예제 #1
0
        private void CreateLode(LodeData lodeData)
        {
            lodeData.altitude = TerrainHeight(lodeData.latitude, lodeData.longitude, lodeData.body);
            Vector3d pos = lodeData.body.GetWorldSurfacePosition(lodeData.latitude, lodeData.longitude, lodeData.altitude.Value);

            lodeData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, lodeData.body);
            lodeData.orbit.UpdateFromStateVectors(pos, lodeData.body.getRFrmVel(pos), lodeData.body, Planetarium.GetUniversalTime());
            ConfigNode[]  partNodes;
            ShipConstruct shipConstruct = null;
            uint          flightId      = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);

            partNodes    = new ConfigNode[1];
            partNodes[0] = ProtoVessel.CreatePartNode(lodeData.craftPart.name, flightId);
            DiscoveryLevels discoveryLevel  = DiscoveryLevels.Owned;
            ConfigNode      protoVesselNode = ProtoVessel.CreateVesselNode(lodeData.name, lodeData.vesselType, lodeData.orbit, 0, partNodes);
            Vector3d        norm            = lodeData.body.GetRelSurfaceNVector(lodeData.latitude, lodeData.longitude);
            double          terrainHeight   = 0.0;

            if (lodeData.body.pqsController != null)
            {
                terrainHeight = lodeData.body.pqsController.GetSurfaceHeight(norm) - lodeData.body.pqsController.radius;
            }
            bool splashed = true && terrainHeight < 0.001;

            protoVesselNode.SetValue("sit", (splashed ? Vessel.Situations.SPLASHED : Vessel.Situations.LANDED).ToString());
            protoVesselNode.SetValue("landed", (!splashed).ToString());
            protoVesselNode.SetValue("splashed", splashed.ToString());
            protoVesselNode.SetValue("lat", lodeData.latitude.ToString());
            protoVesselNode.SetValue("lon", lodeData.longitude.ToString());
            protoVesselNode.SetValue("alt", lodeData.altitude.ToString());
            protoVesselNode.SetValue("landedAt", lodeData.body.name);
            float lowest = float.MaxValue;

            foreach (Collider collider in lodeData.craftPart.partPrefab.GetComponentsInChildren <Collider>())
            {
                if (collider.gameObject.layer != 21 && collider.enabled)
                {
                    lowest = Mathf.Min(lowest, collider.bounds.min.y);
                }
            }
            if (Mathf.Approximately(lowest, float.MaxValue))
            {
                lowest = 0;
            }
            Quaternion normal   = Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z));
            Quaternion rotation = Quaternion.identity;

            rotation = rotation * Quaternion.FromToRotation(Vector3.up, Vector3.back);
            float hgt = (shipConstruct != null ? shipConstruct.parts[0] : lodeData.craftPart.partPrefab).localRoot.attPos0.y - lowest;

            protoVesselNode.SetValue("hgt", hgt.ToString());
            protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(rotation * normal));
            Vector3 nrm = (rotation * Vector3.forward);

            protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z);
            protoVesselNode.SetValue("prst", false.ToString());
            ProtoVessel protoVessel = new ProtoVessel(protoVesselNode, HighLogic.CurrentGame);

            protoVessel.Load(HighLogic.CurrentGame.flightState);
        }
예제 #2
0
        /// <summary>
        /// Returns true if a new discovery is succesfully made and added to the ResearchHandler
        /// </summary>
        /// <returns></returns>
        ResearchResult _tryNewDiscovery()
        {
            IEnumerable <ResearchDiscoveries> remainingDiscoveries = AllDiscoveries.Except(Discoveries);

            if (remainingDiscoveries.Count() != 0)
            {
                ResearchDiscoveries s = remainingDiscoveries.ElementAt(Rand.Random.Next(0, remainingDiscoveries.Count()));
                Discoveries.Add(s);
                DiscoveryLevels.Add(s, 1);

#if DEBUG
                ConsoleManager.WriteLine("Discovered " + s.ToString(), ConsoleMessageType.Debug);
#endif


                return(new ResearchResult()
                {
                    Discovery = s, Level = 1
                });
            }
            else
            {
                return(null);
            }
        }
예제 #3
0
        protected override void OnAccepted()
        {
            // Actually spawn the kerbals in the game world!
            foreach (KerbalData kerbal in kerbals)
            {
                LoggingUtil.LogVerbose(this, "Spawning a Kerbal named " + kerbal.name);

                if (kerbal.altitude == null)
                {
                    kerbal.altitude = LocationUtil.TerrainHeight(kerbal.latitude, kerbal.longitude, kerbal.body);
                }

                // Set additional info for landed kerbals
                if (kerbal.landed)
                {
                    Vector3d pos = kerbal.body.GetWorldSurfacePosition(kerbal.latitude, kerbal.longitude, kerbal.altitude.Value);

                    kerbal.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, kerbal.body);
                    kerbal.orbit.UpdateFromStateVectors(pos, kerbal.body.getRFrmVel(pos), kerbal.body, Planetarium.GetUniversalTime());
                    LoggingUtil.LogVerbose(typeof(SpawnKerbal), "kerbal generated, orbit = " + kerbal.orbit);
                }

                uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);

                // Create crew member array
                ProtoCrewMember[] crewArray = new ProtoCrewMember[1];
                crewArray[0] = kerbal.crewMember;

                // Create part nodes
                ConfigNode[] partNodes = new ConfigNode[1];
                partNodes[0] = ProtoVessel.CreatePartNode("kerbalEVA", flightId, crewArray);

                // Create additional nodes
                ConfigNode[]    additionalNodes = new ConfigNode[1];
                DiscoveryLevels discoveryLevel  = kerbal.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned;
                additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, UntrackedObjectClass.A, contract.TimeDeadline, contract.TimeDeadline);

                // Create the config node representation of the ProtoVessel
                ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(kerbal.name, VesselType.EVA, kerbal.orbit, 0, partNodes, additionalNodes);

                // Additional seetings for a landed Kerbal
                if (kerbal.landed)
                {
                    // Create the config node representation of the ProtoVessel
                    protoVesselNode.SetValue("sit", Vessel.Situations.LANDED.ToString());
                    protoVesselNode.SetValue("landed", true.ToString());
                    protoVesselNode.SetValue("lat", kerbal.latitude.ToString());
                    protoVesselNode.SetValue("lon", kerbal.longitude.ToString());
                    protoVesselNode.SetValue("alt", kerbal.altitude.ToString());
                }

                // Add vessel to the game
                HighLogic.CurrentGame.AddVessel(protoVesselNode);
            }
        }
        protected override void OnAccepted()
        {
            // Actually spawn the kerbals in the game world!
            foreach (KerbalData kerbal in kerbals)
            {
                uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);

                // Create crew member array
                ProtoCrewMember[] crewArray = new ProtoCrewMember[1];
                crewArray[0] = kerbal.crewMember;

                // Create part nodes
                ConfigNode[] partNodes = new ConfigNode[1];
                partNodes[0] = ProtoVessel.CreatePartNode("kerbalEVA", flightId, crewArray);

                // Create additional nodes
                ConfigNode[]    additionalNodes = new ConfigNode[1];
                DiscoveryLevels discoveryLevel  = kerbal.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned;
                additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, UntrackedObjectClass.A, contract.TimeDeadline, contract.TimeDeadline);

                // Create the config node representation of the ProtoVessel
                ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(kerbal.name, VesselType.EVA, kerbal.orbit, 0, partNodes, additionalNodes);

                // Additional seetings for a landed Kerbal
                if (kerbal.landed)
                {
                    // Create the config node representation of the ProtoVessel
                    protoVesselNode.SetValue("sit", Vessel.Situations.LANDED.ToString());
                    protoVesselNode.SetValue("landed", true.ToString());
                    protoVesselNode.SetValue("lat", kerbal.latitude.ToString());
                    protoVesselNode.SetValue("lon", kerbal.longitude.ToString());
                    protoVesselNode.SetValue("alt", kerbal.altitude.ToString());
                }

                // Add vessel to the game
                HighLogic.CurrentGame.AddVessel(protoVesselNode);
            }
        }
예제 #5
0
        /// <summary>
        /// Returns true if an existing discovery is succesfully selected and upgraded
        /// </summary>
        /// <returns></returns>
        ResearchResult _tryUpgradeDiscovery()
        {
            var nonMaxxed = DiscoveryLevels.Where(a => (a.Value < ResearchHandler.MaxResearchLevel));

            if (nonMaxxed.Count() != 0)
            {
                var resToUpgrade = nonMaxxed.ElementAt(Rand.Random.Next(0, nonMaxxed.Count()));
                DiscoveryLevels[resToUpgrade.Key] += 1;

#if DEBUG
                ConsoleManager.WriteLine("Discovered " + resToUpgrade.Key.ToString() + " level " + DiscoveryLevels[resToUpgrade.Key], ConsoleMessageType.Debug);
#endif

                return(new ResearchResult()
                {
                    Discovery = resToUpgrade.Key, Level = resToUpgrade.Value
                });
            }
            else
            {
                return(null);
            }
        }
예제 #6
0
        protected override void OnAccepted()
        {
            // Actually spawn the kerbals in the game world!
            foreach (KerbalData kd in kerbals)
            {
                LoggingUtil.LogVerbose(this, "Spawning a Kerbal named " + kd.kerbal.name);

                // Generate the ProtoCrewMember
                kd.kerbal.GenerateKerbal();

                if (kd.altitude == null)
                {
                    kd.altitude = LocationUtil.TerrainHeight(kd.latitude, kd.longitude, kd.body);
                }

                // Set additional info for landed kerbals
                if (kd.landed)
                {
                    Vector3d pos = kd.body.GetWorldSurfacePosition(kd.latitude, kd.longitude, kd.altitude.Value);

                    kd.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, kd.body);
                    kd.orbit.UpdateFromStateVectors(pos, kd.body.getRFrmVel(pos), kd.body, Planetarium.GetUniversalTime());
                    LoggingUtil.LogVerbose(typeof(SpawnKerbal), "kerbal generated, orbit = " + kd.orbit);
                }
                else
                {
                    // Update the reference body in the orbit
                    kd.orbit.referenceBody = kd.body;
                }

                uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);

                // Create crew member array
                ProtoCrewMember[] crewArray = new ProtoCrewMember[1];
                crewArray[0] = kd.kerbal.pcm;

                // Create part nodes
                ConfigNode[] partNodes = new ConfigNode[1];
                partNodes[0] = ProtoVessel.CreatePartNode(kd.kerbal.gender == ProtoCrewMember.Gender.Male ? "kerbalEVA" : "kerbalEVAfemale",
                                                          flightId, crewArray);

                // Create additional nodes
                ConfigNode[]    additionalNodes = new ConfigNode[1];
                DiscoveryLevels discoveryLevel  = kd.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned;
                additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, UntrackedObjectClass.A, contract.TimeDeadline, contract.TimeDeadline);

                // Create the config node representation of the ProtoVessel
                ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(kd.kerbal.name, VesselType.EVA, kd.orbit, 0, partNodes, additionalNodes);

                // Additional seetings for a landed Kerbal
                if (kd.landed)
                {
                    bool splashed = kd.altitude.Value < 0.001 && kd.body.ocean;

                    // Add a bit of height for landed kerbals
                    if (!splashed)
                    {
                        kd.altitude += 0.2;
                    }

                    // Figure out the appropriate rotation
                    Vector3d   norm     = kd.body.GetRelSurfaceNVector(kd.latitude, kd.longitude);
                    Quaternion normal   = Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z));
                    Quaternion rotation = Quaternion.FromToRotation(Vector3.up, Vector3.forward);
                    rotation = rotation * Quaternion.AngleAxis(kd.heading + 180, Vector3.up);

                    // Create the config node representation of the ProtoVessel
                    protoVesselNode.SetValue("sit", (splashed ? Vessel.Situations.SPLASHED : Vessel.Situations.LANDED).ToString());
                    protoVesselNode.SetValue("landed", (!splashed).ToString());
                    protoVesselNode.SetValue("splashed", splashed.ToString());
                    protoVesselNode.SetValue("lat", kd.latitude.ToString());
                    protoVesselNode.SetValue("lon", kd.longitude.ToString());
                    protoVesselNode.SetValue("alt", kd.altitude.ToString());
                    protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(normal * rotation));

                    // Set the normal vector relative to the surface
                    Vector3 nrm = (rotation * Vector3.forward);
                    protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z);
                }

                // Add vessel to the game
                HighLogic.CurrentGame.AddVessel(protoVesselNode);
            }
        }
예제 #7
0
        protected bool CreateVessels()
        {
            if (vesselsCreated)
            {
                return(false);
            }

            String gameDataDir = KSPUtil.ApplicationRootPath;

            gameDataDir = gameDataDir.Replace("\\", "/");
            if (!gameDataDir.EndsWith("/"))
            {
                gameDataDir += "/";
            }
            gameDataDir += "GameData";

            // Spawn the vessel in the game world
            foreach (VesselData vesselData in vessels)
            {
                LoggingUtil.LogVerbose(this, "Spawning a vessel named '" + vesselData.name + "'");

                // Set additional info for landed vessels
                bool landed = false;
                if (!vesselData.orbiting)
                {
                    landed = true;
                    if (vesselData.altitude == null)
                    {
                        vesselData.altitude = LocationUtil.TerrainHeight(vesselData.latitude, vesselData.longitude, vesselData.body);
                    }

                    Vector3d pos = vesselData.body.GetWorldSurfacePosition(vesselData.latitude, vesselData.longitude, vesselData.altitude.Value);

                    vesselData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, vesselData.body);
                    vesselData.orbit.UpdateFromStateVectors(pos, vesselData.body.getRFrmVel(pos), vesselData.body, Planetarium.GetUniversalTime());
                }
                else
                {
                    vesselData.orbit.referenceBody = vesselData.body;
                }

                ConfigNode[]         partNodes;
                UntrackedObjectClass sizeClass;
                ShipConstruct        shipConstruct = null;
                if (!string.IsNullOrEmpty(vesselData.craftURL))
                {
                    // Save the current ShipConstruction ship, otherwise the player will see the spawned ship next time they enter the VAB!
                    ConfigNode currentShip = ShipConstruction.ShipConfig;

                    shipConstruct = ShipConstruction.LoadShip(gameDataDir + "/" + vesselData.craftURL);
                    if (shipConstruct == null)
                    {
                        LoggingUtil.LogError(this, "ShipConstruct was null when tried to load '" + vesselData.craftURL +
                                             "' (usually this means the file could not be found).");
                        continue;
                    }

                    // Restore ShipConstruction ship
                    ShipConstruction.ShipConfig = currentShip;

                    // Set the name
                    if (string.IsNullOrEmpty(vesselData.name))
                    {
                        vesselData.name = shipConstruct.shipName;
                    }

                    // Set some parameters that need to be at the part level
                    uint missionID = (uint)Guid.NewGuid().GetHashCode();
                    uint launchID  = HighLogic.CurrentGame.launchID++;
                    foreach (Part p in shipConstruct.parts)
                    {
                        p.flightID  = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
                        p.missionID = missionID;
                        p.launchID  = launchID;
                        p.flagURL   = vesselData.flagURL ?? HighLogic.CurrentGame.flagURL;

                        // Had some issues with this being set to -1 for some ships - can't figure out
                        // why.  End result is the vessel exploding, so let's just set it to a positive
                        // value.
                        p.temperature = 1.0;
                    }

                    foreach (CrewData cd in vesselData.crew)
                    {
                        bool success = false;

                        // Find a seat for the crew
                        Part part = shipConstruct.parts.Find(p => p.protoModuleCrew.Count < p.CrewCapacity);

                        // Add the crew member
                        if (part != null)
                        {
                            // Create the ProtoCrewMember
                            ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned);
                            if (cd.gender != null)
                            {
                                crewMember.gender = cd.gender.Value;
                            }
                            if (cd.name != null)
                            {
                                crewMember.name = cd.name;
                            }

                            // Add them to the part
                            success = part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count);
                        }

                        if (!success)
                        {
                            LoggingUtil.LogWarning(this, "Unable to add crew to vessel named '" + vesselData.name + "'.  Perhaps there's no room?");
                            break;
                        }
                    }

                    // Create a dummy ProtoVessel, we will use this to dump the parts to a config node.
                    // We can't use the config nodes from the .craft file, because they are in a
                    // slightly different format than those required for a ProtoVessel (seriously
                    // Squad?!?).
                    ConfigNode  empty       = new ConfigNode();
                    ProtoVessel dummyProto  = new ProtoVessel(empty, null);
                    Vessel      dummyVessel = new Vessel();
                    dummyVessel.parts    = shipConstruct.parts;
                    dummyProto.vesselRef = dummyVessel;

                    // Create the ProtoPartSnapshot objects and then initialize them
                    foreach (Part p in shipConstruct.parts)
                    {
                        dummyProto.protoPartSnapshots.Add(new ProtoPartSnapshot(p, dummyProto));
                    }
                    foreach (ProtoPartSnapshot p in dummyProto.protoPartSnapshots)
                    {
                        p.storePartRefs();
                    }

                    // Create the ship's parts
                    partNodes = dummyProto.protoPartSnapshots.Select <ProtoPartSnapshot, ConfigNode>(GetNodeForPart).ToArray();

                    // Estimate an object class, numbers are based on the in game description of the
                    // size classes.
                    float size = shipConstruct.shipSize.magnitude / 2.0f;
                    if (size < 4.0f)
                    {
                        sizeClass = UntrackedObjectClass.A;
                    }
                    else if (size < 7.0f)
                    {
                        sizeClass = UntrackedObjectClass.B;
                    }
                    else if (size < 12.0f)
                    {
                        sizeClass = UntrackedObjectClass.C;
                    }
                    else if (size < 18.0f)
                    {
                        sizeClass = UntrackedObjectClass.D;
                    }
                    else
                    {
                        sizeClass = UntrackedObjectClass.E;
                    }
                }
                else
                {
                    // Create crew member array
                    ProtoCrewMember[] crewArray = new ProtoCrewMember[vesselData.crew.Count];
                    int i = 0;
                    foreach (CrewData cd in vesselData.crew)
                    {
                        // Create the ProtoCrewMember
                        ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned);
                        if (cd.name != null)
                        {
                            crewMember.name = cd.name;
                        }

                        crewArray[i++] = crewMember;
                    }

                    // Create part nodes
                    uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
                    partNodes    = new ConfigNode[1];
                    partNodes[0] = ProtoVessel.CreatePartNode(vesselData.craftPart.name, flightId, crewArray);

                    // Default the size class
                    sizeClass = UntrackedObjectClass.A;

                    // Set the name
                    if (string.IsNullOrEmpty(vesselData.name))
                    {
                        vesselData.name = vesselData.craftPart.name;
                    }
                }

                // Create additional nodes
                ConfigNode[]    additionalNodes = new ConfigNode[1];
                DiscoveryLevels discoveryLevel  = vesselData.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned;
                additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, sizeClass, contract.TimeDeadline, contract.TimeDeadline);

                // Create the config node representation of the ProtoVessel
                ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(vesselData.name, vesselData.vesselType, vesselData.orbit, 0, partNodes, additionalNodes);

                // Additional seetings for a landed vessel
                if (!vesselData.orbiting)
                {
                    Vector3d norm = vesselData.body.GetRelSurfaceNVector(vesselData.latitude, vesselData.longitude);

                    double terrainHeight = 0.0;
                    if (vesselData.body.pqsController != null)
                    {
                        terrainHeight = vesselData.body.pqsController.GetSurfaceHeight(norm) - vesselData.body.pqsController.radius;
                    }
                    bool splashed = landed && terrainHeight < 0.001;

                    // Create the config node representation of the ProtoVessel
                    // Note - flying is experimental, and so far doesn't work
                    protoVesselNode.SetValue("sit", (splashed ? Vessel.Situations.SPLASHED : landed ?
                                                     Vessel.Situations.LANDED : Vessel.Situations.FLYING).ToString());
                    protoVesselNode.SetValue("landed", (landed && !splashed).ToString());
                    protoVesselNode.SetValue("splashed", splashed.ToString());
                    protoVesselNode.SetValue("lat", vesselData.latitude.ToString());
                    protoVesselNode.SetValue("lon", vesselData.longitude.ToString());
                    protoVesselNode.SetValue("alt", vesselData.altitude.ToString());
                    protoVesselNode.SetValue("landedAt", vesselData.body.name);

                    // Figure out the additional height to subtract
                    float lowest = float.MaxValue;
                    if (shipConstruct != null)
                    {
                        foreach (Part p in shipConstruct.parts)
                        {
                            foreach (Collider collider in p.GetComponentsInChildren <Collider>())
                            {
                                if (collider.gameObject.layer != 21 && collider.enabled)
                                {
                                    lowest = Mathf.Min(lowest, collider.bounds.min.y);
                                }
                            }
                        }
                    }
                    else
                    {
                        foreach (Collider collider in vesselData.craftPart.partPrefab.GetComponentsInChildren <Collider>())
                        {
                            if (collider.gameObject.layer != 21 && collider.enabled)
                            {
                                lowest = Mathf.Min(lowest, collider.bounds.min.y);
                            }
                        }
                    }

                    if (lowest == float.MaxValue)
                    {
                        lowest = 0;
                    }

                    // Figure out the surface height and rotation
                    Quaternion normal   = Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z));
                    Quaternion rotation = Quaternion.identity;
                    float      heading  = vesselData.heading;
                    if (shipConstruct == null)
                    {
                        rotation = rotation * Quaternion.FromToRotation(Vector3.up, Vector3.back);
                    }
                    else if (shipConstruct.shipFacility == EditorFacility.SPH)
                    {
                        rotation = rotation * Quaternion.FromToRotation(Vector3.forward, -Vector3.forward);
                        heading += 180.0f;
                    }
                    else
                    {
                        rotation = rotation * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
                    }

                    rotation = rotation * Quaternion.AngleAxis(heading, Vector3.back);
                    rotation = rotation * Quaternion.AngleAxis(vesselData.roll, Vector3.down);
                    rotation = rotation * Quaternion.AngleAxis(vesselData.pitch, Vector3.left);

                    // Set the height and rotation
                    if (landed || splashed)
                    {
                        float hgt = (shipConstruct != null ? shipConstruct.parts[0] : vesselData.craftPart.partPrefab).localRoot.attPos0.y - lowest;
                        hgt += vesselData.height;
                        protoVesselNode.SetValue("hgt", hgt.ToString());
                    }
                    protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(rotation * normal));

                    // Set the normal vector relative to the surface
                    Vector3 nrm = (rotation * Vector3.forward);
                    protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z);

                    protoVesselNode.SetValue("prst", false.ToString());
                }

                // Add vessel to the game
                ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode);

                // Store the id for later use
                vesselData.id = protoVessel.vesselRef.id;

                // Associate it so that it can be used in contract parameters
                ContractVesselTracker.Instance.AssociateVessel(vesselData.name, protoVessel.vesselRef);
            }

            vesselsCreated = true;
            return(true);
        }
예제 #8
0
        public void SetBodyDiscoveryLevel(KeyValuePair <CelestialBody, CelestialBodyInfo> cb, DiscoveryLevels level)
        {
            cb.Key.DiscoveryInfo.SetLevel(level);
            try
            {
                if (Database.instance.CelestialBodies[cb.Key.referenceBody].KOPbarycenter)
                {
                    cb.Key.referenceBody.DiscoveryInfo.SetLevel(level);
                }
                if (cb.Value.KOPrelbarycenterBody != null)
                {
                    cb.Value.KOPrelbarycenterBody.DiscoveryInfo.SetLevel(level);
                }
            }
            catch (Exception)
            {// throw;
            }

            if (isPCBMInstalled && (HighLogic.LoadedScene == GameScenes.FLIGHT || HighLogic.LoadedScene == GameScenes.TRACKSTATION))   //If progressive CB maps are installed set the level of the meshmap.
            {
                if (cb.Value.ignore)
                {
                    setCBContractWeight(cb, true);
                    SetBodyProgressiveCBMap(cb.Key, 6);
                    return;
                }

                if (!cb.Value.isResearched)
                {
                    setCBContractWeight(cb, false);
                    SetBodyProgressiveCBMap(cb.Key, 1);
                }
                else
                {
                    if (cb.Value.researchState < 30)
                    {
                        setCBContractWeight(cb, false);
                        SetBodyProgressiveCBMap(cb.Key, 2);
                    }
                    else
                    {
                        if (cb.Value.researchState < 50)
                        {
                            setCBContractWeight(cb, false);
                            SetBodyProgressiveCBMap(cb.Key, 3);
                        }
                        else
                        {
                            if (cb.Value.researchState < 70)
                            {
                                setCBContractWeight(cb, false);
                                SetBodyProgressiveCBMap(cb.Key, 4);
                            }
                            else
                            {
                                if (cb.Value.researchState < 90)
                                {
                                    setCBContractWeight(cb, false);
                                    SetBodyProgressiveCBMap(cb.Key, 5);
                                }
                                else
                                {
                                    setCBContractWeight(cb, false);
                                    SetBodyProgressiveCBMap(cb.Key, 6);
                                }
                            }
                        }
                    }
                }
            }
        }
        protected void CreateVessels()
        {
            if (vesselsCreated)
            {
                return;
            }

            String gameDataDir = KSPUtil.ApplicationRootPath;

            gameDataDir = gameDataDir.Replace("\\", "/");
            if (!gameDataDir.EndsWith("/"))
            {
                gameDataDir += "/";
            }
            gameDataDir += "GameData";

            // Spawn the vessel in the game world
            foreach (VesselData vesselData in vessels)
            {
                LoggingUtil.LogVerbose(this, "Spawning a vessel named '" + vesselData.name + "'");

                // Save the current ShipConstruction ship, otherwise the player will see the spawned ship next time they enter the VAB!
                ConfigNode currentShip = ShipConstruction.ShipConfig;

                ShipConstruct shipConstruct = ShipConstruction.LoadShip(gameDataDir + "/" + vesselData.craftURL);
                if (shipConstruct == null)
                {
                    LoggingUtil.LogError(this, "ShipConstruct was null when tried to load '" + vesselData.craftURL +
                                         "' (usually this means the file could not be found).");
                    continue;
                }

                // Restore ShipConstruction ship
                ShipConstruction.ShipConfig = currentShip;

                // Set the name
                if (string.IsNullOrEmpty(vesselData.name))
                {
                    vesselData.name = shipConstruct.shipName;
                }

                // Set some parameters that need to be at the part level
                uint flightId  = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
                uint missionID = (uint)Guid.NewGuid().GetHashCode();
                uint launchID  = HighLogic.CurrentGame.launchID++;
                foreach (Part p in shipConstruct.parts)
                {
                    p.flightID  = flightId;
                    p.missionID = missionID;
                    p.launchID  = launchID;
                    p.flagURL   = vesselData.flagURL ?? HighLogic.CurrentGame.flagURL;
                }

                // Assign crew to the vessel
                foreach (CrewData cd in vesselData.crew)
                {
                    bool success = false;

                    // Find a seat for the crew
                    Part part = shipConstruct.parts.Find(p => p.protoModuleCrew.Count < p.CrewCapacity);

                    // Add the crew member
                    if (part != null)
                    {
                        // Create the ProtoCrewMember
                        ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned);
                        if (cd.name != null)
                        {
                            crewMember.name = cd.name;
                        }

                        // Add them to the part
                        success = part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count);
                    }

                    if (!success)
                    {
                        LoggingUtil.LogWarning(this, "Unable to add crew to vessel named '" + vesselData.name + "'.  Perhaps there's no room?");
                        break;
                    }
                }

                // Set additional info for landed kerbals
                if (vesselData.landed)
                {
                    if (vesselData.altitude == null)
                    {
                        vesselData.altitude = LocationUtil.TerrainHeight(vesselData.latitude, vesselData.longitude, vesselData.body);
                    }

                    Vector3d pos = vesselData.body.GetWorldSurfacePosition(vesselData.latitude, vesselData.longitude, vesselData.altitude.Value);

                    vesselData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, vesselData.body);
                    vesselData.orbit.UpdateFromStateVectors(pos, vesselData.body.getRFrmVel(pos), vesselData.body, Planetarium.GetUniversalTime());
                    LoggingUtil.LogDebug(this, "vesselData generated, orbit = " + vesselData.orbit);
                }

                // Create a dummy ProtoVessel, we will use this to dump the parts to a config node.
                // We can't use the config nodes from the .craft file, because they are in a
                // slightly different format than those required for a ProtoVessel (seriously
                // Squad?!?).
                ConfigNode  empty       = new ConfigNode();
                ProtoVessel dummyProto  = new ProtoVessel(empty, null);
                Vessel      dummyVessel = new Vessel();
                dummyVessel.parts    = shipConstruct.parts;
                dummyProto.vesselRef = dummyVessel;

                // Create the ProtoPartSnapshot objects and then initialize them
                foreach (Part p in shipConstruct.parts)
                {
                    dummyProto.protoPartSnapshots.Add(new ProtoPartSnapshot(p, dummyProto));
                }
                foreach (ProtoPartSnapshot p in dummyProto.protoPartSnapshots)
                {
                    p.storePartRefs();
                }

                // Estimate an object class, numbers are based on the in game description of the
                // size classes.
                float size = shipConstruct.shipSize.magnitude / 2.0f;
                UntrackedObjectClass sizeClass;
                if (size < 4.0f)
                {
                    sizeClass = UntrackedObjectClass.A;
                }
                else if (size < 7.0f)
                {
                    sizeClass = UntrackedObjectClass.B;
                }
                else if (size < 12.0f)
                {
                    sizeClass = UntrackedObjectClass.C;
                }
                else if (size < 18.0f)
                {
                    sizeClass = UntrackedObjectClass.D;
                }
                else
                {
                    sizeClass = UntrackedObjectClass.E;
                }

                // Create the ship's parts
                ConfigNode[] partNodes = dummyProto.protoPartSnapshots.Select <ProtoPartSnapshot, ConfigNode>(GetNodeForPart).ToArray();

                // Create additional nodes
                ConfigNode[]    additionalNodes = new ConfigNode[1];
                DiscoveryLevels discoveryLevel  = vesselData.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned;
                additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, sizeClass, contract.TimeDeadline, contract.TimeDeadline);

                // Create the config node representation of the ProtoVessel
                ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(vesselData.name, vesselData.vesselType, vesselData.orbit, 0, partNodes, additionalNodes);

                // Additional seetings for a landed vessel
                if (vesselData.landed)
                {
                    // Create the config node representation of the ProtoVessel
                    protoVesselNode.SetValue("sit", Vessel.Situations.LANDED.ToString());
                    protoVesselNode.SetValue("landed", true.ToString());
                    protoVesselNode.SetValue("lat", vesselData.latitude.ToString());
                    protoVesselNode.SetValue("lon", vesselData.longitude.ToString());
                    protoVesselNode.SetValue("alt", vesselData.altitude.ToString());
                    protoVesselNode.SetValue("landedAt", vesselData.body.name);

                    // Figure out the additional heigh to subtract
                    float lowest = float.MaxValue;
                    foreach (Part p in shipConstruct.parts)
                    {
                        foreach (Collider collider in p.GetComponentsInChildren <Collider>())
                        {
                            if (collider.gameObject.layer != 21 && collider.enabled)
                            {
                                lowest = Mathf.Min(lowest, collider.bounds.min.y);
                            }
                        }
                    }

                    // Figure out the surface height and rotation
                    Vector3d   norm     = vesselData.body.GetRelSurfaceNVector(vesselData.latitude, vesselData.longitude);
                    Quaternion rotation = Quaternion.FromToRotation(Vector3.forward, Vector3.up) *
                                          Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z));
                    protoVesselNode.SetValue("hgt", (shipConstruct.parts[0].localRoot.attPos0.y - lowest).ToString());
                    protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(rotation));
                }

                // Add vessel to the game
                ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode);

                // Store the id for later use
                vesselData.id = protoVessel.vesselRef.id;

                // Associate it so that it can be used in contract parameters
                ContractVesselTracker.Instance.AssociateVessel(vesselData.name, protoVessel.vesselRef);
            }

            vesselsCreated = true;
        }
	/// <summary>Sets the level of knowledge the player has for the asteroid</summary>
	///
	/// <param name="level">The flags representing the asteroid's exploration state</param>
	///
    public extern void SetLevel(DiscoveryLevels level);
	/// <summary>Function testing if an asteroid has a particular discovery level</summary>
	///
	/// <param name="lvl">The flag(s) whose presence must be tested.</param>
	/// 
	/// <returns>True if at least one of the flags in <paramref name="lvl"/> is in 
	///	this object, false otherwise</returns>
	///
    public extern bool HaveKnowledgeAbout(DiscoveryLevels lvl);
	//----------------------------------------------------------------------

	/// <summary>Initializes a Class C asteroid</summary>
	///
	/// <param name="host">The vessel or celestial body to which this DiscoveryInfo applies</param>
	/// <param name="level">The amount of knowledge for the asteroid</param>
	/// <param name="untrackedLifetime">The amount of time the asteroid can remain untracked 
	/// 	before disappearing</param>
	///
    public extern DiscoveryInfo(IDiscoverable host, DiscoveryLevels level, double untrackedLifetime);
 /// <summary>Sets the level of knowledge the player has for the asteroid</summary>
 ///
 /// <param name="level">The flags representing the asteroid's exploration state</param>
 ///
 public extern void SetLevel(DiscoveryLevels level);
 /// <summary>Function testing if an asteroid has a particular discovery level</summary>
 ///
 /// <param name="lvl">The flag(s) whose presence must be tested.</param>
 ///
 /// <returns>True if at least one of the flags in <paramref name="lvl"/> is in
 ///	this object, false otherwise</returns>
 ///
 public extern bool HaveKnowledgeAbout(DiscoveryLevels lvl);
    //----------------------------------------------------------------------

    /// <summary>Initializes a Class C asteroid</summary>
    ///
    /// <param name="host">The vessel or celestial body to which this DiscoveryInfo applies</param>
    /// <param name="level">The amount of knowledge for the asteroid</param>
    /// <param name="untrackedLifetime">The amount of time the asteroid can remain untracked
    ///     before disappearing</param>
    ///
    public extern DiscoveryInfo(IDiscoverable host, DiscoveryLevels level, double untrackedLifetime);