Пример #1
0
  void render_crew(Vessel v, vessel_info vi, List<ProtoCrewMember> crew)
  {
    // get degenerative rules
    List<Rule> degen_rules = Kerbalism.rules.FindAll(k => k.degeneration > 0.0);

    // do nothing if there are no degenerative rules
    if (degen_rules.Count == 0) return;

    // do nothing if there isn't a crew
    if (crew.Count == 0) return;

    // select a kerbal
    ProtoCrewMember kerbal = crew[crew_index % crew.Count];

    // render it
    kerbal_data kd = DB.KerbalData(kerbal.name);
    render_title(Lib.Epsilon(kerbal.name.ToUpper(), 20), ref crew_index, crew.Count);
    foreach(Rule r in degen_rules)
    {
      var kmon = DB.KmonData(kerbal.name, r.name);
      var bar = Lib.ProgressBar(20, kmon.problem, r.warning_threshold, r.danger_threshold, r.fatal_threshold, kd.disabled > 0 ? "cyan" : "");
      render_content(r.name.AddSpacesOnCaps().ToLower(), bar);
    }
    render_content("specialization", kerbal.trait);
    if (Kerbalism.detected_mods.DeepFreeze) render_content("hibernated", kd.disabled > 0 ? "yes" : "no");
    if (Kerbalism.detected_mods.CLS) render_content("inside", v.isEVA ? "EVA" : Lib.Epsilon(kd.space_name.Length == 0 ? v.vesselName : kd.space_name, 24));
    render_space();
  }
Пример #2
0
  void banner(Vessel v)
  {
    string vessel_name = Lib.BuildString("<b>", Lib.Epsilon(v.vesselName, 20), "</b>");
    string situation_name = Lib.BuildString(v.situation.ToString().ToLower(), " on <b>", Lib.Epsilon(v.mainBody.bodyName, 10), "</b>");

    // print banner
    buffer.Add(Lib.BuildString("  ╔═╗╔═╗   ", vessel_name));
    buffer.Add(Lib.BuildString("  ║<color=black>D</color>║╚═╗   ", situation_name));
    buffer.Add("  ╚═╝╚═╝   <b>WELCOME</b>");
    buffer.Add(string.Empty);
  }
Пример #3
0
  void render_internal_space(Vessel v, vessel_info vi, List<ProtoCrewMember> crew)
  {
    // do not render internal space info for eva vessels
    if (v.isEVA) return;

    // if there is no crew, no space will be found, so do nothing in that case
    if (crew.Count == 0) return;

    // collect set of spaces
    // note: this is guaranteed to get at least a space (because there is at least one crew member)
    List<space_details> spaces = new List<space_details>();
    foreach(var c in crew)
    {
      kerbal_data kd = DB.KerbalData(c.name);
      space_details sd = spaces.Find(k => k.name == kd.space_name);
      if (sd == null)
      {
        sd = new space_details();
        sd.name = kd.space_name;
        sd.living_space = kd.living_space;
        sd.entertainment = kd.entertainment;
        sd.shielding = kd.shielding;
        spaces.Add(sd);
      }
      ++sd.crew_count;
    }

    // select a space
    space_details space = spaces[space_index % spaces.Count];

    // render it
    string radiation_txt = vi.radiation > double.Epsilon
      ? Lib.BuildString(" <i>(", Lib.HumanReadableRadiationRate(vi.radiation * (1.0 - space.shielding)), ")</i>")
      : "";
    render_title(space.name.Length > 0 && spaces.Count > 1 ? Lib.Epsilon(space.name.ToUpper(), 20) : "VESSEL", ref space_index, spaces.Count);
    render_content("living space", QualityOfLife.LivingSpaceToString(space.living_space));
    render_content("entertainment", QualityOfLife.EntertainmentToString(space.entertainment));
    render_content("shielding", Lib.BuildString(Radiation.ShieldingToString(space.shielding), radiation_txt));
    render_space();
  }
Пример #4
0
  // draw a vessel in the monitor
  // - return: 1 if vessel wasn't skipped
  uint render_vessel(Vessel v)
  {
    // avoid case when DB isn't ready for whatever reason
    if (!DB.Ready()) return 0;

    // skip invalid vessels
    if (!Lib.IsVessel(v)) return 0;

    // skip resque missions
    if (Lib.IsResqueMission(v)) return 0;

    // skip dead eva kerbals
    if (EVA.IsDead(v)) return 0;

    // get vessel info from cache
    vessel_info vi = Cache.VesselInfo(v);

    // get vessel data from the db
    vessel_data vd = DB.VesselData(v.id);

    // skip filtered vessels
    if (filtered() && vd.group != filter) return 0;

    // get vessel crew
    List<ProtoCrewMember> crew = v.loaded ? v.GetVesselCrew() : v.protoVessel.GetVesselCrew();

    // get vessel name
    string vessel_name = v.isEVA ? crew[0].name : v.vesselName;

    // get body name
    string body_name = v.mainBody.name.ToUpper();

    // get list of scrubbers
    List<Scrubber> scrubbers = Scrubber.GetScrubbers(v);

    // get list of greenhouses
    List<Greenhouse> greenhouses = Greenhouse.GetGreenhouses(v);

    // store problems icons & tooltips
    List<Texture> problem_icons = new List<Texture>();
    List<string> problem_tooltips = new List<string>();

    // detect problems
    problem_sunlight(vi, ref problem_icons, ref problem_tooltips);
    problem_storm(v, ref problem_icons, ref problem_tooltips);
    if (crew.Count > 0)
    {
      problem_kerbals(crew, ref problem_icons, ref problem_tooltips);
      problem_radiation(vi, ref problem_icons, ref problem_tooltips);
      problem_scrubbers(v, scrubbers, ref problem_icons, ref problem_tooltips);
    }
    problem_greenhouses(v, greenhouses, ref problem_icons, ref problem_tooltips);

    // choose problem icon
    const UInt64 problem_icon_time = 3;
    Texture problem_icon = icon_empty;
    if (problem_icons.Count > 0)
    {
      UInt64 problem_index = (Convert.ToUInt64(Time.realtimeSinceStartup) / problem_icon_time) % (UInt64)(problem_icons.Count);
      problem_icon = problem_icons[(int)problem_index];
    }

    // generate problem tooltips
    string problem_tooltip = String.Join("\n", problem_tooltips.ToArray());

    // render vessel name & icons
    GUILayout.BeginHorizontal(row_style);
    GUILayout.Label(new GUIContent("<b>" + Lib.Epsilon(vessel_name, 20) + "</b>", vessel_name.Length > 20 ? vessel_name : ""), name_style);
    GUILayout.Label(new GUIContent(Lib.Epsilon(body_name, 8), body_name.Length > 8 ? body_name : ""), body_style);
    GUILayout.Label(new GUIContent(problem_icon, problem_tooltip), icon_style);
    GUILayout.Label(indicator_ec(v), icon_style);
    GUILayout.Label(indicator_supplies(v, scrubbers, greenhouses), icon_style);
    GUILayout.Label(indicator_reliability(v), icon_style);
    GUILayout.Label(indicator_signal(v), icon_style);
    GUILayout.EndHorizontal();

    // remember last vessel clicked
    if (Lib.IsClicked()) last_clicked_id = v.id;

    // render vessel config
    if (configured_id == v.id) render_config(v);

    // spacing between vessels
    GUILayout.Space(10.0f);

    // signal that the vessel wasn't skipped for whatever reason
    return 1;
  }
Пример #5
0
  // draw a vessel in the monitor
  // - return: 1 if vessel wasn't skipped
  uint render_vessel(Vessel v)
  {
    // get vessel info from cache
    vessel_info vi = Cache.VesselInfo(v);

    // skip invalid vessels
    if (!vi.is_valid) return 0;

    // get vessel data from the db
    vessel_data vd = DB.VesselData(v.id);

    // skip filtered vessels
    if (filtered() && vd.group != filter) return 0;

    // get vessel crew
    List<ProtoCrewMember> crew = v.loaded ? v.GetVesselCrew() : v.protoVessel.GetVesselCrew();

    // get vessel name
    string vessel_name = v.isEVA ? crew[0].name : v.vesselName;

    // get body name
    string body_name = v.mainBody.name.ToUpper();

    // store problems icons & tooltips
    List<Texture> problem_icons = new List<Texture>();
    List<string> problem_tooltips = new List<string>();

    // detect problems
    problem_sunlight(vi, ref problem_icons, ref problem_tooltips);
    problem_storm(v, ref problem_icons, ref problem_tooltips);
    if (crew.Count > 0)
    {
      problem_kerbals(crew, ref problem_icons, ref problem_tooltips);
      problem_radiation(vi, ref problem_icons, ref problem_tooltips);
      problem_scrubbers(v, vi.scrubbers, ref problem_icons, ref problem_tooltips);
      problem_recyclers(v, vi.recyclers, ref problem_icons, ref problem_tooltips);
    }
    problem_greenhouses(v, vi.greenhouses, ref problem_icons, ref problem_tooltips);

    // choose problem icon
    const UInt64 problem_icon_time = 3;
    Texture problem_icon = icon_empty;
    if (problem_icons.Count > 0)
    {
      UInt64 problem_index = ((UInt64)Time.realtimeSinceStartup / problem_icon_time) % (UInt64)(problem_icons.Count);
      problem_icon = problem_icons[(int)problem_index];
    }

    // generate problem tooltips
    string problem_tooltip = String.Join("\n", problem_tooltips.ToArray());

    // render vessel name & icons
    GUILayout.BeginHorizontal(row_style);
    GUILayout.Label(new GUIContent(Lib.BuildString("<b>", Lib.Epsilon(vessel_name, 18), "</b>"), vessel_name.Length > 18 ? vessel_name : ""), name_style);
    GUILayout.Label(new GUIContent(Lib.Epsilon(body_name, 8), body_name.Length > 8 ? body_name : ""), body_style);
    GUILayout.Label(new GUIContent(problem_icon, problem_tooltip), icon_style);
    GUILayout.Label(indicator_ec(v), icon_style);
    if (Kerbalism.supply_rules.Count > 0) GUILayout.Label(indicator_supplies(v, vi), icon_style);
    if (Kerbalism.features.reliability) GUILayout.Label(indicator_reliability(v, vi), icon_style);
    if (Kerbalism.features.signal) GUILayout.Label(indicator_signal(v, vi), icon_style);
    GUILayout.EndHorizontal();
    if (Lib.IsClicked(1)) Info.Toggle(v);
    else if (Lib.IsClicked(2) && !v.isEVA) Console.Toggle(v);

    // remember last vessel clicked
    if (Lib.IsClicked()) last_clicked_id = v.id;

    // render vessel config
    if (configured_id == v.id) render_config(v);

    // spacing between vessels
    GUILayout.Space(10.0f);

    // signal that the vessel wasn't skipped for whatever reason
    return 1;
  }