コード例 #1
0
        public bool SituationIsValid()
        {
            debugLog("SituationIsValid: checking...");
            GoldStrikeLode lode = null;

            //Do we have enough crew?
            if (minimumCrew > 0)
            {
                if (this.part.protoModuleCrew.Count < minimumCrew)
                {
                    ScreenMessages.PostScreenMessage(this.part.partInfo.title + "Must be staffed with at least " + minimumCrew + " crewmembers.", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                    status = Localizer.Format(statusInsufficientCrewName);
                    return(false);
                }
            }

            //Can we prospect the location?
            switch (WBIGoldStrikeScenario.Instance.GetProspectSituation(this.part.vessel, out lode, out prospectResources))
            {
            case ProspectSituations.NoResourcesToProspect:
                status = Localizer.Format(statusNoResources);
                ScreenMessages.PostScreenMessage("No resource lodes detected here. Try traveling further.", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return(false);

            case ProspectSituations.InvalidVesselSituation:
                debugLog("Vessel situation not valid");
                ScreenMessages.PostScreenMessage("Vessel must be landed, splashed, or in orbit/docked with an asteroid attached", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                status = Localizer.Format(statusNAName);
                return(false);

            case ProspectSituations.LodeAlreadyExists:
                if (lode != null)
                {
                    debugLog("Situation not valid, existing lode found: " + lode.ToString());
                    string message = string.Format("You already found a vein of {0:s} at this location. It has {1:f2} units remaining.", lode.resourceName, lode.amountRemaining);
                    ScreenMessages.PostScreenMessage(message, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                    status = Localizer.Format(statusAlreadyProspectedName);
                }
                return(false);

            case ProspectSituations.AsteroidProspected:
                debugLog("Asteroid has already been prospected");
                ScreenMessages.PostScreenMessage("Asteroid has already been prospected.", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                status = Localizer.Format(statusAlreadyProspectedName);
                if (!WBIGoldStrikeScenario.debugProspectAlwaysSuccessful)
                {
                    return(false);
                }
                else
                {
                    debugLog("Debug: Prospect is guaranteed");
                    return(true);
                }

            //A-OK
            default:
                status = Localizer.Format(statusReadyName);
                return(true);
            }
        }
コード例 #2
0
        protected void findNearestLode()
        {
            //Do we have an asteroid?
            asteroid = this.part.vessel.FindPartModuleImplementing <ModuleAsteroid>();
            if (asteroid == null)
            {
                nearestLode      = null;
                lodeStatus       = Localizer.Format(statusNoNearbyName);
                lodeResourceName = "N/A";
                debugLog("No lode found nearby because there's no captured asteroid.");
                return;
            }

            //Find the nearest lode (if any)
            debugLog("Looking for a prospect lode for asteroid " + asteroid.AsteroidName);
            nearestLode = WBIPathfinderScenario.Instance.FindNearestLode(asteroid);

            if (nearestLode != null)
            {
                lodeStatus       = Localizer.Format(statusOKName);
                lodeResourceName = nearestLode.resourceName;
                lodeAbundance    = nearestLode.abundance * 100.0f;
                debugLog("nearestLode: " + nearestLode.ToString());
            }
            else
            {
                lodeStatus       = Localizer.Format(statusNoNearbyName);
                lodeResourceName = "N/A";
                debugLog("No lode found nearby.");
            }
        }
コード例 #3
0
        protected void findNearestLode()
        {
            int    planetID;
            string biomeName;
            double longitude = 0f;
            double latitude  = 0f;

            if (this.part.vessel.situation == Vessel.Situations.LANDED || this.part.vessel.situation == Vessel.Situations.PRELAUNCH)
            {
                longitude = this.part.vessel.longitude;
                latitude  = this.part.vessel.latitude;

                //Find the nearest lode (if any)
                GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel);
                nearestLode = WBIPathfinderScenario.Instance.FindNearestLode(planetID, biomeName, longitude, latitude, maxHarvestRange);

                if (nearestLode != null)
                {
                    lodeStatus       = Localizer.Format(statusOKName);
                    lodeResourceName = nearestLode.resourceName;
                    debugLog("nearestLode: " + nearestLode.ToString());
                }
                else
                {
                    lodeStatus       = Localizer.Format(statusNoNearbyName);
                    lodeResourceName = "N/A";
                    debugLog("No lode found nearby.");
                }
            }
        }
コード例 #4
0
        public GoldStrikeLode AddLode(int planetID, string biome, double longitude, double lattitude, double altitude, string resourceName, double amountRemaining)
        {
            GoldStrikeLode lode = new GoldStrikeLode();
            Dictionary <string, GoldStrikeLode> lodeMap = null;
            string planetBiomeKey = planetID.ToString() + biome;
            string lodeKey        = longitude.ToString() + lattitude.ToString() + resourceName;

            //Setup the new lode
            lode.resourceName    = resourceName;
            lode.longitude       = longitude;
            lode.lattitude       = lattitude;
            lode.biome           = biome;
            lode.amountRemaining = amountRemaining;
            lode.planetID        = planetID;

            //Get the lode map
            if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
            {
                lodeMap = new Dictionary <string, GoldStrikeLode>();
                goldStrikeLodes.Add(planetBiomeKey, lodeMap);
            }
            lodeMap = goldStrikeLodes[planetBiomeKey];

            //Add the new lode
            lodeMap.Add(lodeKey, lode);
            goldStrikeLodes[planetBiomeKey] = lodeMap;
            debugLog("Added new lode: " + lode.ToString());

            //Save the game
            GamePersistence.SaveGame("quicksave", HighLogic.SaveFolder, SaveMode.BACKUP);

            return(lode);
        }
コード例 #5
0
        public bool IsLodeWaypoint(string navigationID)
        {
            Dictionary <string, GoldStrikeLode>[] lodeMaps = null;
            Dictionary <string, GoldStrikeLode>   lodeMap  = null;

            GoldStrikeLode[] lodes = null;
            GoldStrikeLode   lode  = null;

            lodeMaps = goldStrikeLodes.Values.ToArray();
            for (int index = 0; index < lodeMaps.Length; index++)
            {
                lodeMap = lodeMaps[index];
                lodes   = lodeMap.Values.ToArray();
                for (int lodeIndex = 0; lodeIndex < lodes.Length; lodeIndex++)
                {
                    lode = lodes[lodeIndex];
                    if (string.IsNullOrEmpty(lode.navigationID))
                    {
                        continue;
                    }
                    if (lode.navigationID == navigationID)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #6
0
        public GoldStrikeLode FindNearestLode(int planetID, string biome, double longitude, double latitude, double altitude, double searchDistance = kMaxProspectSearchDistance)
        {
            string planetBiomeKey = planetID.ToString() + biome;
            Dictionary <string, GoldStrikeLode> lodeMap = null;

            //Get the lode map. If there is none then we're done.
            if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
            {
                debugLog("no lodeMap found for key: " + planetBiomeKey);
                return(null);
            }
            lodeMap = goldStrikeLodes[planetBiomeKey];

            //Now iterate through the dictionary to find the nearest lode.
            //We have a minimum cutoff distance
            GoldStrikeLode[] lodes = lodeMap.Values.ToArray <GoldStrikeLode>();
            GoldStrikeLode   lode, closestProspect = null;
            double           distance, prevDistance;

            debugLog("lodes length: " + lodes.Length);
            prevDistance = double.MaxValue;
            for (int index = 0; index < lodes.Length; index++)
            {
                lode = lodes[index];
                debugLog("checking lode: " + lode.ToString());

                distance = Utils.HaversineDistance(longitude, latitude, lode.longitude, lode.lattitude, FlightGlobals.Bodies[lode.planetID]);
                debugLog("distance between current location and lode location: " + distance);
                if ((distance <= searchDistance) && (distance < prevDistance))
                {
                    debugLog("new closest lode: " + lode);
                    closestProspect = lode;
                    prevDistance    = distance;
                }
            }

            if (closestProspect != null)
            {
                debugLog("closest lode found");
                return(closestProspect);
            }
            else
            {
                debugLog("closest lode not found");
                return(null);
            }
        }
コード例 #7
0
        public override void OnLoad(ConfigNode node)
        {
            ConfigNode[] goldStrikeNodes     = GameDatabase.Instance.GetConfigNodes(kGoldStrikeDataNode);
            ConfigNode[] goldStrikeLodeNodes = node.GetNodes(kGoldStrikeLodeNode);
            ConfigNode[] asteroidsSearched   = node.GetNodes(kAsteroidsSearched);

            debugLog("OnLoad: there are " + goldStrikeNodes.Length + " GOLDSTRIKE items to load.");
            foreach (ConfigNode goldStrikeDataNode in goldStrikeNodes)
            {
                GoldStrikeData strikeData = new GoldStrikeData();
                strikeData.Load(goldStrikeDataNode);
                if (string.IsNullOrEmpty(strikeData.resourceName) == false)
                {
                    goldStrikeResources.Add(strikeData.resourceName, strikeData);
                }
            }

            debugLog("OnLoad: there are " + goldStrikeLodeNodes.Length + " GoldStrikeLode items to load.");
            foreach (ConfigNode goldStrikeLodeNode in goldStrikeLodeNodes)
            {
                GoldStrikeLode lode = new GoldStrikeLode();
                Dictionary <string, GoldStrikeLode> lodeMap = null;
                string planetBiomeKey, lodeKey;

                lode.Load(goldStrikeLodeNode);
                planetBiomeKey = lode.planetID.ToString() + lode.biome;

                if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
                {
                    lodeMap = new Dictionary <string, GoldStrikeLode>();
                    goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                }
                lodeMap = goldStrikeLodes[planetBiomeKey];

                //Add the new lode
                lodeKey = lode.longitude.ToString() + lode.lattitude.ToString() + lode.resourceName;
                lodeMap.Add(lodeKey, lode);
            }

            debugLog("OnLoad: there are " + asteroidsSearched.Length + " asteroids that have been prospected.");
            foreach (ConfigNode asteroidNode in asteroidsSearched)
            {
                prospectedAsteroids.Add(asteroidNode.GetValue(kName));
            }
        }
コード例 #8
0
        protected string setWaypoint(string resourceName, GoldStrikeLode lode)
        {
            if (this.part.vessel.situation == Vessel.Situations.LANDED || this.part.vessel.situation == Vessel.Situations.PRELAUNCH)
            {
                debugLog("Trying to set waypoint");
                string location = string.Format("Lon: {0:f2} Lat: {1:f2} Alt: {2:f2}", this.part.vessel.longitude, this.part.vessel.latitude, this.part.vessel.altitude);

                Waypoint waypoint = new Waypoint();
                waypoint.name          = resourceName + " Lode";
                waypoint.isExplored    = true;
                waypoint.isNavigatable = true;
                waypoint.isOnSurface   = true;
                waypoint.celestialName = this.part.vessel.mainBody.name;
                waypoint.longitude     = this.part.vessel.longitude;
                waypoint.latitude      = this.part.vessel.latitude;
                waypoint.altitude      = this.part.vessel.altitude;
                waypoint.seed          = UnityEngine.Random.Range(0, int.MaxValue);
                waypoint.navigationId  = Guid.NewGuid();

                //Add the waypoint to the custom waypoint scenario
                ScenarioCustomWaypoints.AddWaypoint(waypoint);

                //Our icon is not correct, do a quick remove, reset the icon, and add
                WaypointManager.RemoveWaypoint(waypoint);
                waypoint.id           = WBIGoldStrikeScenario.kLodeIcon;
                waypoint.nodeCaption1 = location;
                WaypointManager.AddWaypoint(waypoint);

                //Record the waypoint info
                lode.navigationID = waypoint.navigationId.ToString();

                //Save the game
                GamePersistence.SaveGame("quicksave", HighLogic.SaveFolder, SaveMode.BACKUP);

                //Done
                return(waypoint.navigationId.ToString());
            }

            return(string.Empty);
        }
コード例 #9
0
        public void SetupLodeIcons()
        {
            try
            {
                Dictionary <string, Dictionary <string, GoldStrikeLode> > goldStrikeLodes = WBIPathfinderScenario.Instance.goldStrikeLodes;
                Dictionary <string, GoldStrikeLode>[] lodeMaps = null;
                Dictionary <string, GoldStrikeLode>   lodeMap  = null;
                GoldStrikeLode[] lodes    = null;
                GoldStrikeLode   lode     = null;
                Waypoint         waypoint = null;
                string           location = string.Empty;

                lodeMaps = goldStrikeLodes.Values.ToArray();
                for (int index = 0; index < lodeMaps.Length; index++)
                {
                    lodeMap = lodeMaps[index];
                    lodes   = lodeMap.Values.ToArray();
                    for (int lodeIndex = 0; lodeIndex < lodes.Length; lodeIndex++)
                    {
                        lode = lodes[lodeIndex];
                        if (string.IsNullOrEmpty(lode.navigationID))
                        {
                            continue;
                        }

                        waypoint = WaypointManager.FindWaypoint(new Guid(lode.navigationID));
                        location = string.Format("Lon: {0:f2} Lat: {1:f2}", waypoint.longitude, waypoint.latitude);
                        if (waypoint != null)
                        {
                            WaypointManager.RemoveWaypoint(waypoint);
                            waypoint.id           = WBIPathfinderScenario.kLodeIcon;
                            waypoint.nodeCaption1 = location;
                            WaypointManager.AddWaypoint(waypoint);
                        }
                    }
                }
            }
            catch { }
        }
コード例 #10
0
        protected void updateNearestLode()
        {
            int    planetID;
            string biomeName;
            double longitude = 0f;
            double latitude  = 0f;

            if (this.part.vessel.situation == Vessel.Situations.LANDED || this.part.vessel.situation == Vessel.Situations.PRELAUNCH)
            {
                longitude = this.part.vessel.longitude;
                latitude  = this.part.vessel.latitude;
            }

            //Find the nearest lode (if any)
            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel, asteroid);
            nearestLode = WBIPathfinderScenario.Instance.FindNearestLode(planetID, biomeName, longitude, latitude);

            if (nearestLode != null)
            {
                debugLog("nearestLode: " + nearestLode.ToString());
            }
        }
コード例 #11
0
        public GoldStrikeLode AddLode(ModuleAsteroid asteroid, string resourceName, float abundance)
        {
            int    planetID;
            string biomeName;

            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, null, asteroid);
            GoldStrikeLode lode = new GoldStrikeLode();
            Dictionary <string, GoldStrikeLode> lodeMap = null;
            string planetBiomeKey = planetID.ToString() + biomeName;

            //Setup the new lode
            lode.resourceName = resourceName;
            lode.longitude    = 0;
            lode.lattitude    = 0;
            lode.biome        = biomeName;
            lode.abundance    = abundance;
            lode.planetID     = planetID;

            //Get the lode map
            if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
            {
                lodeMap = new Dictionary <string, GoldStrikeLode>();
                goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                debugLog("Added new goldStrikeLode with planetBiomeKey: " + planetBiomeKey);
            }
            lodeMap = goldStrikeLodes[planetBiomeKey];

            //Add the new lode
            lodeMap.Add(asteroid.AsteroidName, lode);
            goldStrikeLodes[planetBiomeKey] = lodeMap;
            debugLog("Added new lode: " + lode.ToString());

            //Save the game
            GamePersistence.SaveGame("quicksave", HighLogic.SaveFolder, SaveMode.BACKUP);

            return(lode);
        }
コード例 #12
0
        protected void loadGoldStrokeLodes(ConfigNode[] goldStrikeLodeNodes)
        {
            debugLog("OnLoad: there are " + goldStrikeLodeNodes.Length + " GoldStrikeLode items to load.");
            foreach (ConfigNode goldStrikeLodeNode in goldStrikeLodeNodes)
            {
                GoldStrikeLode lode = new GoldStrikeLode();
                Dictionary <string, GoldStrikeLode> lodeMap = null;
                string planetBiomeKey, lodeKey;

                lode.Load(goldStrikeLodeNode);
                planetBiomeKey = lode.planetID.ToString() + lode.biome;

                if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
                {
                    lodeMap = new Dictionary <string, GoldStrikeLode>();
                    goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                }
                lodeMap = goldStrikeLodes[planetBiomeKey];

                //Add the new lode
                lodeKey = lode.longitude.ToString() + lode.lattitude.ToString() + lode.resourceName;
                lodeMap.Add(lodeKey, lode);
            }
        }
コード例 #13
0
        public ProspectSituations GetProspectSituation(Vessel vessel, out GoldStrikeLode lode, out List <GoldStrikeData> prospectResources)
        {
            ModuleAsteroid asteroid = null;

            CBAttributeMapSO.MapAttribute biome = null;
            string biomeName = string.Empty;
            int    planetID  = int.MaxValue;
            bool   vesselSituationIsValid = false;
            double longitude = 0f;
            double latitude  = 0f;
            double altitude  = 0f;

            //Initialize the list of resources to prospect.
            prospectResources = null;

            //If we're landed then we're ok to check prospect situation.
            if (VesselSituationValid(vessel))
            {
                biome     = Utils.GetCurrentBiome(vessel);
                biomeName = biome.name;
                planetID  = vessel.mainBody.flightGlobalsIndex;
                longitude = vessel.longitude;
                latitude  = vessel.latitude;
                altitude  = vessel.altitude;
                vesselSituationIsValid = true;
                debugLog("Vessel is landed or prelaunch");
            }

            //If we have an asteroid, then we're ok to check prospect situation.
            asteroid = vessel.FindPartModuleImplementing <ModuleAsteroid>();
            if (asteroid != null)
            {
                biomeName = asteroid.AsteroidName;
                vesselSituationIsValid = true;
                debugLog("Vessel has an asteroid");
            }

            //Is there a lode in the area?
            if (asteroid != null)
            {
                lode = FindNearestLode(asteroid);
            }
            else
            {
                lode = FindNearestLode(planetID, biomeName, vessel.longitude, vessel.latitude, vessel.altitude);
            }
            if (lode != null)
            {
                return(ProspectSituations.LodeAlreadyExists);
            }

            //If the flight situation is bad then we're done.
            if (vesselSituationIsValid == false)
            {
                return(ProspectSituations.InvalidVesselSituation);
            }

            //Is the prospect site an asteroid, and has it been prospected?
            if (asteroid != null)
            {
                if (prospectedAsteroids.Contains(asteroid.AsteroidName))
                {
                    return(ProspectSituations.AsteroidProspected);
                }

                else //Record the fact that we prospected the asteroid.
                {
                    prospectedAsteroids.Add(asteroid.AsteroidName);
                }
            }

            //Do we have resources that can be prospected?
            else
            {
                double travelDistance           = GetDistanceFromLastLocation(vessel);
                List <GoldStrikeData> resources = new List <GoldStrikeData>();
                GoldStrikeData        strikeData;
                int      count = goldStrikeResources.Keys.Count;
                string[] keys  = goldStrikeResources.Keys.ToArray();
                string   resourceName;

                for (int index = 0; index < count; index++)
                {
                    resourceName = keys[index];
                    strikeData   = goldStrikeResources[resourceName];

                    if (strikeData.MatchesProspectCriteria(vessel.situation, vessel.mainBody.name, biomeName, altitude, travelDistance))
                    {
                        resources.Add(strikeData);
                    }
                }

                //If we have no resources that meet the criteria then we're done.
                if (resources.Count == 0)
                {
                    return(ProspectSituations.NoResourcesToProspect);
                }

                //Record the possible prospect resources.
                else
                {
                    prospectResources = resources;
                }
            }

            return(ProspectSituations.Valid);
        }
コード例 #14
0
        public override void OnLoad(ConfigNode node)
        {
            base.OnLoad(node);
            ConfigNode[]     efficiencyNodes     = node.GetNodes(kEfficiencyData);
            ConfigNode[]     toolTipsShown       = node.GetNodes(kToolTip);
            ConfigNode[]     goldStrikeNodes     = GameDatabase.Instance.GetConfigNodes(kGoldStrikeDataNode);
            ConfigNode[]     goldStrikeLodeNodes = node.GetNodes(kGoldStrikeLodeNode);
            ConfigNode[]     strikeChances       = node.GetNodes(kGoldStrikeChance);
            string           value  = node.GetValue(kReputationIndex);
            GoldStrikeChance chance = null;

            if (string.IsNullOrEmpty(value) == false)
            {
                reputationIndex = int.Parse(value);
            }

            debugLog("OnLoad: there are " + goldStrikeNodes.Length + " GOLDSTRIKE items to load.");
            foreach (ConfigNode goldStrikeDataNode in goldStrikeNodes)
            {
                GoldStrikeData strikeData = new GoldStrikeData();
                strikeData.Load(goldStrikeDataNode);
                if (string.IsNullOrEmpty(strikeData.resourceName) == false)
                {
                    goldStrikeResources.Add(strikeData.resourceName, strikeData);
                }
            }

            debugLog("OnLoad: there are " + goldStrikeLodeNodes.Length + " GoldStrikeLode items to load.");
            foreach (ConfigNode goldStrikeLodeNode in goldStrikeLodeNodes)
            {
                GoldStrikeLode lode = new GoldStrikeLode();
                Dictionary <string, GoldStrikeLode> lodeMap = null;
                string planetBiomeKey, lodeKey;

                lode.Load(goldStrikeLodeNode);
                planetBiomeKey = lode.planetID.ToString() + lode.biome;

                if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
                {
                    lodeMap = new Dictionary <string, GoldStrikeLode>();
                    goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                }
                lodeMap = goldStrikeLodes[planetBiomeKey];

                //Add the new lode
                lodeKey = lode.longitude.ToString() + lode.lattitude.ToString() + lode.resourceName;
                lodeMap.Add(lodeKey, lode);
            }

            debugLog("OnLoad: there are " + strikeChances.Length + " GoldStrikeChance items to load.");
            foreach (ConfigNode chanceNode in strikeChances)
            {
                chance = new GoldStrikeChance();
                chance.Load(chanceNode);
                string planetBiomeKey = chance.planetID.ToString() + chance.biome;
                goldStrikeChances.Add(planetBiomeKey, chance);
            }

            foreach (ConfigNode efficiencyNode in efficiencyNodes)
            {
                EfficiencyData efficiencyData = new EfficiencyData();
                efficiencyData.Load(efficiencyNode);
                efficiencyDataMap.Add(efficiencyData.Key, efficiencyData);
            }

            foreach (ConfigNode toolTipNode in toolTipsShown)
            {
                if (toolTipNode.HasValue(kName) == false)
                {
                    continue;
                }
                value = toolTipNode.GetValue(kName);

                if (toolTips.ContainsKey(value))
                {
                    toolTips[value] = toolTipNode;
                }
                else
                {
                    toolTips.Add(value, toolTipNode);
                }
            }
        }
コード例 #15
0
        public void CheckGoldStrike()
        {
            string[]              strikeResourceKeys = null;
            int                   resourceIndex;
            GoldStrikeData        strikeData          = null;
            WBIPathfinderScenario scenario            = WBIPathfinderScenario.Instance;
            string                resourceName        = string.Empty;
            double                resourceAmount      = 0f;
            float                 analysisRoll        = 0f;
            float                 successTargetNumber = prospectChance;
            int                   chancesRemaining    = 0;
            string                navigationID        = string.Empty;
            GoldStrikeLode        lode      = null;
            string                biomeName = string.Empty;
            int                   planetID  = -1;

            //Do we have gold strike resources?
            if (scenario.goldStrikeResources.Count() == 0)
            {
                ScreenMessages.PostScreenMessage("There are no Gold Strike resources to prospect!", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                debugLog("No resources to prospect");
                return;
            }

            //Do we have a valid situation?
            if (SituationIsValid() == false)
            {
                return;
            }

            //Ok, we can prospect at this location.
            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel, asteroid);
            setLastLocation();
            chancesRemaining = updateChancesRemaining();

            //Time to see if we find anything.
            //Tally up the % chance we have to make a successful prospect.
            //prospectChance: base chance to find a prospect. Some parts are better than others.
            //prospectSkillBonus: multiplied by the EVA prospector's skill level. Default is 1.0.
            //labBonus: For each Pathfinder geology lab in the vicinity, give one point per crew member staffing the lab that has the prospectSkill.
            //For each non-Pathfinder geology lab in the vicinity, give half a point per crew member staffing the lab that has the prospectSkill.
            //Chance = prospectChance + prospectSkillBonus + labBonus.
            //Ex: A 3-star scientist on EVA makes a prospect check. skillBonus = 3; prospectSkillBonus = 1.0. Total skill bonus = 3.0.
            //Inside the Bison are two scientists staffing a geology lab (non-pathfinder). labBonus = 2 * 0.5 = 1
            //Gold Digger has a base 10% chance of finding a prospect.
            //successTargetNumber = 10 + 3 + 1 = 14.
            successTargetNumber = prospectChance + GetProspectBonus();
            debugLog("Base chance to succeed: " + prospectChance);
            debugLog("successTargetNumber: " + successTargetNumber);

            //Roll the chance and check it.
            analysisRoll  = UnityEngine.Random.Range(1, 6);
            analysisRoll += UnityEngine.Random.Range(1, 6);
            analysisRoll += UnityEngine.Random.Range(1, 6);
            analysisRoll *= 5.5556f;
            debugLog("analysisRoll: " + analysisRoll);

            //If we didn't succeed then we're done.
            if (analysisRoll > successTargetNumber)
            {
                debugLog("Prospect failed; didn't roll low enough.");
                ScreenMessages.PostScreenMessage("Nothing of value here, try another location. " + chancesRemaining + " chances remain in the " + biomeName, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return;
            }

            //Success! Get the resource name and strike data.
            strikeResourceKeys = scenario.goldStrikeResources.Keys.ToArray();
            resourceIndex      = UnityEngine.Random.Range(0, strikeResourceKeys.Length - 1);
            resourceName       = strikeResourceKeys[resourceIndex];
            strikeData         = scenario.goldStrikeResources[resourceName];
            debugLog("strikeResourceKeys count: " + strikeResourceKeys.Length);
            debugLog("resourceIndex: " + resourceIndex);
            debugLog("strikeData: " + strikeData.ToString());

            //Now, generate the resource amount to add to the map
            resourceAmount = UnityEngine.Random.Range(strikeData.minAmount, strikeData.maxAmount);
            debugLog("resourceAmount: " + resourceAmount);

            //If we hit the motherlode then factor that in.
            //The motherloade is 5% of the target number.
            if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
            {
                resourceAmount *= strikeData.motherlodeMultiplier;
                debugLog("resourceAmount after motherlode: " + resourceAmount);
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} motherlode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
            }

            else
            {
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} lode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
            }
            ScreenMessages.PostScreenMessage(chancesRemaining + " chances remain to find another lode in the " + biomeName, kMessageDisplayTime, ScreenMessageStyle.UPPER_LEFT);

            //Play the jingle
            playJingle();

            //Now set up the lode
            debugLog("Adding new lode entry to " + FlightGlobals.currentMainBody.name + " with flight global index " + FlightGlobals.currentMainBody.flightGlobalsIndex);
            debugLog("Biome: " + biomeName);
            debugLog("Lon/Lat: " + this.part.vessel.longitude + "/" + this.part.vessel.latitude);
            lode = scenario.AddLode(planetID, biomeName,
                                    this.part.vessel.longitude, this.part.vessel.latitude, resourceName, resourceAmount);

            //Set waypoint
            if (lode != null)
            {
                setWaypoint(resourceName, lode);
            }
        }
コード例 #16
0
        public void CheckGoldStrike()
        {
            string[]              strikeResourceKeys = null;
            int                   resourceIndex;
            GoldStrikeData        strikeData          = null;
            WBIGoldStrikeScenario scenario            = WBIGoldStrikeScenario.Instance;
            string                resourceName        = string.Empty;
            double                resourceAmount      = 0f;
            float                 analysisRoll        = 0f;
            float                 successTargetNumber = prospectChance;
            string                navigationID        = string.Empty;
            GoldStrikeLode        lode      = null;
            string                biomeName = string.Empty;
            int                   planetID  = -1;

            //Do we have a valid situation?
            if (SituationIsValid() == false)
            {
                return;
            }

            //Update our location.
            asteroid = this.part.vessel.FindPartModuleImplementing <ModuleAsteroid>();
            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel, asteroid);
            vesselModule.UpdateLastProspectLocation();

            //Time to see if we find anything.
            //prospectChance: base chance to find a prospect. Some parts are better than others.
            //prospectBonus: Various situations contribute to the success of the attempt.
            successTargetNumber = 100 - (prospectChance + GetProspectBonus());
            debugLog("successTargetNumber: " + successTargetNumber);

            //Roll the chance and check it.
            analysisRoll = UnityEngine.Random.Range(1, 100);
            debugLog("analysisRoll: " + analysisRoll);

            //If we didn't succeed then we're done.
            if (analysisRoll < successTargetNumber && !WBIGoldStrikeScenario.debugProspectAlwaysSuccessful)
            {
                debugLog("Prospect failed; didn't roll high enough.");
                ScreenMessages.PostScreenMessage("Nothing of value here, try another location. ", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return;
            }

            //Success! Get the resource name and strike data.
            //If we're near an anomaly then we need a roll table.
            if (anomalyBonus > 0)
            {
                SortedDictionary <int, GoldStrikeData> sortedResources = new SortedDictionary <int, GoldStrikeData>();
                int resourceCount = prospectResources.Count;

                //Add any resources that have an anomaly chance into the sorted resources
                for (int index = 0; index < resourceCount; index++)
                {
                    strikeData = prospectResources[index];
                    if (strikeData.anomalyChance > 0)
                    {
                        sortedResources.Add(strikeData.anomalyChance, strikeData);
                    }
                }

                //Roll a 1-100
                int pressenceRoll = UnityEngine.Random.Range(1, 100);

                //See if we have any strike data
                strikeData = null;
                foreach (KeyValuePair <int, GoldStrikeData> pair in sortedResources)
                {
                    if (pressenceRoll < pair.Key)
                    {
                        strikeData = pair.Value;
                        break;
                    }
                }

                //If we don't have any strike data then pick a random resource
                if (strikeData == null)
                {
                    resourceIndex = UnityEngine.Random.Range(0, resourceCount - 1);
                    strikeData    = prospectResources[resourceIndex];
                    resourceName  = strikeData.resourceName;
                }
            }

            else
            {
                resourceIndex = UnityEngine.Random.Range(0, prospectResources.Count - 1);
                strikeData    = prospectResources[resourceIndex];
                resourceName  = strikeData.resourceName;
                debugLog("prospectResources count: " + prospectResources.Count);
                debugLog("resourceIndex: " + resourceIndex);
            }
            debugLog("strikeData: " + strikeData.ToString());

            //Play the jingle
            playJingle();

            //Setup a planetary surface lode
            if (asteroid == null)
            {
                debugLog("Setting up surface lode");
                //Now, generate the resource amount to add to the map
                resourceAmount = UnityEngine.Random.Range(strikeData.minAmount, strikeData.maxAmount);
                debugLog("resourceAmount: " + resourceAmount);

                //If we hit the motherlode then factor that in.
                //The motherloade is 5% of the target number.
                if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
                {
                    resourceAmount *= strikeData.motherlodeMultiplier;
                    debugLog("resourceAmount after motherlode: " + resourceAmount);
                    ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} motherlode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                     kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }

                else
                {
                    ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} lode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                     kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }
                if (!string.IsNullOrEmpty(anomalyName))
                {
                    ScreenMessages.PostScreenMessage("Special cache found at " + anomalyName, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }

                debugLog("Adding new lode entry to " + FlightGlobals.currentMainBody.name + " with flight global index " + FlightGlobals.currentMainBody.flightGlobalsIndex);
                debugLog("Biome: " + biomeName);
                debugLog("Lon/Lat: " + this.part.vessel.longitude + "/" + this.part.vessel.latitude);
                lode = scenario.AddLode(planetID, biomeName,
                                        this.part.vessel.longitude, this.part.vessel.latitude, this.part.vessel.altitude, resourceName, resourceAmount);
            }

            //Setup an asteroid lode
            else
            {
                debugLog("Setting up asteroid lode");
                float abundance = 0.01f;

                //Get the resource module for the lode.
                ModuleAsteroidResource   lodeResource    = null;
                ModuleAsteroidResource[] resourceModules = asteroid.part.FindModulesImplementing <ModuleAsteroidResource>().ToArray();
                for (int index = 0; index < resourceModules.Length; index++)
                {
                    if (resourceModules[index].resourceName == resourceName)
                    {
                        debugLog("ModuleAsteroidResource found for " + resourceName);
                        lodeResource = resourceModules[index];
                        break;
                    }
                }
                if (lodeResource == null)
                {
                    debugLog("ModuleAsteroidResource NOT found for " + resourceName);
                    return;
                }

                //Adjust abundance for motherlode
                if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
                {
                    abundance *= strikeData.motherlodeMultiplier;
                }
                debugLog("abundance increase: " + abundance);

                //Display appropriate message
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! A careful scan of {0:s} has revealed an increased abundance of {1:s}", asteroid.AsteroidName, resourceName),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);

                //Update resource module
                debugLog("Old abundance: " + lodeResource.abundance);
                lodeResource.abundance        += abundance;
                lodeResource.displayAbundance += abundance;
                debugLog("New abundance: " + lodeResource.abundance);

                debugLog("Adding new lode entry for asteroid: " + asteroid.AsteroidName);
                lode = scenario.AddLode(asteroid, resourceName, lodeResource.displayAbundance);
            }

            //Update any drills in the area.
            scenario.UpdateDrillLodes(asteroid);

            //Set waypoint
            if (lode != null && asteroid == null)
            {
                setWaypoint(resourceName, lode);
            }
        }
コード例 #17
0
        public ProspectSituations GetProspectSituation(int planetID, string biome, double longitude, double lattitude, double altitude, out GoldStrikeLode lode)
        {
            GoldStrikeChance chance         = GetGoldStrikeChance(planetID, biome);
            double           travelDistance = chance.GetDistanceFromLastLocation(longitude, lattitude, altitude);

            //Set the lode object
            lode = FindNearestLode(planetID, biome, longitude, lattitude);

            //Are we out of chances?
            if (chance.chancesRemaining <= 0)
            {
                return(ProspectSituations.OutOfChances);
            }

            //Is there a lode in the area?
            if (lode != null)
            {
                return(ProspectSituations.LodeAlreadyExists);
            }

            //Have we traveled far enough?
            if (travelDistance < GoldStrikeSettings.DistanceBetweenProspects)
            {
                debugLog("Calculated distance between current location and last prospect location: " + travelDistance);
                return(ProspectSituations.NotEnoughDistance);
            }

            return(ProspectSituations.Valid);
        }
コード例 #18
0
        public ProspectSituations GetProspectSituation(Vessel vessel, out GoldStrikeLode lode)
        {
            ModuleAsteroid asteroid = null;

            CBAttributeMapSO.MapAttribute biome = null;
            string biomeName = string.Empty;
            int    planetID  = int.MaxValue;
            bool   vesselSituationIsValid = false;
            double longitude = 0f;
            double latitude  = 0f;
            double altitude  = 0f;

            //If we're landed then we're ok to check prospect situation.
            if (vessel.situation == Vessel.Situations.LANDED || vessel.situation == Vessel.Situations.PRELAUNCH)
            {
                biome     = Utils.GetCurrentBiome(vessel);
                biomeName = biome.name;
                planetID  = vessel.mainBody.flightGlobalsIndex;
                longitude = vessel.longitude;
                latitude  = vessel.latitude;
                altitude  = vessel.altitude;
                vesselSituationIsValid = true;
                debugLog("Vessel is landed or prelaunch");
            }

            //If we have an asteroid, then we're ok to check prospect situation.
            asteroid = vessel.FindPartModuleImplementing <ModuleAsteroid>();
            if (asteroid != null)
            {
                biomeName = asteroid.AsteroidName;
                vesselSituationIsValid = true;
                debugLog("Vessel has an asteroid");
            }

            //Is there a lode in the area?
            if (asteroid != null)
            {
                lode = FindNearestLode(asteroid);
            }
            else
            {
                lode = FindNearestLode(planetID, biomeName, vessel.longitude, vessel.latitude);
            }
            if (lode != null)
            {
                return(ProspectSituations.LodeAlreadyExists);
            }

            //If the flight situation is bad then we're done.
            if (vesselSituationIsValid == false)
            {
                return(ProspectSituations.InvalidVesselSituation);
            }

            //Is the prospect site an asteroid, and has it been prospected?
            if (asteroid != null)
            {
                if (prospectedAsteroids.Contains(asteroid.AsteroidName))
                {
                    return(ProspectSituations.AsteroidProspected);
                }

                else //Record the fact that we prospected the asteroid.
                {
                    prospectedAsteroids.Add(asteroid.AsteroidName);
                }
            }

            //Have we traveled far enough?
            else
            {
                double travelDistance = GetDistanceFromLastLocation(vessel);
                if (travelDistance < GoldStrikeSettings.DistanceBetweenProspects)
                {
                    debugLog("Calculated distance between current location and last prospect location: " + travelDistance);
                    return(ProspectSituations.NotEnoughDistance);
                }
            }

            return(ProspectSituations.Valid);
        }
コード例 #19
0
        public bool SituationIsValid()
        {
            debugLog("SituationIsValid: checking...");
            CBAttributeMapSO.MapAttribute biome   = null;
            string         biomeName              = string.Empty;
            int            planetID               = int.MaxValue;
            bool           vesselSituationIsValid = false;
            double         longitude              = 0f;
            double         latitude               = 0f;
            double         altitude               = 0f;
            GoldStrikeLode lode = null;

            //If we're landed then we're ok to check prospect situation.
            if (this.part.vessel.situation == Vessel.Situations.LANDED || this.part.vessel.situation == Vessel.Situations.PRELAUNCH)
            {
                biome     = Utils.GetCurrentBiome(this.part.vessel);
                biomeName = biome.name;
                planetID  = this.part.vessel.mainBody.flightGlobalsIndex;
                longitude = this.part.vessel.longitude;
                latitude  = this.part.vessel.latitude;
                altitude  = this.part.vessel.altitude;
                vesselSituationIsValid = true;
                debugLog("Vessel is landed or prelaunch");
            }

            //If we're docked or orbiting, and we have an asteroid, then we're ok to check prospect situation.
            if ((this.part.vessel.situation == Vessel.Situations.ORBITING || this.part.vessel.situation == Vessel.Situations.DOCKED) && asteroid != null)
            {
                biomeName = asteroid.AsteroidName;
                vesselSituationIsValid = true;
                debugLog("Vessel has an asteroid");
            }

            //If the flight situation is bad then we're done.
            if (vesselSituationIsValid == false)
            {
                debugLog("Vessel situation not valid");
                ScreenMessages.PostScreenMessage("Vessel must be landed or in orbit/docked with an asteroid attached", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return(false);
            }

            //If we don't have sufficient ore abundance then we're done.
            if (!HasSufficientAbundance())
            {
                return(false);
            }

            //Can we prospect the location?
            switch (WBIPathfinderScenario.Instance.GetProspectSituation(planetID, biomeName, longitude, latitude, altitude, out lode))
            {
            case ProspectSituations.LodeAlreadyExists:
                if (lode != null)
                {
                    debugLog("Situation not valid, existing lode found: " + lode.ToString());
                    string message = string.Format("You already found a vein of {0:s} at this location. It has {1:f2} units remaining.", lode.resourceName, lode.amountRemaining);
                    ScreenMessages.PostScreenMessage(message, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }
                return(false);

            case ProspectSituations.NotEnoughDistance:
                debugLog("Vessel has not traveled enough distance between prospects");
                ScreenMessages.PostScreenMessage("Vessel must travel further before prospecting again.", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return(false);

            case ProspectSituations.OutOfChances:
                debugLog("Out of prospecting chances for this area or asteroid");
                ScreenMessages.PostScreenMessage("Out of prospecting chances in this area.", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                //Enable option to reset chances.
                Events["ResetProspects"].guiActive          = true;
                Events["ResetProspects"].guiActiveUnfocused = true;
                return(false);

            //A-OK
            default:
                return(true);
            }
        }