Пример #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);
        }
Пример #2
0
        private void GenerateStrandedKerbal(int bodyID, string kerbalName)
        {
            //Add kerbal to crew roster.
            DarkLog.Debug("Spawning missing kerbal, name: " + kerbalName);
            ProtoCrewMember pcm = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned);

            pcm.name         = kerbalName;
            pcm.rosterStatus = ProtoCrewMember.RosterStatus.Assigned;
            //Create protovessel
            uint          newPartID    = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
            CelestialBody contractBody = FlightGlobals.Bodies[bodyID];
            //Atmo: 10km above atmo, to half the planets radius out.
            //Non-atmo: 30km above ground, to half the planets radius out.
            double minAltitude   = FinePrint.Utilities.CelestialUtilities.GetMinimumOrbitalAltitude(contractBody, 1.1f);
            double maxAltitude   = minAltitude + contractBody.Radius * 0.5;
            Orbit  strandedOrbit = Orbit.CreateRandomOrbitAround(FlightGlobals.Bodies[bodyID], minAltitude, maxAltitude);

            ConfigNode[]      kerbalPartNode = new ConfigNode[1];
            ProtoCrewMember[] partCrew       = new ProtoCrewMember[1];
            partCrew[0]       = pcm;
            kerbalPartNode[0] = ProtoVessel.CreatePartNode("kerbalEVA", newPartID, partCrew);
            ConfigNode  protoVesselNode = ProtoVessel.CreateVesselNode(kerbalName, VesselType.EVA, strandedOrbit, 0, kerbalPartNode);
            ConfigNode  discoveryNode   = ProtoVessel.CreateDiscoveryNode(DiscoveryLevels.Unowned, UntrackedObjectClass.A, double.PositiveInfinity, double.PositiveInfinity);
            ProtoVessel protoVessel     = new ProtoVessel(protoVesselNode, HighLogic.CurrentGame);

            protoVessel.discoveryInfo = discoveryNode;
            //It's not supposed to be infinite, but you're crazy if you think I'm going to decipher the values field of the rescue node.
            HighLogic.CurrentGame.flightState.protoVessels.Add(protoVessel);
        }
Пример #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);
            }
        }
Пример #4
0
        private ConfigNode createAnomalyVessel(WBISpaceAnomaly anomaly)
        {
            // Generate vessel name
            string vesselName = DiscoverableObjectsUtil.GenerateAsteroidName();
            string prefix     = Localizer.Format("#autoLOC_6001923");

            prefix     = prefix.Replace(" <<1>>", "");
            vesselName = vesselName.Replace(prefix, "UNK-");
            vesselName = vesselName.Replace("- ", "-");

            // Generate orbit
            Orbit orbit = generateOrbit(anomaly);

            // Create part nodes
            ConfigNode[] partNodes = new ConfigNode[] { ProtoVessel.CreatePartNode(anomaly.partName, 0) };

            // Determine lifetime
            double minLifetime = anomaly.minLifetime;
            double maxLifetime = anomaly.maxLifetime;

            if (minLifetime < 0)
            {
                minLifetime = double.MaxValue;
                maxLifetime = double.MaxValue;
            }

            // Setup object class
            UntrackedObjectClass objectClass = UntrackedObjectClass.A;

            Enum.TryParse(anomaly.sizeClass, out objectClass);

            // Create discovery and additional nodes.
            ConfigNode discoveryNode = ProtoVessel.CreateDiscoveryNode(DiscoveryLevels.Presence, objectClass, minLifetime, maxLifetime);

            ConfigNode[] additionalNodes = new ConfigNode[] { new ConfigNode("ACTIONGROUPS"), discoveryNode };

            // Create vessel node
            ConfigNode vesselNode = ProtoVessel.CreateVesselNode(vesselName, VesselType.SpaceObject, orbit, 0, partNodes, additionalNodes);

            // Add vessel node to the game.
            HighLogic.CurrentGame.AddVessel(vesselNode);

            // Get vessel ID
            if (vesselNode.HasValue("persistentId"))
            {
                anomaly.vesselId = vesselNode.GetValue("persistentId");
            }

            return(vesselNode);
        }
Пример #5
0
        /// <summary>
        /// Generates vessel parts and resources appropriate for the chosen set.
        /// </summary>
        ///
        /// <param name="group">The set to which the asteroid belongs.</param>
        /// <returns>An array of ConfigNodes storing the asteroid's parts. The first element MUST
        /// be the root part.</returns>
        ///
        /// <exception cref="System.InvalidOperationException">Thrown if <c>group</c> cannot
        /// generate valid parts. The program state will be unchanged in the event of an
        /// exception.</exception>
        /// <exception cref="System.NullReferenceException">Thrown if <c>group</c> is
        /// null.</exception>
        private static ConfigNode [] makeAsteroidParts(AsteroidSet group)
        {
            // The same "seed" that shows up in ProceduralAsteroid?
            uint   seed = (uint)UnityEngine.Random.Range(0, Int32.MaxValue);
            string part = group.drawAsteroidType();

            try {
                ConfigNode potato = ProtoVessel.CreatePartNode(part, seed);
                return(new [] { potato });
            } catch (Exception e) {
                // Really? That's what CreatePartNode throws?
                throw new InvalidOperationException(
                          Localizer.Format("#autoLOC_CustomAsteroids_ErrorTypeBadPart", part), e);
            }
        }
Пример #6
0
        private ConfigNode CreateProcessedPartNode(string part, uint id, params ProtoCrewMember[] crew)
        {
            ConfigNode configNode = ProtoVessel.CreatePartNode(part, id, crew);

            if (part != "kerbalEVA")
            {
                ConfigNode[] nodes = configNode.GetNodes("RESOURCE");
                for (int i = 0; i < nodes.Length; i++)
                {
                    ConfigNode configNode2 = nodes[i];
                    if (configNode2.HasValue("amount"))
                    {
                        configNode2.SetValue("amount", 0.ToString(System.Globalization.CultureInfo.InvariantCulture), false);
                    }
                }
            }
            configNode.SetValue("flag", "Squad/Flags/default", true);
            return(configNode);
        }
Пример #7
0
        private static ConfigNode CreateVesselNode(PlacementRequest request, Orbit orbit)
        {
            // create an id for the flight object that will represent the kerbal's EVA
            var genderQualifier = request.Kerbal.gender == ProtoCrewMember.Gender.Female ? "female" : string.Empty;
            var flightId        = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);

            $"created flightId {flightId}".Debug();

            // create a ship consisting of just the kerbal - this is how EVAs are represented in KSP
            var partNodes = new ConfigNode[1];

            partNodes[0] =
                ProtoVessel.CreatePartNode($"kerbalEVA{genderQualifier}", flightId, request.Kerbal);
            "created partNodes".Debug();
            var vesselNode = ProtoVessel.CreateVesselNode(request.Kerbal.name, VesselType.EVA, orbit, 0, partNodes);

            "created vesselNode".Debug();
            return(vesselNode);
        }
Пример #8
0
        private static void GenerateStrandedKerbal(int bodyId, string kerbalName)
        {
            //Add kerbal to crew roster.
            LunaLog.Log($"[LMP]: Spawning missing kerbal, Name: {kerbalName}");

            var pcm = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned);

            pcm.ChangeName(kerbalName);
            pcm.rosterStatus = ProtoCrewMember.RosterStatus.Assigned;

            //Create protovessel
            var newPartId    = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
            var contractBody = FlightGlobals.Bodies[bodyId];

            //Atmo: 10km above atmo, to half the planets radius out.
            //Non-atmo: 30km above ground, to half the planets radius out.
            var minAltitude = CelestialUtilities.GetMinimumOrbitalDistance(contractBody, 1.1f);
            var maxAltitude = minAltitude + contractBody.Radius * 0.5;

            var strandedOrbit = Orbit.CreateRandomOrbitAround(FlightGlobals.Bodies[bodyId], minAltitude, maxAltitude);

            var kerbalPartNode = new[] { ProtoVessel.CreatePartNode("kerbalEVA", newPartId, pcm) };

            var protoVesselNode = ProtoVessel.CreateVesselNode(kerbalName, VesselType.EVA, strandedOrbit, 0,
                                                               kerbalPartNode);

            //It's not supposed to be infinite, but you're crazy if you think I'm going to decipher the values field of the rescue node.
            var discoveryNode = ProtoVessel.CreateDiscoveryNode(DiscoveryLevels.Unowned, UntrackedObjectClass.A,
                                                                double.PositiveInfinity,
                                                                double.PositiveInfinity);

            var protoVessel = new ProtoVessel(protoVesselNode, HighLogic.CurrentGame)
            {
                discoveryInfo = discoveryNode
            };

            HighLogic.CurrentGame.flightState.protoVessels.Add(protoVessel);
        }
        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);
            }
        }
Пример #10
0
        private void SpawnVessel(WaldoAttackVesselData WaldoAttackVesselData, List <ProtoCrewMember> crewData = null)
        {
            //      string gameDataDir = KSPUtil.ApplicationRootPath;
            Debug.Log("[Spawn OrX Waldo Attack] Spawning " + WaldoAttackVesselData.name);

            // Set additional info for landed vessels
            bool landed = false;

            if (!landed)
            {
                landed = true;
                if (WaldoAttackVesselData.altitude == null || WaldoAttackVesselData.altitude < 0)
                {
                    WaldoAttackVesselData.altitude = 5;//LocationUtil.TerrainHeight(WaldoAttackVesselData.latitude, WaldoAttackVesselData.longitude, WaldoAttackVesselData.body);
                }
                Debug.Log("[Spawn OrX Waldo Attack] SpawnVessel Altitude: " + WaldoAttackVesselData.altitude);

                //Vector3d pos = WaldoAttackVesselData.body.GetWorldSurfacePosition(WaldoAttackVesselData.latitude, WaldoAttackVesselData.longitude, WaldoAttackVesselData.altitude.Value);
                Vector3d pos = WaldoAttackVesselData.body.GetRelSurfacePosition(WaldoAttackVesselData.latitude, WaldoAttackVesselData.longitude, WaldoAttackVesselData.altitude.Value);

                WaldoAttackVesselData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, WaldoAttackVesselData.body);
                WaldoAttackVesselData.orbit.UpdateFromStateVectors(pos, WaldoAttackVesselData.body.getRFrmVel(pos), WaldoAttackVesselData.body, Planetarium.GetUniversalTime());
            }

            ConfigNode[]  partNodes;
            ShipConstruct shipConstruct = null;
            bool          hasClamp      = false;
            float         lcHeight      = 0;
            ConfigNode    craftNode;
            Quaternion    craftRotation = Quaternion.identity;

            if (!string.IsNullOrEmpty(WaldoAttackVesselData.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(WaldoAttackVesselData.craftURL);
                if (shipConstruct == null)
                {
                    Debug.Log("[Spawn OrX Waldo Attack] ShipConstruct was null when tried to load '" + WaldoAttackVesselData.craftURL +
                              "' (usually this means the file could not be found).");
                    return;//continue;
                }

                craftNode     = ConfigNode.Load(WaldoAttackVesselData.craftURL);
                lcHeight      = ConfigNode.ParseVector3(craftNode.GetNode("PART").GetValue("pos")).y;
                craftRotation = ConfigNode.ParseQuaternion(craftNode.GetNode("PART").GetValue("rot"));

                // Restore ShipConstruction ship
                ShipConstruction.ShipConfig = currentShip;

                // Set the name
                if (string.IsNullOrEmpty(WaldoAttackVesselData.name))
                {
                    WaldoAttackVesselData.name = WaldoVesselName;
                    ;
                }

                // 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   = 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;
                }

                // 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

                List <ConfigNode> partNodesL = new List <ConfigNode>();
                foreach (ProtoPartSnapshot snapShot in dummyProto.protoPartSnapshots)
                {
                    ConfigNode node = new ConfigNode("PART");
                    snapShot.Save(node);
                    partNodesL.Add(node);
                }
                partNodes = partNodesL.ToArray();
            }
            else
            {
                // Create crew member array
                ProtoCrewMember[] crewArray = new ProtoCrewMember[WaldoAttackVesselData.crew.Count];

                /*
                 *      int i = 0;
                 *      foreach (CrewData cd in WaldoAttackVesselData.crew)
                 *      {
                 * /*
                 *        // Create the ProtoCrewMember
                 *        ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Crew);
                 *        if (cd.name != null)
                 *        {
                 *          crewMember.KerbalRef.name = cd.name;
                 *        }
                 *
                 *        crewArray[i++] = crewMember;
                 *
                 *      }
                 */
                // Create part nodes
                uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState);
                partNodes    = new ConfigNode[1];
                partNodes[0] = ProtoVessel.CreatePartNode(WaldoAttackVesselData.craftPart.name, flightId, crewArray);

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

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

            // Create additional nodes
            ConfigNode[] additionalNodes = new ConfigNode[0];
            //DiscoveryLevels discoveryLevel = WaldoAttackVesselData.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(WaldoAttackVesselData.name, WaldoAttackVesselData.vesselType, WaldoAttackVesselData.orbit, 0, partNodes, additionalNodes);

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

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

                // Create the config node representation of the ProtoVessel
                // Note - flying is experimental, and so far doesn't worx
                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", WaldoAttackVesselData.latitude.ToString());
                protoVesselNode.SetValue("lon", WaldoAttackVesselData.longitude.ToString());
                protoVesselNode.SetValue("alt", WaldoAttackVesselData.altitude.ToString());
                protoVesselNode.SetValue("landedAt", WaldoAttackVesselData.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 WaldoAttackVesselData.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((Vector3)norm);// new Vector3((float)norm.x, (float)norm.y, (float)norm.z));
                Quaternion rotation = Quaternion.identity;
                float      heading  = WaldoAttackVesselData.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 = Quaternion.FromToRotation(Vector3.up, -Vector3.up) * rotation;

                    //rotation = craftRotation;


                    WaldoAttackVesselData.heading = 0;
                    WaldoAttackVesselData.pitch   = 0;
                }

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

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

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

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

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

            //protoVessel.vesselRef.transform.rotation = protoVessel.rotation;


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

            //protoVessel.vesselRef.currentStage = 0;
            hasClamp = false;

            StartCoroutine(PlaceSpawnedVessel(protoVessel.vesselRef, !hasClamp));

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


            //destroy prefabs
            foreach (Part p in FindObjectsOfType <Part>())
            {
                if (!p.vessel)
                {
                    Destroy(p.gameObject);
                }
            }
        }
Пример #11
0
        public void SpawnAsteroid(Asteroid asteroid, UInt32 seed)
        {
            // Create Default Orbit
            Orbit         orbit = null;
            CelestialBody body  = null;

            // Select Orbit Type
            Int32 type = Random.Range(0, 3);

            if (type == 0 && asteroid.Location.Around.Count != 0)
            {
                // Around
                Location.AroundLoader[] around = GetProbabilityList(asteroid.Location.Around,
                                                                    asteroid.Location.Around.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.AroundLoader loader = around[Random.Range(0, around.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = new Orbit
                {
                    referenceBody       = body,
                    eccentricity        = loader.Eccentricity,
                    semiMajorAxis       = loader.SemiMajorAxis,
                    inclination         = loader.Inclination,
                    LAN                 = loader.LongitudeOfAscendingNode,
                    argumentOfPeriapsis = loader.ArgumentOfPeriapsis,
                    meanAnomalyAtEpoch  = loader.MeanAnomalyAtEpoch,
                    epoch               = loader.Epoch
                };
                orbit.Init();
            }
            else if (type == 1 && asteroid.Location.Nearby.Count != 0)
            {
                // Nearby
                Location.NearbyLoader[] nearby = GetProbabilityList(asteroid.Location.Nearby,
                                                                    asteroid.Location.Nearby.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.NearbyLoader loader = nearby[Random.Range(0, nearby.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = new Orbit
                {
                    eccentricity        = body.orbit.eccentricity + loader.Eccentricity,
                    semiMajorAxis       = body.orbit.semiMajorAxis * loader.SemiMajorAxis,
                    inclination         = body.orbit.inclination + loader.Inclination,
                    LAN                 = body.orbit.LAN * loader.LongitudeOfAscendingNode,
                    argumentOfPeriapsis = body.orbit.argumentOfPeriapsis * loader.ArgumentOfPeriapsis,
                    meanAnomalyAtEpoch  = body.orbit.meanAnomalyAtEpoch * loader.MeanAnomalyAtEpoch,
                    epoch               = body.orbit.epoch,
                    referenceBody       = body.orbit.referenceBody
                };
                orbit.Init();
            }
            else if (type == 2 && asteroid.Location.Flyby.Count != 0)
            {
                // Flyby
                Location.FlybyLoader[] flyby = GetProbabilityList(asteroid.Location.Flyby,
                                                                  asteroid.Location.Flyby.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.FlybyLoader loader = flyby[Random.Range(0, flyby.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = Orbit.CreateRandomOrbitFlyBy(body, Random.Range(loader.MinDuration, loader.MaxDuration));
            }

            // Check
            if (orbit == null)
            {
                Debug.Log("[Kopernicus] No new objects this time. (Probability is " + asteroid.Probability.Value + "%)");
                return;
            }

            // Name
            String asteroidName = DiscoverableObjectsUtil.GenerateAsteroidName();

            // Lifetime
            Double lifetime    = Random.Range(asteroid.MinUntrackedLifetime, asteroid.MaxUntrackedLifetime) * 24d * 60d * 60d;
            Double maxLifetime = asteroid.MaxUntrackedLifetime * 24d * 60d * 60d;

            // Size
            UntrackedObjectClass size = (UntrackedObjectClass)(Int32)(asteroid.Size.Evaluate(Random.Range(0f, 1f)) * Enum.GetNames(typeof(UntrackedObjectClass)).Length);

            // Spawn
            ConfigNode vessel = null;

            vessel = ProtoVessel.CreateVesselNode(
                asteroidName,
                VesselType.SpaceObject,
                orbit,
                0,
                new[]
            {
                ProtoVessel.CreatePartNode(
                    "PotatoRoid",
                    seed
                    )
            },
                new ConfigNode("ACTIONGROUPS"),
                ProtoVessel.CreateDiscoveryNode(
                    DiscoveryLevels.Presence,
                    size,
                    lifetime,
                    maxLifetime
                    )
                );
            OverrideNode(ref vessel, asteroid.Vessel);
            ProtoVessel protoVessel = new ProtoVessel(vessel, HighLogic.CurrentGame);

            if (asteroid.UniqueName && FlightGlobals.Vessels.Count(v => v.vesselName == protoVessel.vesselName) != 0)
            {
                return;
            }

            Kopernicus.Events.OnRuntimeUtilitySpawnAsteroid.Fire(asteroid, protoVessel);
            protoVessel.Load(HighLogic.CurrentGame.flightState);
            GameEvents.onNewVesselCreated.Fire(protoVessel.vesselRef);
            GameEvents.onAsteroidSpawned.Fire(protoVessel.vesselRef);
            Debug.Log("[Kopernicus] New object found near " + body.name + ": " + protoVessel.vesselName + "!");
        }
Пример #12
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);
            }
        }
Пример #13
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);
        }
Пример #14
0
        public void SpawnAsteroid(Asteroid asteroid, UInt32 seed)
        {
            // Create Default Orbit
            Orbit         orbit = null;
            CelestialBody body  = null;

            // Select Orbit Type
            Int32 type = Random.Range(0, 3);

            if (type == 0 && asteroid.Location.Around.Count != 0)
            {
                // Around
                Location.AroundLoader[] around = GetProbabilityList(asteroid.Location.Around,
                                                                    asteroid.Location.Around.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.AroundLoader loader = around[Random.Range(0, around.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = new Orbit
                {
                    referenceBody       = body,
                    eccentricity        = loader.Eccentricity,
                    semiMajorAxis       = loader.SemiMajorAxis,
                    inclination         = loader.Inclination,
                    LAN                 = loader.LongitudeOfAscendingNode,
                    argumentOfPeriapsis = loader.ArgumentOfPeriapsis,
                    meanAnomalyAtEpoch  = loader.MeanAnomalyAtEpoch,
                    epoch               = loader.Epoch
                };
                orbit.Init();
            }
            else if (type == 1 && asteroid.Location.Nearby.Count != 0)
            {
                // Nearby
                Location.NearbyLoader[] nearby = GetProbabilityList(asteroid.Location.Nearby,
                                                                    asteroid.Location.Nearby.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.NearbyLoader loader = nearby[Random.Range(0, nearby.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = new Orbit
                {
                    eccentricity        = body.orbit.eccentricity + loader.Eccentricity,
                    semiMajorAxis       = body.orbit.semiMajorAxis * loader.SemiMajorAxis,
                    inclination         = body.orbit.inclination + loader.Inclination,
                    LAN                 = body.orbit.LAN * loader.LongitudeOfAscendingNode,
                    argumentOfPeriapsis = body.orbit.argumentOfPeriapsis * loader.ArgumentOfPeriapsis,
                    meanAnomalyAtEpoch  = body.orbit.meanAnomalyAtEpoch * loader.MeanAnomalyAtEpoch,
                    epoch               = body.orbit.epoch,
                    referenceBody       = body.orbit.referenceBody
                };
                orbit.Init();
            }
            else if (type == 2 && asteroid.Location.Flyby.Count != 0)
            {
                // Flyby
                Location.FlybyLoader[] flyby = GetProbabilityList(asteroid.Location.Flyby,
                                                                  asteroid.Location.Flyby.Select(a => a.Probability.Value).ToList()).ToArray();
                Location.FlybyLoader loader = flyby[Random.Range(0, flyby.Length)];
                body = UBI.GetBody(loader.Body);
                if (!body)
                {
                    return;
                }

                if (loader.Reached && !ReachedBody(body))
                {
                    return;
                }

                orbit = Orbit.CreateRandomOrbitFlyBy(body, Random.Range(loader.MinDuration, loader.MaxDuration));
            }

            // Check
            if (orbit == null)
            {
                Debug.Log("[Kopernicus] No new objects this time. (Probability is " + asteroid.Probability.Value + "%)");
                return;
            }

            // Name
            String asteroidName = DiscoverableObjectsUtil.GenerateAsteroidName();

            // Lifetime
            Double lifetime    = Random.Range(asteroid.MinUntrackedLifetime, asteroid.MaxUntrackedLifetime) * 24d * 60d * 60d;
            Double maxLifetime = asteroid.MaxUntrackedLifetime * 24d * 60d * 60d;

            // Size
            UntrackedObjectClass size = (UntrackedObjectClass)(Int32)(asteroid.Size.Evaluate(Random.Range(0f, 1f)) * Enum.GetNames(typeof(UntrackedObjectClass)).Length);

            // Spawn
            ConfigNode vessel = null;

#if (KSP_VERSION_1_10_1 || KSP_VERSION_1_11_1)
            if (Random.Range(0, 100) > RuntimeUtility.KopernicusConfig.CometPercentage)
            {
#endif
            vessel = ProtoVessel.CreateVesselNode(
                asteroidName,
                VesselType.SpaceObject,
                orbit,
                0,
                new[]
            {
                ProtoVessel.CreatePartNode(
                    "PotatoRoid",
                    seed
                    )
            },
                new ConfigNode("ACTIONGROUPS"),
                ProtoVessel.CreateDiscoveryNode(
                    DiscoveryLevels.Presence,
                    size,
                    lifetime,
                    maxLifetime
                    )
                );
            OverrideNode(ref vessel, asteroid.Vessel);
            ProtoVessel protoVessel = new ProtoVessel(vessel, HighLogic.CurrentGame);
            if (asteroid.UniqueName && FlightGlobals.Vessels.Count(v => v.vesselName == protoVessel.vesselName) != 0)
            {
                return;
            }

            Kopernicus.Events.OnRuntimeUtilitySpawnAsteroid.Fire(asteroid, protoVessel);
            protoVessel.Load(HighLogic.CurrentGame.flightState);
            GameEvents.onNewVesselCreated.Fire(protoVessel.vesselRef);
            GameEvents.onAsteroidSpawned.Fire(protoVessel.vesselRef);
            Debug.Log("[Kopernicus] New object found near " + body.name + ": " + protoVessel.vesselName + "!");
#if (KSP_VERSION_1_10_1 || KSP_VERSION_1_11_1)
        }

        else
        {
            float                fragmentDynamicPressureModifier = 0f;
            bool                 optimizedCollider = false;
            CometOrbitType       cometType         = CometManager.GenerateWeightedCometType();
            Orbit                cometOrbit        = cometType.CalculateHomeOrbit();
            UntrackedObjectClass randomObjClass    = cometType.GetRandomObjClass();
            CometDefinition      cometDef          = CometManager.GenerateDefinition(cometType, randomObjClass, (int)seed);
            ConfigNode           configNode        = cometDef.CreateVesselNode(optimizedCollider, fragmentDynamicPressureModifier, hasName: false);
            ConfigNode           configNode2       = ProtoVessel.CreatePartNode("PotatoComet", seed);
            uint                 value             = 0u;
            configNode2.TryGetValue("persistentId", ref value);
            configNode.AddValue("cometPartId", value);
            ConfigNode configNode3 = new ConfigNode("VESSELMODULES");
            configNode3.AddNode(configNode);
            vessel = ProtoVessel.CreateVesselNode(DiscoverableObjectsUtil.GenerateCometName(), VesselType.SpaceObject, cometOrbit, 0, new ConfigNode[1] {
                configNode2
            }, new ConfigNode("ACTIONGROUPS"), ProtoVessel.CreateDiscoveryNode(DiscoveryLevels.Presence, randomObjClass, lifetime, maxLifetime), configNode3);
            OverrideNode(ref vessel, asteroid.Vessel);
            ProtoVessel protoVessel = new ProtoVessel(vessel, HighLogic.CurrentGame);
            Kopernicus.Events.OnRuntimeUtilitySpawnAsteroid.Fire(asteroid, protoVessel);
            protoVessel.Load(HighLogic.CurrentGame.flightState);
            GameEvents.onNewVesselCreated.Fire(protoVessel.vesselRef);
            GameEvents.onAsteroidSpawned.Fire(protoVessel.vesselRef);
            Debug.Log("[Kopernicus] New object found near " + body.name + ": " + protoVessel.vesselName + "!");
        }
#endif
        }
Пример #15
0
        // Spawn the actual asteroid
        public void SpawnAsteroid(Asteroid asteroid, uint seed)
        {
            // Create Default Orbit
            Orbit         orbit = null;
            CelestialBody body  = null;

            // Select Orbit Type
            int type = Random.Range(0, 3);

            if (type == 0 && asteroid.location.around.Count != 0)
            {
                // Around
                IEnumerable <Location.AroundLoader> arounds = GetProbabilityList(asteroid.location.around, asteroid.location.around.Select(a => a.probability.value));
                Location.AroundLoader around = arounds.ElementAt(Random.Range(0, arounds.Count()));
                body = PSystemManager.Instance.localBodies.Find(b => b.name == around.body);
                if (!body)
                {
                    return;
                }
                if (around.reached && !ReachedBody(body))
                {
                    return;
                }
                orbit = new Orbit();
                orbit.referenceBody       = body;
                orbit.eccentricity        = around.eccentricity;
                orbit.semiMajorAxis       = around.semiMajorAxis;
                orbit.inclination         = around.inclination;
                orbit.LAN                 = around.longitudeOfAscendingNode;
                orbit.argumentOfPeriapsis = around.argumentOfPeriapsis;
                orbit.meanAnomalyAtEpoch  = around.meanAnomalyAtEpoch;
                orbit.epoch               = around.epoch;
                orbit.Init();
            }
            else if (type == 1 && asteroid.location.nearby.Count != 0)
            {
                // Nearby
                IEnumerable <Location.NearbyLoader> nearbys = GetProbabilityList(asteroid.location.nearby, asteroid.location.nearby.Select(a => a.probability.value));
                Location.NearbyLoader nearby = nearbys.ElementAt(Random.Range(0, nearbys.Count()));
                body = PSystemManager.Instance.localBodies.Find(b => b.name == nearby.body);
                if (!body)
                {
                    return;
                }
                if (nearby.reached && !ReachedBody(body))
                {
                    return;
                }
                orbit = new Orbit();
                orbit.eccentricity        = body.orbit.eccentricity + nearby.eccentricity;
                orbit.semiMajorAxis       = body.orbit.semiMajorAxis * nearby.semiMajorAxis;
                orbit.inclination         = body.orbit.inclination + nearby.inclination;
                orbit.LAN                 = body.orbit.LAN * nearby.longitudeOfAscendingNode;
                orbit.argumentOfPeriapsis = body.orbit.argumentOfPeriapsis * nearby.argumentOfPeriapsis;
                orbit.meanAnomalyAtEpoch  = body.orbit.meanAnomalyAtEpoch * nearby.meanAnomalyAtEpoch;
                orbit.epoch               = body.orbit.epoch;
                orbit.referenceBody       = body.orbit.referenceBody;
                orbit.Init();
            }
            else if (type == 2 && asteroid.location.flyby.Count != 0)
            {
                // Flyby
                IEnumerable <Location.FlybyLoader> flybys = GetProbabilityList(asteroid.location.flyby, asteroid.location.flyby.Select(a => a.probability.value));
                Location.FlybyLoader flyby = flybys.ElementAt(Random.Range(0, flybys.Count()));
                body = PSystemManager.Instance.localBodies.Find(b => b.name == flyby.body);
                if (!body)
                {
                    return;
                }
                if (flyby.reached && !ReachedBody(body))
                {
                    return;
                }
                orbit = Orbit.CreateRandomOrbitFlyBy(body, Random.Range(flyby.minDuration, flyby.maxDuration));
            }

            // Check
            if (orbit == null)
            {
                Debug.Log("[Kopernicus]: No new objects this time. (Probablility is " + asteroid.probability.value + "%)");
                return;
            }

            // Name
            string name = DiscoverableObjectsUtil.GenerateAsteroidName();

            // Lifetime
            double lifetime    = Random.Range(asteroid.minUntrackedLifetime, asteroid.maxUntrackedLifetime) * 24d * 60d * 60d;
            double maxLifetime = asteroid.maxUntrackedLifetime * 24d * 60d * 60d;

            // Size
            UntrackedObjectClass size = (UntrackedObjectClass)((int)(asteroid.size.curve.Evaluate(Random.Range(0f, 1f)) * Enum.GetNames(typeof(UntrackedObjectClass)).Length));

            // Spawn
            ConfigNode vessel = ProtoVessel.CreateVesselNode(
                name,
                VesselType.SpaceObject,
                orbit,
                0,
                new[]
            {
                ProtoVessel.CreatePartNode(
                    "PotatoRoid",
                    seed,
                    new ProtoCrewMember[0]
                    )
            },
                new ConfigNode("ACTIONGROUPS"),
                ProtoVessel.CreateDiscoveryNode(
                    DiscoveryLevels.Presence,
                    size,
                    lifetime,
                    maxLifetime
                    )
                );

            OverrideNode(ref vessel, asteroid.vessel);
            ProtoVessel protoVessel = new ProtoVessel(vessel, HighLogic.CurrentGame);

            if (asteroid.uniqueName && FlightGlobals.Vessels.Count(v => v.vesselName == protoVessel.vesselName) != 0)
            {
                return;
            }
            protoVessel.Load(HighLogic.CurrentGame.flightState);
            GameEvents.onNewVesselCreated.Fire(protoVessel.vesselRef);
            Debug.Log("[Kopernicus]: New object found near " + body.name + ": " + protoVessel.vesselName + "!");
        }
Пример #16
0
    private void SpawnVessel(VesselData vesselData, List<ProtoCrewMember> crewData = null)
    {
      string gameDataDir = KSPUtil.ApplicationRootPath;
      Log.info("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 < 0)
        {
          vesselData.altitude = 35;//LocationUtil.TerrainHeight(vesselData.latitude, vesselData.longitude, vesselData.body);
        }

        //Vector3d pos = vesselData.body.GetWorldSurfacePosition(vesselData.latitude, vesselData.longitude, vesselData.altitude.Value);
        Vector3d pos = vesselData.body.GetRelSurfacePosition(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;
      bool hasClamp = false;
      float lcHeight = 0;
      ConfigNode craftNode;
      Quaternion craftRotation = Quaternion.identity;
      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(vesselData.craftURL);
        if (shipConstruct == null)
        {
          Log.info("ShipConstruct was null when tried to load '{0}' (usually this means the file could not be found).", vesselData.craftURL);
          return;//continue;
        }

        craftNode = ConfigNode.Load(vesselData.craftURL);
        lcHeight = ConfigNode.ParseVector3(craftNode.GetNode("PART").GetValue("pos")).y;
        craftRotation = ConfigNode.ParseQuaternion(craftNode.GetNode("PART").GetValue("rot"));

        // 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;
        }
        
        //add minimal crew
        //bool success = false;
        Part part = shipConstruct.parts.Find(p => p.protoModuleCrew.Count < p.CrewCapacity);

        // Add the crew member
        if (part != null && VesselMoverToolbar.addCrewMembers)
        {
          if (VesselMoverToolbar.selectCrewMembers)
          {
            ProtoCrewMember crewMember = crewData.FirstOrDefault();
            if (crewMember != null)
              part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count);
            VesselMoverToolbar.SelectedCrewMembers.Clear();
          }
          else
          {
            // Create the ProtoCrewMember
            ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal();
            crewMember.gender = UnityEngine.Random.Range(0, 100) > 50
              ? ProtoCrewMember.Gender.Female
              : ProtoCrewMember.Gender.Male;
            //crewMember.trait = "Pilot";

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

        // 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)
        {
            dummyVessel.loaded = false;
            p.vessel = dummyVessel;

            {
#if KSP_18
                ProtoPartSnapshot proto = new ProtoPartSnapshot(p, dummyProto, true)); // For KSP >= 1.8
#else 
                ProtoPartSnapshot proto = new ProtoPartSnapshot(p, dummyProto);      // For KSP 1.4.x
#endif
                dummyProto.protoPartSnapshots.Add(proto);
            }
        }
        foreach (ProtoPartSnapshot p in dummyProto.protoPartSnapshots)
        {
          p.storePartRefs();
        }

        // Create the ship's parts

        List<ConfigNode> partNodesL = new List<ConfigNode>();
        foreach (ProtoPartSnapshot snapShot in dummyProto.protoPartSnapshots)
        {
          ConfigNode node = new ConfigNode("PART");
          snapShot.Save(node);
          partNodesL.Add(node);
        }
        partNodes = partNodesL.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.Crew);
          if (cd.name != null)
          {
            crewMember.KerbalRef.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[0];
      //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 = false;// = 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((Vector3)norm);// 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 = Quaternion.FromToRotation(Vector3.up, -Vector3.up) * rotation;

          //rotation = craftRotation;


          vesselData.heading = 0;
          vesselData.pitch = 0;
        }

        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;

          foreach (Part p in shipConstruct.Parts)
          {
            LaunchClamp lc = p.FindModuleImplementing<LaunchClamp>();
            if (lc)
            {
              hasClamp = true;
              break;
            }
          }

          if (!hasClamp)
          {
            hgt += 35;
          }
          else
          {
            hgt += lcHeight;
          }
          protoVesselNode.SetValue("hgt", hgt.ToString(), true);
        }
        protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(normal * rotation), true);

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

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

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


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

      //protoVessel.vesselRef.currentStage = 0;

      StartCoroutine(PlaceSpawnedVessel(protoVessel.vesselRef, !hasClamp));

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



      //destroy prefabs
      foreach (Part p in FindObjectsOfType<Part>())
      {
        if (!p.vessel)
        {
          Destroy(p.gameObject);
        }
      }
    }
Пример #17
0
        internal void Spawn()
        {
            KD kd = new KD();

            Log.Info("Spawning a GeoCache");

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

                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());
            }
            else
            {
                // Update the reference body in the orbit
                kd.orbit.referenceBody = kd.body;
            }

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


            kd.craftPart = PartLoader.getPartInfoByName("geocache");
            // Create part nodes
            ConfigNode[] partNodes = new ConfigNode[1];
            partNodes[0] = ProtoVessel.CreatePartNode(kd.craftPart.name, flightId, null);


            // Create additional nodes
            ConfigNode[] additionalNodes = new ConfigNode[0];
            // Create the config node representation of the ProtoVessel
            ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(VesselName, VesselType.Probe, kd.orbit, 0, partNodes);

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

                // Add a bit of height for landed
                if (!splashed)
                {
                    kd.altitude += 40.2;
                    Log.Info("Adding 40.2 to altitude");
                }
                //Guid vesselId = vessel.id;

                // Figure out the appropriate rotation
                Vector3d norm          = kd.body.GetRelSurfaceNVector(kd.latitude, kd.longitude);
                double   terrainHeight = 0.0;
                if (kd.body.pqsController != null)
                {
                    terrainHeight = kd.body.pqsController.GetSurfaceHeight(norm) - kd.body.pqsController.radius;
                }

                // 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);
                protoVesselNode.SetValue("lon", kd.longitude);
                protoVesselNode.SetValue("alt", kd.altitude);
                protoVesselNode.SetValue("landedAt", kd.body.name);

                float lowest = float.MaxValue;
                foreach (Collider collider in kd.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;
                }

                float hgt = kd.craftPart.partPrefab.localRoot.attPos0.y - lowest;
                hgt += 10;
                protoVesselNode.SetValue("hgt", hgt);

                // Set the normal vector relative to the surface
                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);
                Vector3 nrm = (rotation * Vector3.forward);
                protoVesselNode.SetValue("prst", false.ToString());
                protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z);
            }
            ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode);

            //protoVessel.Load(HighLogic.CurrentGame.flightState);

            protoVessel.vesselName = VesselName;

            vessel = protoVessel.vesselRef;
            if (vessel != null)
            {
                //var mode = OrbitDriver.UpdateMode.UPDATE;
                //vessel.orbitDriver.SetOrbitMode(mode);

                vessel.Load();
                launchPoint = vessel.GetWorldPos3D();
                // Offset the position by 10m in y and z to have it created away from the current vessel
                launchPoint.y += 10;
                launchPoint.z += 10;

                StartCoroutine("SpawnCoRoutine");
            }
        }