void render_qol(qol_data qol) { render_title("QUALITY OF LIFE"); render_content("living space", QualityOfLife.LivingSpaceToString(qol.living_space)); render_content("entertainment", QualityOfLife.EntertainmentToString(qol.entertainment)); render_content("other factors", qol.factors); render_content("time to instability", Lib.HumanReadableDuration(qol.time_to_instability)); render_space(); }
public static qol_data analyze_qol(List<Part> parts, environment_data env, crew_data crew, signal_data signal) { // store data qol_data qol = new qol_data(); // scan the parts foreach(Part p in parts) { // for each module foreach(PartModule m in p.Modules) { // entertainment if (m.moduleName == "Entertainment") { Entertainment mm = (Entertainment)m; qol.entertainment *= mm.rate; } } } // calculate Quality-Of-Life bonus // note: ignore kerbal-specific variance if (crew.capacity > 0) { double bonus = QualityOfLife.Bonus(crew.count, crew.capacity, qol.entertainment, env.landed, signal.range > 0.0); qol.living_space = QualityOfLife.LivingSpace(crew.count, crew.capacity); qol.time_to_instability = bonus / Settings.StressedDegradationRate; List<string> factors = new List<string>(); if (crew.count > 1) factors.Add("not-alone"); if (signal.range > 0.0) factors.Add("call-home"); if (env.landed) factors.Add("firm-ground"); if (factors.Count == 0) factors.Add("none"); qol.factors = String.Join(", ", factors.ToArray()); } else { qol.living_space = 0.0; qol.time_to_instability = double.NaN; qol.factors = "none"; } // return data return qol; }
public void render() { // if there is something in the editor if (EditorLogic.RootPart != null) { // store situations and altitude multipliers string[] situations = {"Landed", "Low Orbit", "Orbit", "High Orbit"}; double[] altitude_mults = {0.0, 0.33, 1.0, 3.0}; // get body, situation and altitude multiplier CelestialBody body = FlightGlobals.Bodies[body_index]; string situation = situations[situation_index]; double altitude_mult = altitude_mults[situation_index]; // get parts recursively List<Part> parts = Lib.GetPartsRecursively(EditorLogic.RootPart); // analyze environment_data env = analyze_environment(body, altitude_mult); crew_data crew = analyze_crew(parts); food_data food = analyze_food(parts, env, crew); oxygen_data oxygen = analyze_oxygen(parts, env, crew); signal_data signal = analyze_signal(parts); qol_data qol = analyze_qol(parts, env, crew, signal); radiation_data radiation = analyze_radiation(parts, env, crew); ec_data ec = analyze_ec(parts, env, crew, food, oxygen, signal); reliability_data reliability = analyze_reliability(parts, ec, signal); // render menu GUILayout.BeginHorizontal(row_style); if (GUILayout.Button(body.name, leftmenu_style)) { body_index = (body_index + 1) % FlightGlobals.Bodies.Count; if (body_index == 0) ++body_index; } if (GUILayout.Button("["+ (page + 1) + "/2]", midmenu_style)) { page = (page + 1) % 2; } if (GUILayout.Button(situation, rightmenu_style)) { situation_index = (situation_index + 1) % situations.Length; } GUILayout.EndHorizontal(); // page 1/2 if (page == 0) { // render render_ec(ec); render_food(food); render_oxygen(oxygen); render_qol(qol); } // page 2/2 else { // render render_radiation(radiation, env, crew); render_reliability(reliability, crew); render_signal(signal, env, crew); render_environment(env); } } // if there is nothing in the editor else { // render quote GUILayout.FlexibleSpace(); GUILayout.BeginHorizontal(); GUILayout.Label("<i>In preparing for space, I have always found that\nplans are useless but planning is indispensable.\nWernher von Kerman</i>", quote_style); GUILayout.EndHorizontal(); GUILayout.Space(10.0f); } }