaded || vessel.packed) && vessel.mainBody == Planetarium.fetch.Home && vessel.altitude < cutoffAlt && vessel.altitude > 0)
                {
                    if (!SRShouldRecover(vessel))
                    {
                        StageWatchList.Remove(id);
                        continue;
                    }
                    Debug.Log($"[SR] Vessel {vessel.vesselName} ({id}) is about to be destroyed at altitude {vessel.altitude}. Pre-recovering Kerbals.");
                    RecoveryItem recItem = new RecoveryItem(vessel);

                    //Pre-recover the Kerbals
                    recItem.PreRecoverKerbals();

                    //Add the ship to the RecoveryQueue to be handled by the VesselDestroy event
                    RecoveryQueue.Add(recItem);

                    // Debug.Log("[SR] Current RecoveryQueue size: " + instance.RecoveryQueue.Count);

                    StageWatchList.Remove(id);
                }
            }

            //foreach (RecoveryItem recItem in new List<RecoveryItem>(RecoveryQueue)) //Assignment validation is failing :(
            //{
            //    if (Planetarium.GetUniversalTime() - recItem.PreRecoveredTime > 10) //must be destroyed within 10 seconds?
            //    {
            //        recItem.ResetPreRecoveredKerbals();
            //        RecoveryQueue.Remove(recItem);
            //    }
            //}
        }
Ejemplo n.º 3
0
        public void VesselUnloadEvent(Vessel vessel)
        {
            //If we're disabled, just return
            if (!Settings.Instance.SREnabled)
            {
                return;
            }

            //If the vessel or the protovessel are null then we surely can't do anything with them
            if (vessel == null || vessel.protoVessel == null)
            {
                return;
            }

            ProtoVessel pv = vessel.protoVessel;

            //If we aren't supposed to recover clamps, then don't try.
            if (Settings.Instance.RecoverClamps)
            {
                //If we've already recovered the clamps, then no need to try again
                if (clampsRecovered.Find(a => a.id == vessel.id) != null)
                {
                    return;
                }

                //Assign the pv variable to the protovessel, then look for if the root is a clamp

                if (pv.protoPartSnapshots.Count > 0 && pv.protoPartSnapshots[0].modules.Exists(m => m.moduleName == "LaunchClamp"))
                {
                    //We look for the launchclamp module, which will hopefully cover FASA and stock.
                    Debug.Log("[SR] Recovering a clamp!");
                    //Add it to the recovered clamps list so we don't try to recover it again
                    clampsRecovered.Add(vessel);
                    float totalRefund = 0;
                    //Loop over all the parts and calculate their cost (we recover at 100% since we're at the launchpad/runway)
                    foreach (ProtoPartSnapshot pps in pv.protoPartSnapshots)
                    {
                        float out1, out2;
                        totalRefund += ShipConstruction.GetPartCosts(pps, pps.partInfo, out out1, out out2);
                    }
                    //Add dem funds to da total. Get dem funds!
                    AddFunds(totalRefund);
                    //Fire the successful recovery event. Even though this isn't a stage we still need to do this for things like KCT to recover the parts.
                    //Can be averted with stock functions if I can get them working properly
                    APIManager.instance.RecoverySuccessEvent.Fire(vessel, new float[] { 100, totalRefund, 0 }, "SUCCESS");
                    //And then we try a bunch of things to make sure the clamps are removed (remove it from the flight state, kill it, and destroy it)
                    HighLogic.CurrentGame.flightState.protoVessels.Remove(pv);
                    vessel.Die();
                    Destroy(vessel);
                    //So, question for myself. Would it be better to try to manually fire the recovery events? Would that really be worth anything?
                }
            }

            //If it's a stage that will be destroyed, we need to manually recover the Kerbals
            if (Settings.Instance.RecoverKerbals && Settings.Instance.PreRecover && pv.GetVesselCrew().Count > 0)
            {
                //Check if the conditions for vessel destruction are met
                if (vessel != FlightGlobals.ActiveVessel && !vessel.isEVA && vessel.mainBody == Planetarium.fetch.Home &&
                    pv.situation != Vessel.Situations.LANDED && vessel.altitude < cutoffAlt && vessel.altitude > 0) //unloading in > 0.01 atm and not landed //pv.altitude < vessel.mainBody.atmosphereDepth
                {
                    Debug.Log("[SR] Vessel " + pv.vesselName + " is going to be destroyed. Recovering Kerbals!");   //Kerbal death should be handled by SR instead
                    RecoveryItem recItem = new RecoveryItem(vessel);

                    //Pre-recover the Kerbals
                    recItem.PreRecoverKerbals();

                    //Add the ship to the RecoveryQueue to be handled by the OnDestroy event
                    instance.RecoveryQueue.Add(recItem);
                }
                else
                {
                    WatchVessel(vessel);
                }
            }
        }