/
ComputerModule.cs
312 lines (260 loc) · 8.62 KB
/
ComputerModule.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Profiling;
namespace MuMech
{
public class ComputerModule : IComparable<ComputerModule>
{
public Part part;
public MechJebCore core;
public VesselState vesselState;
//conveniences:
public Vessel vessel => part.vessel;
public CelestialBody mainBody => part.vessel.mainBody;
public Orbit orbit => part.vessel.orbit;
public int priority;
[Persistent(pass = (int)Pass.Local)]
public string unlockParts = "";
[Persistent(pass = (int)Pass.Local)]
public string unlockTechs = "";
public bool unlockChecked;
public int CompareTo(ComputerModule other)
{
if (other == null) return 1;
return priority.CompareTo(other.priority);
}
protected bool _enabled;
public bool enabled
{
get => _enabled;
set
{
if (value != _enabled)
{
dirty = true;
_enabled = value;
if (_enabled)
{
OnModuleEnabled();
}
else
{
OnModuleDisabled();
}
}
}
}
public string profilerName;
// Has this module config changed and should it be saved
public bool dirty;
//The UserPool is an alternative way to handle enabling/disabling of a ComputerModule.
//Users can add and remove themselves from the user pool and the ComputerModule will be
//enabled if and only if there is at least one user. For consistency, it's probably
//best that a given ComputerModule be controlled either entirely through enabled, or
//entirely through users, and that the two not be mixed.
public UserPool users;
public ComputerModule(MechJebCore core)
{
this.core = core;
part = core.part;
vesselState = core.VesselState;
profilerName = GetType().Name;
users = new UserPool(this);
}
public virtual void OnModuleEnabled()
{
}
public virtual void OnModuleDisabled()
{
}
public virtual void OnControlLost()
{
}
public virtual void Drive(FlightCtrlState s)
{
}
public virtual void OnVesselWasModified(Vessel v)
{
}
public virtual void OnVesselStandardModification(Vessel v)
{
}
public virtual void OnStart(PartModule.StartState state)
{
}
public virtual void OnActive()
{
}
public virtual void OnInactive()
{
}
public virtual void OnAwake()
{
}
public virtual void OnFixedUpdate()
{
}
public virtual void OnWaitForFixedUpdate()
{
}
public virtual void OnUpdate()
{
}
public virtual void OnLoad(ConfigNode local, ConfigNode type, ConfigNode global)
{
try
{
if (global != null) ConfigNode.LoadObjectFromConfig(this, global, (int)Pass.Global);
if (type != null) ConfigNode.LoadObjectFromConfig(this, type, (int)Pass.Type);
if (local != null) ConfigNode.LoadObjectFromConfig(this, local, (int)Pass.Local);
}
catch (Exception e)
{
Debug.Log("MechJeb caught exception in OnLoad for " + GetType().Name + ": " + e);
}
}
public virtual void OnSave(ConfigNode local, ConfigNode type, ConfigNode global)
{
try
{
if (global != null)
{
Profiler.BeginSample("ComputerModule.OnSave.global");
ConfigNode.CreateConfigFromObject(this, (int)Pass.Global, global);
Profiler.EndSample();
}
if (type != null)
{
Profiler.BeginSample("ComputerModule.OnSave.type");
ConfigNode.CreateConfigFromObject(this, (int)Pass.Type, type);
Profiler.EndSample();
}
if (local != null)
{
Profiler.BeginSample("ComputerModule.OnSave.local");
ConfigNode.CreateConfigFromObject(this, (int)Pass.Local, local);
Profiler.EndSample();
}
dirty = false;
}
catch (Exception e)
{
Debug.Log("MechJeb caught exception in OnSave for " + GetType().Name + ": " + e);
}
}
public virtual void OnDestroy()
{
}
public virtual bool IsSpaceCenterUpgradeUnlocked()
{
return true;
}
public virtual void UnlockCheck()
{
if (!unlockChecked)
{
bool unlock = true;
if (ResearchAndDevelopment.Instance != null)
{
string[] parts = unlockParts.Split(new[] { ' ', ',', ';', '\t', '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length > 0)
{
unlock = false;
foreach (string p in parts)
{
if (PartLoader.LoadedPartsList.Count(a => a.name == p) > 0 &&
ResearchAndDevelopment.PartModelPurchased(PartLoader.LoadedPartsList.First(a => a.name == p)))
{
unlock = true;
break;
}
}
}
string[] techs = unlockTechs.Split(new[] { ' ', ',', ';', '\t', '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries);
if (techs.Length > 0)
{
if (parts.Length == 0)
{
unlock = false;
}
foreach (string t in techs)
{
if (ResearchAndDevelopment.GetTechnologyState(t) == RDTech.State.Available)
{
unlock = true;
break;
}
}
}
}
unlock = unlock && IsSpaceCenterUpgradeUnlocked();
unlockChecked = true;
if (!unlock)
{
enabled = false;
core.someModuleAreLocked = true;
}
}
}
public static void print(object message)
{
MonoBehaviour.print("[MechJeb2] " + message);
}
}
[Flags]
public enum Pass
{
Local = 1,
Type = 2,
Global = 4
}
//Lets multiple users enable and disable a computer module, such that the
//module only gets disabled when all of its users have disabled it.
public class UserPool : List<object>
{
private readonly ComputerModule controlledModule;
public UserPool(ComputerModule controlledModule)
{
this.controlledModule = controlledModule;
}
public new void Add(object user)
{
if (user != null && !Contains(user))
{
base.Add(user);
}
controlledModule.enabled = true;
}
public new void Remove(object user)
{
if (user != null && Contains(user))
{
base.Remove(user);
}
if (Count == 0) controlledModule.enabled = false;
}
public new void Clear()
{
base.Clear();
controlledModule.enabled = false;
}
public bool RecursiveUser(object user)
{
if (Contains(user))
{
return true;
}
foreach (object o in this)
{
var c = o as ComputerModule;
if (c != null && c != controlledModule)
{
if (c.users.RecursiveUser(user)) return true;
}
}
return false;
}
}
}