public override void OnLoad(ConfigNode node)
        {
            ConfigNode[] goldStrikeNodes     = GameDatabase.Instance.GetConfigNodes(kGoldStrikeDataNode);
            ConfigNode[] goldStrikeLodeNodes = node.GetNodes(kGoldStrikeLodeNode);
            ConfigNode[] asteroidsSearched   = node.GetNodes(kAsteroidsSearched);

            debugLog("OnLoad: there are " + goldStrikeNodes.Length + " GOLDSTRIKE items to load.");
            foreach (ConfigNode goldStrikeDataNode in goldStrikeNodes)
            {
                GoldStrikeData strikeData = new GoldStrikeData();
                strikeData.Load(goldStrikeDataNode);
                if (string.IsNullOrEmpty(strikeData.resourceName) == false)
                {
                    goldStrikeResources.Add(strikeData.resourceName, strikeData);
                }
            }

            debugLog("OnLoad: there are " + goldStrikeLodeNodes.Length + " GoldStrikeLode items to load.");
            foreach (ConfigNode goldStrikeLodeNode in goldStrikeLodeNodes)
            {
                GoldStrikeLode lode = new GoldStrikeLode();
                Dictionary <string, GoldStrikeLode> lodeMap = null;
                string planetBiomeKey, lodeKey;

                lode.Load(goldStrikeLodeNode);
                planetBiomeKey = lode.planetID.ToString() + lode.biome;

                if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
                {
                    lodeMap = new Dictionary <string, GoldStrikeLode>();
                    goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                }
                lodeMap = goldStrikeLodes[planetBiomeKey];

                //Add the new lode
                lodeKey = lode.longitude.ToString() + lode.lattitude.ToString() + lode.resourceName;
                lodeMap.Add(lodeKey, lode);
            }

            debugLog("OnLoad: there are " + asteroidsSearched.Length + " asteroids that have been prospected.");
            foreach (ConfigNode asteroidNode in asteroidsSearched)
            {
                prospectedAsteroids.Add(asteroidNode.GetValue(kName));
            }
        }
Пример #2
0
        public override void OnLoad(ConfigNode node)
        {
            ConfigNode[] goldStrikeDataNodes = GameDatabase.Instance.GetConfigNodes(kGoldStrikeDataNode);
            ConfigNode[] goldStrikeLodeNodes = node.GetNodes(kGoldStrikeLodeNode);
            ConfigNode[] asteroidsSearched   = node.GetNodes(kAsteroidsSearched);

            debugLog("OnLoad: there are " + goldStrikeDataNodes.Length + " GOLDSTRIKE items to load.");
            foreach (ConfigNode goldStrikeDataNode in goldStrikeDataNodes)
            {
                GoldStrikeData strikeData = new GoldStrikeData();
                strikeData.Load(goldStrikeDataNode);
                if (string.IsNullOrEmpty(strikeData.resourceName) == false)
                {
                    goldStrikeResources.Add(strikeData.resourceName, strikeData);
                }
            }

            //Load our data
            loadGoldStrokeLodes(goldStrikeLodeNodes);
            loadAsteroidNodes(asteroidsSearched);

            //Backwards compatibility: Load from Pathfinder
            if (goldStrikeNodes != null)
            {
                ConfigNode[] nodes = null;
                if (goldStrikeNodes.ContainsKey(WBIGoldStrikeScenario.kGoldStrikeLodeNode))
                {
                    nodes = goldStrikeNodes[WBIGoldStrikeScenario.kGoldStrikeLodeNode];
                    loadGoldStrokeLodes(nodes);
                }

                if (goldStrikeNodes.ContainsKey(WBIGoldStrikeScenario.kAsteroidsSearched))
                {
                    nodes = goldStrikeNodes[WBIGoldStrikeScenario.kAsteroidsSearched];
                    loadAsteroidNodes(nodes);
                }

                //Cleanup
                goldStrikeNodes = null;
            }
        }
Пример #3
0
        public override void OnLoad(ConfigNode node)
        {
            base.OnLoad(node);
            ConfigNode[]     efficiencyNodes     = node.GetNodes(kEfficiencyData);
            ConfigNode[]     toolTipsShown       = node.GetNodes(kToolTip);
            ConfigNode[]     goldStrikeNodes     = GameDatabase.Instance.GetConfigNodes(kGoldStrikeDataNode);
            ConfigNode[]     goldStrikeLodeNodes = node.GetNodes(kGoldStrikeLodeNode);
            ConfigNode[]     strikeChances       = node.GetNodes(kGoldStrikeChance);
            string           value  = node.GetValue(kReputationIndex);
            GoldStrikeChance chance = null;

            if (string.IsNullOrEmpty(value) == false)
            {
                reputationIndex = int.Parse(value);
            }

            debugLog("OnLoad: there are " + goldStrikeNodes.Length + " GOLDSTRIKE items to load.");
            foreach (ConfigNode goldStrikeDataNode in goldStrikeNodes)
            {
                GoldStrikeData strikeData = new GoldStrikeData();
                strikeData.Load(goldStrikeDataNode);
                if (string.IsNullOrEmpty(strikeData.resourceName) == false)
                {
                    goldStrikeResources.Add(strikeData.resourceName, strikeData);
                }
            }

            debugLog("OnLoad: there are " + goldStrikeLodeNodes.Length + " GoldStrikeLode items to load.");
            foreach (ConfigNode goldStrikeLodeNode in goldStrikeLodeNodes)
            {
                GoldStrikeLode lode = new GoldStrikeLode();
                Dictionary <string, GoldStrikeLode> lodeMap = null;
                string planetBiomeKey, lodeKey;

                lode.Load(goldStrikeLodeNode);
                planetBiomeKey = lode.planetID.ToString() + lode.biome;

                if (goldStrikeLodes.ContainsKey(planetBiomeKey) == false)
                {
                    lodeMap = new Dictionary <string, GoldStrikeLode>();
                    goldStrikeLodes.Add(planetBiomeKey, lodeMap);
                }
                lodeMap = goldStrikeLodes[planetBiomeKey];

                //Add the new lode
                lodeKey = lode.longitude.ToString() + lode.lattitude.ToString() + lode.resourceName;
                lodeMap.Add(lodeKey, lode);
            }

            debugLog("OnLoad: there are " + strikeChances.Length + " GoldStrikeChance items to load.");
            foreach (ConfigNode chanceNode in strikeChances)
            {
                chance = new GoldStrikeChance();
                chance.Load(chanceNode);
                string planetBiomeKey = chance.planetID.ToString() + chance.biome;
                goldStrikeChances.Add(planetBiomeKey, chance);
            }

            foreach (ConfigNode efficiencyNode in efficiencyNodes)
            {
                EfficiencyData efficiencyData = new EfficiencyData();
                efficiencyData.Load(efficiencyNode);
                efficiencyDataMap.Add(efficiencyData.Key, efficiencyData);
            }

            foreach (ConfigNode toolTipNode in toolTipsShown)
            {
                if (toolTipNode.HasValue(kName) == false)
                {
                    continue;
                }
                value = toolTipNode.GetValue(kName);

                if (toolTips.ContainsKey(value))
                {
                    toolTips[value] = toolTipNode;
                }
                else
                {
                    toolTips.Add(value, toolTipNode);
                }
            }
        }
Пример #4
0
        public void CheckGoldStrike()
        {
            string[]              strikeResourceKeys = null;
            int                   resourceIndex;
            GoldStrikeData        strikeData          = null;
            WBIGoldStrikeScenario scenario            = WBIGoldStrikeScenario.Instance;
            string                resourceName        = string.Empty;
            double                resourceAmount      = 0f;
            float                 analysisRoll        = 0f;
            float                 successTargetNumber = prospectChance;
            string                navigationID        = string.Empty;
            GoldStrikeLode        lode      = null;
            string                biomeName = string.Empty;
            int                   planetID  = -1;

            //Do we have a valid situation?
            if (SituationIsValid() == false)
            {
                return;
            }

            //Update our location.
            asteroid = this.part.vessel.FindPartModuleImplementing <ModuleAsteroid>();
            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel, asteroid);
            vesselModule.UpdateLastProspectLocation();

            //Time to see if we find anything.
            //prospectChance: base chance to find a prospect. Some parts are better than others.
            //prospectBonus: Various situations contribute to the success of the attempt.
            successTargetNumber = 100 - (prospectChance + GetProspectBonus());
            debugLog("successTargetNumber: " + successTargetNumber);

            //Roll the chance and check it.
            analysisRoll = UnityEngine.Random.Range(1, 100);
            debugLog("analysisRoll: " + analysisRoll);

            //If we didn't succeed then we're done.
            if (analysisRoll < successTargetNumber && !WBIGoldStrikeScenario.debugProspectAlwaysSuccessful)
            {
                debugLog("Prospect failed; didn't roll high enough.");
                ScreenMessages.PostScreenMessage("Nothing of value here, try another location. ", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return;
            }

            //Success! Get the resource name and strike data.
            //If we're near an anomaly then we need a roll table.
            if (anomalyBonus > 0)
            {
                SortedDictionary <int, GoldStrikeData> sortedResources = new SortedDictionary <int, GoldStrikeData>();
                int resourceCount = prospectResources.Count;

                //Add any resources that have an anomaly chance into the sorted resources
                for (int index = 0; index < resourceCount; index++)
                {
                    strikeData = prospectResources[index];
                    if (strikeData.anomalyChance > 0)
                    {
                        sortedResources.Add(strikeData.anomalyChance, strikeData);
                    }
                }

                //Roll a 1-100
                int pressenceRoll = UnityEngine.Random.Range(1, 100);

                //See if we have any strike data
                strikeData = null;
                foreach (KeyValuePair <int, GoldStrikeData> pair in sortedResources)
                {
                    if (pressenceRoll < pair.Key)
                    {
                        strikeData = pair.Value;
                        break;
                    }
                }

                //If we don't have any strike data then pick a random resource
                if (strikeData == null)
                {
                    resourceIndex = UnityEngine.Random.Range(0, resourceCount - 1);
                    strikeData    = prospectResources[resourceIndex];
                    resourceName  = strikeData.resourceName;
                }
            }

            else
            {
                resourceIndex = UnityEngine.Random.Range(0, prospectResources.Count - 1);
                strikeData    = prospectResources[resourceIndex];
                resourceName  = strikeData.resourceName;
                debugLog("prospectResources count: " + prospectResources.Count);
                debugLog("resourceIndex: " + resourceIndex);
            }
            debugLog("strikeData: " + strikeData.ToString());

            //Play the jingle
            playJingle();

            //Setup a planetary surface lode
            if (asteroid == null)
            {
                debugLog("Setting up surface lode");
                //Now, generate the resource amount to add to the map
                resourceAmount = UnityEngine.Random.Range(strikeData.minAmount, strikeData.maxAmount);
                debugLog("resourceAmount: " + resourceAmount);

                //If we hit the motherlode then factor that in.
                //The motherloade is 5% of the target number.
                if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
                {
                    resourceAmount *= strikeData.motherlodeMultiplier;
                    debugLog("resourceAmount after motherlode: " + resourceAmount);
                    ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} motherlode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                     kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }

                else
                {
                    ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} lode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                     kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }
                if (!string.IsNullOrEmpty(anomalyName))
                {
                    ScreenMessages.PostScreenMessage("Special cache found at " + anomalyName, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                }

                debugLog("Adding new lode entry to " + FlightGlobals.currentMainBody.name + " with flight global index " + FlightGlobals.currentMainBody.flightGlobalsIndex);
                debugLog("Biome: " + biomeName);
                debugLog("Lon/Lat: " + this.part.vessel.longitude + "/" + this.part.vessel.latitude);
                lode = scenario.AddLode(planetID, biomeName,
                                        this.part.vessel.longitude, this.part.vessel.latitude, this.part.vessel.altitude, resourceName, resourceAmount);
            }

            //Setup an asteroid lode
            else
            {
                debugLog("Setting up asteroid lode");
                float abundance = 0.01f;

                //Get the resource module for the lode.
                ModuleAsteroidResource   lodeResource    = null;
                ModuleAsteroidResource[] resourceModules = asteroid.part.FindModulesImplementing <ModuleAsteroidResource>().ToArray();
                for (int index = 0; index < resourceModules.Length; index++)
                {
                    if (resourceModules[index].resourceName == resourceName)
                    {
                        debugLog("ModuleAsteroidResource found for " + resourceName);
                        lodeResource = resourceModules[index];
                        break;
                    }
                }
                if (lodeResource == null)
                {
                    debugLog("ModuleAsteroidResource NOT found for " + resourceName);
                    return;
                }

                //Adjust abundance for motherlode
                if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
                {
                    abundance *= strikeData.motherlodeMultiplier;
                }
                debugLog("abundance increase: " + abundance);

                //Display appropriate message
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! A careful scan of {0:s} has revealed an increased abundance of {1:s}", asteroid.AsteroidName, resourceName),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);

                //Update resource module
                debugLog("Old abundance: " + lodeResource.abundance);
                lodeResource.abundance        += abundance;
                lodeResource.displayAbundance += abundance;
                debugLog("New abundance: " + lodeResource.abundance);

                debugLog("Adding new lode entry for asteroid: " + asteroid.AsteroidName);
                lode = scenario.AddLode(asteroid, resourceName, lodeResource.displayAbundance);
            }

            //Update any drills in the area.
            scenario.UpdateDrillLodes(asteroid);

            //Set waypoint
            if (lode != null && asteroid == null)
            {
                setWaypoint(resourceName, lode);
            }
        }
Пример #5
0
        public void CheckGoldStrike()
        {
            string[]              strikeResourceKeys = null;
            int                   resourceIndex;
            GoldStrikeData        strikeData          = null;
            WBIPathfinderScenario scenario            = WBIPathfinderScenario.Instance;
            string                resourceName        = string.Empty;
            double                resourceAmount      = 0f;
            float                 analysisRoll        = 0f;
            float                 successTargetNumber = prospectChance;
            int                   chancesRemaining    = 0;
            string                navigationID        = string.Empty;
            GoldStrikeLode        lode      = null;
            string                biomeName = string.Empty;
            int                   planetID  = -1;

            //Do we have gold strike resources?
            if (scenario.goldStrikeResources.Count() == 0)
            {
                ScreenMessages.PostScreenMessage("There are no Gold Strike resources to prospect!", kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                debugLog("No resources to prospect");
                return;
            }

            //Do we have a valid situation?
            if (SituationIsValid() == false)
            {
                return;
            }

            //Ok, we can prospect at this location.
            GoldStrikeUtils.GetBiomeAndPlanet(out biomeName, out planetID, this.part.vessel, asteroid);
            setLastLocation();
            chancesRemaining = updateChancesRemaining();

            //Time to see if we find anything.
            //Tally up the % chance we have to make a successful prospect.
            //prospectChance: base chance to find a prospect. Some parts are better than others.
            //prospectSkillBonus: multiplied by the EVA prospector's skill level. Default is 1.0.
            //labBonus: For each Pathfinder geology lab in the vicinity, give one point per crew member staffing the lab that has the prospectSkill.
            //For each non-Pathfinder geology lab in the vicinity, give half a point per crew member staffing the lab that has the prospectSkill.
            //Chance = prospectChance + prospectSkillBonus + labBonus.
            //Ex: A 3-star scientist on EVA makes a prospect check. skillBonus = 3; prospectSkillBonus = 1.0. Total skill bonus = 3.0.
            //Inside the Bison are two scientists staffing a geology lab (non-pathfinder). labBonus = 2 * 0.5 = 1
            //Gold Digger has a base 10% chance of finding a prospect.
            //successTargetNumber = 10 + 3 + 1 = 14.
            successTargetNumber = prospectChance + GetProspectBonus();
            debugLog("Base chance to succeed: " + prospectChance);
            debugLog("successTargetNumber: " + successTargetNumber);

            //Roll the chance and check it.
            analysisRoll  = UnityEngine.Random.Range(1, 6);
            analysisRoll += UnityEngine.Random.Range(1, 6);
            analysisRoll += UnityEngine.Random.Range(1, 6);
            analysisRoll *= 5.5556f;
            debugLog("analysisRoll: " + analysisRoll);

            //If we didn't succeed then we're done.
            if (analysisRoll > successTargetNumber)
            {
                debugLog("Prospect failed; didn't roll low enough.");
                ScreenMessages.PostScreenMessage("Nothing of value here, try another location. " + chancesRemaining + " chances remain in the " + biomeName, kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
                return;
            }

            //Success! Get the resource name and strike data.
            strikeResourceKeys = scenario.goldStrikeResources.Keys.ToArray();
            resourceIndex      = UnityEngine.Random.Range(0, strikeResourceKeys.Length - 1);
            resourceName       = strikeResourceKeys[resourceIndex];
            strikeData         = scenario.goldStrikeResources[resourceName];
            debugLog("strikeResourceKeys count: " + strikeResourceKeys.Length);
            debugLog("resourceIndex: " + resourceIndex);
            debugLog("strikeData: " + strikeData.ToString());

            //Now, generate the resource amount to add to the map
            resourceAmount = UnityEngine.Random.Range(strikeData.minAmount, strikeData.maxAmount);
            debugLog("resourceAmount: " + resourceAmount);

            //If we hit the motherlode then factor that in.
            //The motherloade is 5% of the target number.
            if (analysisRoll <= (successTargetNumber * kMotherlodeFactor))
            {
                resourceAmount *= strikeData.motherlodeMultiplier;
                debugLog("resourceAmount after motherlode: " + resourceAmount);
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} motherlode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
            }

            else
            {
                ScreenMessages.PostScreenMessage(string.Format("Congratulations! You found a {0:s} lode with {1:f2} units available to mine!", resourceName, resourceAmount),
                                                 kMessageDisplayTime, ScreenMessageStyle.UPPER_CENTER);
            }
            ScreenMessages.PostScreenMessage(chancesRemaining + " chances remain to find another lode in the " + biomeName, kMessageDisplayTime, ScreenMessageStyle.UPPER_LEFT);

            //Play the jingle
            playJingle();

            //Now set up the lode
            debugLog("Adding new lode entry to " + FlightGlobals.currentMainBody.name + " with flight global index " + FlightGlobals.currentMainBody.flightGlobalsIndex);
            debugLog("Biome: " + biomeName);
            debugLog("Lon/Lat: " + this.part.vessel.longitude + "/" + this.part.vessel.latitude);
            lode = scenario.AddLode(planetID, biomeName,
                                    this.part.vessel.longitude, this.part.vessel.latitude, resourceName, resourceAmount);

            //Set waypoint
            if (lode != null)
            {
                setWaypoint(resourceName, lode);
            }
        }