public override bool Load(ConfigNode configNode) { // Load base class bool valid = base.Load(configNode); valid &= ConfigNodeUtil.ParseValue <double>(configNode, "minSignalDelay", ref minSignalDelay, this, 0.0, x => Validation.GE(x, 0.0)); valid &= ConfigNodeUtil.ParseValue <double>(configNode, "maxSignalDelay", ref maxSignalDelay, this, double.MaxValue, x => Validation.GE(x, 0.0)); valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "minSignalDelay", "maxSignalDelay" }, this); return(valid); }
public override bool Load(ConfigNode configNode) { // Load base class bool valid = base.Load(configNode); valid &= ConfigNodeUtil.ParseValue <List <string> >(configNode, "parameter", x => parameter = x, this, new List <string>()); valid &= ConfigNodeUtil.ParseValue <List <Kerbal> >(configNode, "kerbal", x => kerbals = x, this, new List <Kerbal>()); valid &= ConfigNodeUtil.ParseValue <int>(configNode, "experience", x => experience = x, this, 1); valid &= ConfigNodeUtil.ParseValue <bool?>(configNode, "awardImmediately", x => awardImmediately = x.Value, this, (bool?)false); valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "parameter", "kerbal" }, this); return(valid); }
public override bool Load(ConfigNode configNode) { // Load base class bool valid = base.Load(configNode); // Before loading, verify the RemoteTech version valid &= Util.Version.VerifyRemoteTechVersion(); valid &= ConfigNodeUtil.ParseValue <double>(configNode, "minSignalDelay", x => minSignalDelay = x, this, 0.0, x => Validation.GE(x, 0.0)); valid &= ConfigNodeUtil.ParseValue <double>(configNode, "maxSignalDelay", x => maxSignalDelay = x, this, double.MaxValue, x => Validation.GE(x, 0.0)); valid &= ConfigNodeUtil.AtLeastOne(configNode, new string[] { "minSignalDelay", "maxSignalDelay" }, this); return(valid); }
public static SpawnVessel Create(ConfigNode configNode, SpawnVesselFactory factory) { SpawnVessel spawnVessel = new SpawnVessel(); ConfigNodeUtil.ParseValue <bool>(configNode, "deferVesselCreation", x => spawnVessel.deferVesselCreation = x, factory, false); bool valid = true; int index = 0; foreach (ConfigNode child in ConfigNodeUtil.GetChildNodes(configNode, "VESSEL")) { DataNode dataNode = new DataNode("VESSEL_" + index++, factory.dataNode, factory); try { ConfigNodeUtil.SetCurrentDataNode(dataNode); VesselData vessel = new VesselData(); // Get name if (child.HasValue("name")) { valid &= ConfigNodeUtil.ParseValue <string>(child, "name", x => vessel.name = x, factory); } // Get craft details if (child.HasValue("craftURL")) { valid &= ConfigNodeUtil.ParseValue <string>(child, "craftURL", x => vessel.craftURL = x, factory); } if (child.HasValue("craftPart")) { valid &= ConfigNodeUtil.ParseValue <AvailablePart>(child, "craftPart", x => vessel.craftPart = x, factory); } valid &= ConfigNodeUtil.AtLeastOne(child, new string[] { "craftURL", "craftPart" }, factory); valid &= ConfigNodeUtil.ParseValue <string>(child, "flagURL", x => vessel.flagURL = x, factory, (string)null); valid &= ConfigNodeUtil.ParseValue <VesselType>(child, "vesselType", x => vessel.vesselType = x, factory, VesselType.Ship); // Use an expression to default - then it'll work for dynamic contracts if (!child.HasValue("targetBody")) { child.AddValue("targetBody", "@/targetBody"); } valid &= ConfigNodeUtil.ParseValue <CelestialBody>(child, "targetBody", x => vessel.body = x, factory); // Get landed stuff if (child.HasValue("pqsCity")) { string pqsCityStr = null; valid &= ConfigNodeUtil.ParseValue <string>(child, "pqsCity", x => pqsCityStr = x, factory); if (pqsCityStr != null) { try { vessel.pqsCity = vessel.body.GetComponentsInChildren <PQSCity>(true).Where(pqs => pqs.name == pqsCityStr).First(); } catch (Exception e) { LoggingUtil.LogError(typeof(WaypointGenerator), "Couldn't load PQSCity with name '" + pqsCityStr + "'"); LoggingUtil.LogException(e); valid = false; } } valid &= ConfigNodeUtil.ParseValue <Vector3d>(child, "pqsOffset", x => vessel.pqsOffset = x, factory, new Vector3d()); // Don't expect these to load anything, but do it to mark as initialized valid &= ConfigNodeUtil.ParseValue <double>(child, "lat", x => vessel.latitude = x, factory, 0.0); valid &= ConfigNodeUtil.ParseValue <double>(child, "lon", x => vessel.longitude = x, factory, 0.0); // Do load alt and height valid &= ConfigNodeUtil.ParseValue <double?>(child, "alt", x => vessel.altitude = x, factory, (double?)null); valid &= ConfigNodeUtil.ParseValue <float>(child, "height", x => vessel.height = x, factory, !string.IsNullOrEmpty(vessel.craftURL) ? 0.0f : 2.5f); vessel.orbiting = false; } else if (child.HasValue("lat") && child.HasValue("lon")) { valid &= ConfigNodeUtil.ParseValue <double>(child, "lat", x => vessel.latitude = x, factory); valid &= ConfigNodeUtil.ParseValue <double>(child, "lon", x => vessel.longitude = x, factory); valid &= ConfigNodeUtil.ParseValue <double?>(child, "alt", x => vessel.altitude = x, factory, (double?)null); valid &= ConfigNodeUtil.ParseValue <float>(child, "height", x => vessel.height = x, factory, !string.IsNullOrEmpty(vessel.craftURL) ? 0.0f : 2.5f); vessel.orbiting = false; } // Get orbit else { valid &= ConfigNodeUtil.ParseValue <Orbit>(child, "ORBIT", x => vessel.orbit = x, factory); vessel.orbiting = true; } valid &= ConfigNodeUtil.ParseValue <float>(child, "heading", x => vessel.heading = x, factory, 0.0f); valid &= ConfigNodeUtil.ParseValue <float>(child, "pitch", x => vessel.pitch = x, factory, 0.0f); valid &= ConfigNodeUtil.ParseValue <float>(child, "roll", x => vessel.roll = x, factory, 0.0f); // Get additional flags valid &= ConfigNodeUtil.ParseValue <bool>(child, "owned", x => vessel.owned = x, factory, false); // Handle the CREW nodes foreach (ConfigNode crewNode in ConfigNodeUtil.GetChildNodes(child, "CREW")) { int count = 1; valid &= ConfigNodeUtil.ParseValue <int>(crewNode, "count", x => count = x, factory, 1); for (int i = 0; i < count; i++) { CrewData cd = new CrewData(); // Read crew details valid &= ConfigNodeUtil.ParseValue <string>(crewNode, "name", x => cd.name = x, factory, (string)null); valid &= ConfigNodeUtil.ParseValue <bool>(crewNode, "addToRoster", x => cd.addToRoster = x, factory, true); // Check for unexpected values valid &= ConfigNodeUtil.ValidateUnexpectedValues(crewNode, factory); // Add the record vessel.crew.Add(cd); } } // Check for unexpected values valid &= ConfigNodeUtil.ValidateUnexpectedValues(child, factory); // Add to the list spawnVessel.vessels.Add(vessel); } finally { ConfigNodeUtil.SetCurrentDataNode(factory.dataNode); } } if (!configNode.HasNode("VESSEL")) { valid = false; LoggingUtil.LogError(factory, "SpawnVessel requires at least one VESSEL node."); } return(valid ? spawnVessel : null); }