Exemple #1
0
        /// <summary>
        /// Multiplier that reduces the chance of failure right after an inspection.
        /// </summary>
        private float InspectionLambdaMultiplier()
        {
            float elapsed = (DangIt.Now() - this.TimeOfLastInspection);

            // Constrain it between 0 and 1
            return(Math.Max(0f, Math.Min(elapsed / this.InspectionBonus, 1f)));
        }
Exemple #2
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        public void Inspect()
        {
            StringBuilder sb = new StringBuilder();

            List <FailureModule> failModules = part.Modules.OfType <FailureModule>().ToList();

            // The part doesn't have any failure module:
            // instead of a black message, return a placeholder
            if (failModules.Count == 0)
            {
                sb.AppendLine("This part seems to be as good as new");
            }
            else
            {
                foreach (FailureModule fm in failModules)
                {
                    fm.TimeOfLastInspection = DangIt.Now();     // set the time of inspection so that the module gains the inspection bonus
                    sb.AppendLine(fm.ScreenName + ":");
                    sb.AppendLine(fm.InspectionMessage());
                    sb.AppendLine("");
                }
            }

            DangIt.PostMessage("Inspection results",
                               sb.ToString(),
                               MessageSystemButton.MessageButtonColor.BLUE,
                               MessageSystemButton.ButtonIcons.MESSAGE,
                               overrideMute: true);
        }
Exemple #3
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        public void Inspect()
        {
            StringBuilder sb = new StringBuilder();

            List <FailureModule> failModules = part.Modules.OfType <FailureModule>().ToList();

            if (failModules.Count == 0)
            {
                sb.AppendLine("This part seems to be as good as new");
            }

            foreach (FailureModule fm in failModules)
            {
                fm.TimeOfLastInspection = DangIt.Now();
                sb.AppendLine(fm.InspectionName + ":");
                sb.AppendLine(fm.InspectionMessage());
                sb.AppendLine("");
            }

            DangIt.PostMessage("Inspection results",
                               sb.ToString(),
                               MessageSystemButton.MessageButtonColor.BLUE,
                               MessageSystemButton.ButtonIcons.MESSAGE,
                               overrideMute: true);
        }
        /// <summary>
        /// Module re-start logic. OnStart will be called usually once for each scene,
        /// editor included.
        /// Put your custom start logic in DI_Start(): if you need to act on other part's
        /// variable, this is the place to do it, not DI_Reset()
        /// </summary>
        public override void OnStart(PartModule.StartState state)
        {
            try
            {
                if (HighLogic.LoadedSceneIsFlight) // nothing to do in editor
                {
                    this.Log("Starting in flight: last reset " + TimeOfLastReset + ", now " + DangIt.Now());

                    // Reset the internal state at the beginning of the flight
                    // this condition also catches a revert to launch (+1 second for safety)
                    if (DangIt.Now() < (this.TimeOfLastReset + 1))
                        this.Reset();

                    // If the part was saved when it was failed,
                    // re-run the failure logic to disable it
                    // ONLY THE DISABLING PART IS RUN!
                    if (this.HasFailed)
                        this.DI_Disable();

                    DangIt.ResetShipGlow(this.part.vessel);
                }

                this.DI_Start(state);
                this.StartCoroutine("RuntimeFetch");
            }
            catch (Exception e)
            {
                OnError(e);
            }
        }
Exemple #5
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        /// <summary>
        /// Update logic on every physics frame update.
        /// Place your custom update logic in DI_Update()
        /// </summary>
        public void FixedUpdate()
        {
            try
            {
                // Only update the module during flight and after the re-initialization has run
                if (HighLogic.LoadedSceneIsFlight && this.HasInitted)
                {
                    float now = DangIt.Now();

                    float dt = now - LastFixedUpdate;
                    this.LastFixedUpdate = now;

                    // The temperature aging is independent from the use of the part
                    this.Age += (dt * this.TemperatureMultiplier());

                    if (!PartIsActive() || !DangIt.Instance.CurrentSettings.EnabledForSave)
                    {
                        return;
                    }
                    else
                    {
                        this.Age += dt;

                        this.CurrentMTBF = this.MTBF * this.ExponentialDecay();

                        // If the part has not already failed, toss the dice
                        if (!this.HasFailed)
                        {
                            float f = this.Lambda();
#if DEBUG
                            if (printChances)
                            {
                                print("this.Lambda: " + f.ToString());
                            }
#endif


                            if (UnityEngine.Random.Range(0f, 1f) < f)
                            {
                                this.Fail();
                            }
                        }

                        // Run custom update logic
                        this.DI_Update();
                    }
                }
            }
            catch (Exception e)
            {
                OnError(e);
            }
        }
Exemple #6
0
        /// <summary>
        /// Multiplier that reduces the chance of failure right after an inspection.
        /// </summary>
        private float InspectionLambdaMultiplier()
        {
            float elapsed = (DangIt.Now() - this.TimeOfLastInspection);
            // Constrain it between 0 and 1
            float f = Math.Max(0f, Math.Min(elapsed / this.InspectionBonus, 1f));
#if DEBUG
            if (printChances)
                print("InspectionLambdaMultiplier: " + f.ToString());
#endif    
            return f;

        }
Exemple #7
0
        /// <summary>
        /// Resets the failure state and age tracker.
        /// This must be called only at the beginning of the flight to initialize the age tracking.
        /// Put your reset logic in DI_Reset()
        /// </summary>
        protected void Reset()
        {
            Debug.Log("Reset(), HasInitted: " + HasInitted.ToString());


            #region Fail and repair events

            this.Events["Fail"].guiName = this.FailGuiName;
            this.Events["EvaRepair"].guiName = this.EvaRepairGuiName;
            this.Events["EvaRepair"].active = false;
            this.Events["Maintenance"].guiName = this.MaintenanceString;
            if (this.HasInitted)
                return;
            #endregion
            try
            {
                this.FailureLog("Resetting");

                float now = DangIt.Now();

                #region Internal state

                this.Age = 0;
                this.TimeOfLastReset = now;
                this.LastFixedUpdate = now;

                this.TimeOfLastInspection = float.NegativeInfinity;

                this.CurrentMTBF = this.MTBF * HighLogic.CurrentGame.Parameters.CustomParams<DangItCustomParams1>().MTBF_Multiplier;
                this.LifeTimeSecs = this.LifeTime * HighLogic.CurrentGame.Parameters.CustomParams<DangItCustomParams1>().Lifetime_Multiplier * 3600f;
                this.HasFailed = false;
                #endregion


                // Run the custom reset of the subclasses
                this.DI_Reset();

                this.HasInitted = true;


            }
            catch (Exception e)
            {
                OnError(e);
            }

        }
        /// <summary>
        /// Update logic on every physics frame update.
        /// Place your custom update logic in DI_Update()
        /// </summary>
        public void FixedUpdate()
        {
            try
            {
                // Only update the module during flight and after the re-initialization has run
                if (HighLogic.LoadedSceneIsFlight && this.HasInitted)
                {
                    float now = DangIt.Now();

                    float dt = now - LastFixedUpdate;

                    // The temperature aging is independent from the use of the part
                    this.Age += dt * this.TemperatureMultiplier();

                    if (!PartIsActive())
                    {
                        this.LastFixedUpdate = now;
                        return;
                    }

                    // If control reaches this point, the part is active: add the elapsed time to the age
                    this.Age += dt;

                    this.CurrentMTBF = this.MTBF * this.ExponentialDecay();

                    // If the part has not already failed, toss the dice
                    if (!this.HasFailed)
                    {
                        if (UnityEngine.Random.Range(0f, 1f) < this.Lambda())
                        {
                            this.Fail();
                        }
                    }

                    // Run custom update logic
                    this.DI_Update();

                    this.LastFixedUpdate = now;
                }
            }

            catch (Exception e)
            {
                OnError(e);
            }
        }
Exemple #9
0
        /// <summary>
        /// Resets the failure state and age tracker.
        /// This must be called only at the beginning of the flight to initialize the age tracking.
        /// Put your reset logic in DI_Reset()
        /// </summary>
        protected void Reset()
        {
            try
            {
                this.Log("Resetting");

                float now = DangIt.Now();

                #region Internal state

                this.Age             = 0;
                this.TimeOfLastReset = now;
                this.LastFixedUpdate = now;

                this.TimeOfLastInspection = float.NegativeInfinity;

                this.CurrentMTBF  = this.MTBF;
                this.LifeTimeSecs = this.LifeTime * 3600f;
                this.HasFailed    = false;
                #endregion

                #region Fail and repair events

                this.Events["Fail"].guiName = this.FailGuiName;

                this.Events["EvaRepair"].guiName = this.EvaRepairGuiName;
                this.Events["EvaRepair"].active  = false;

                this.Events["Maintenance"].guiName = this.MaintenanceString;

                #endregion

                // Run the custom reset of the subclasses
                this.DI_Reset();

                this.HasInitted = true;
            }
            catch (Exception e)
            {
                OnError(e);
            }
        }
Exemple #10
0
 private float InspectionMultiplier()
 {
     float elapsed = (DangIt.Now() - this.TimeOfLastInspection);
     return Math.Max(0f, Math.Min(elapsed / this.InspectionBonus, 1f));
 }
Exemple #11
0
        /// <summary>
        /// Update logic on every physics frame update.
        /// Place your custom update logic in DI_Update()
        /// </summary>
        public void FixedUpdate()
        {
            try
            {
                // Only update the module during flight and after the re-initialization has run
                if (HighLogic.LoadedSceneIsFlight && this.HasInitted)
                {
                    // Highlighting the part, which contains this updating FailureModule if it is in a 'failed' state,
                    // it is not in 'silent' state and 'glow' is globally enabled
                    // Actually, there is not any place in a code of  the whole mod where that 'silent' state is turning on
                    // (maybe some FailureModules can be defined as 'silent' by editing files)

                    if (this.HasFailed && !this.Silent && (DangIt.Instance.CurrentSettings.Glow && (AlarmManager.visibleUI || !DangIt.Instance.CurrentSettings.DisableGlowOnF2)))
                    {

                        this.part.SetHighlightDefault();

                        this.part.SetHighlightColor(Color.red);                        
                        this.part.SetHighlightType(Part.HighlightType.AlwaysOn);                                            
                        this.part.highlighter.ConstantOn(Color.red);
                        this.part.highlighter.SeeThroughOn();
                        this.part.SetHighlight(true, false);
                    } else

                    // Turning off the highlighting of the part, which contains this updating FailureModule
                    // if it is not in a 'failed' state, or it is in 'silent' state, or if 'glow' is globally disabled
              //      if (!this.HasFailed || this.Silent || !DangIt.Instance.CurrentSettings.Glow || (!visibleUI && DangIt.Instance.CurrentSettings.DisableGlowOnF2))
                    {
                        if (!AlarmManager.partFailures.ContainsKey(this.part))
                            this.part.SetHighlightDefault();
                    }



                    float now = DangIt.Now();

                    float dt = now - LastFixedUpdate;
                    this.LastFixedUpdate = now;

                    // The temperature aging is independent from the use of the part
                    this.Age += (dt * this.TemperatureMultiplier());

                    if (!PartIsActive() || !DangIt.Instance.CurrentSettings.EnabledForSave)
                        return;
                    else
                    {
                        this.Age += dt;

                        this.CurrentMTBF = this.MTBF * HighLogic.CurrentGame.Parameters.CustomParams<DangItCustomParams1>().MTBF_Multiplier * this.ExponentialDecay();

                        // If the part has not already failed, toss the dice
                        if (!this.HasFailed)
                        {
                            float f = this.Lambda();
#if DEBUG
                           // if (printChances)
                           //     Logger.Debug("this.Lambda: " + f.ToString());
#endif


                            if (UnityEngine.Random.Range(0f, 1f) < f)
                            {
                                this.Fail();
                            }
                        }

                        // Run custom update logic
                        this.DI_Update();
                    }
                }
            }
            catch (Exception e)
            {
                OnError(e);
            }
        }
Exemple #12
0
        /// <summary>
        /// Module re-start logic. OnStart will be called usually once for each scene, editor included.
        /// Put your custom start logic in DI_Start(): if you need to act on other part's
        /// variable, this is the place to do it, not DI_Reset()
        /// </summary>
        public override void OnStart(PartModule.StartState state)
        {
            Logger.Info("FailureModule.OnStart");
            try
            {
                if (HighLogic.LoadedSceneIsFlight) // nothing to do in editor
                {
                    this.FailureLog("Starting in flight: last reset " + TimeOfLastReset + ", now " + DangIt.Now());

                    if (!DangIt.Instance.CurrentSettings.EnabledForSave)
                    { //Disable if we've disabled DangIt
                        foreach (var e in this.Events)
                        {
                            e.guiActive = false;
                        }
                    }

                    // Reset the internal state at the beginning of the flight
                    // this condition also catches a revert to launch (+1 second for safety)
                    // if (DangIt.Now() < (this.TimeOfLastReset + 1))
                    this.Reset();

                    // If the part was saved when it was failed,
                    // re-run the failure logic to disable it
                    // ONLY THE DISABLING PART IS RUN!
                    if (this.HasFailed)
                        this.DI_Disable();

                }

                if (DangIt.Instance.CurrentSettings.EnabledForSave)
                {
                    this.DI_Start(state);
                    this.StartCoroutine("RuntimeFetch");
                }
            }
            catch (Exception e)
            {
                OnError(e);
            }

        }