/
ComputerModule.cs
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/
ComputerModule.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.Profiling;
namespace MuMech
{
public class ComputerModule : IComparable<ComputerModule>
{
public readonly MechJebCore Core;
//conveniences:
public Vessel Vessel => Part.vessel;
public CelestialBody MainBody => Part.vessel.mainBody;
public VesselState VesselState => Core.VesselState;
[UsedImplicitly]
public Part Part => Core.part;
[UsedImplicitly]
public Orbit Orbit => Part.vessel.orbit;
[UsedImplicitly]
public int Priority;
[UsedImplicitly]
[Persistent(pass = (int)Pass.LOCAL)]
public readonly string UnlockParts = "";
[UsedImplicitly]
[Persistent(pass = (int)Pass.LOCAL)]
public readonly string UnlockTechs = "";
public bool UnlockChecked;
public int CompareTo(ComputerModule other)
{
return other == null ? 1 : Priority.CompareTo(other.Priority);
}
private bool _enabled;
public bool Enabled
{
get => _enabled;
set
{
if (value == _enabled) return;
Dirty = true;
_enabled = value;
if (_enabled)
OnModuleEnabled();
else
{
OnModuleDisabled();
ModuleDisabledEvents.Fire(true);
ModuleDisabledEvents.Clear();
}
}
}
[UsedImplicitly]
public readonly ModuleEvent ModuleDisabledEvents = new ModuleEvent();
public readonly 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 readonly UserPool Users;
protected ComputerModule(MechJebCore core)
{
Core = core;
ProfilerName = GetType().Name;
Users = new UserPool(this);
}
protected virtual void OnModuleEnabled()
{
}
protected 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 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()
{
}
protected virtual bool IsSpaceCenterUpgradeUnlocked()
{
return true;
}
public virtual void UnlockCheck()
{
if (UnlockChecked) return;
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;
}
}
protected static void Print(object message)
{
MonoBehaviour.print("[MechJeb2] " + message);
}
[UsedImplicitly]
public void Disable()
{
Enabled = false;
}
[UsedImplicitly]
public void Enable()
{
Enabled = true;
}
public void CascadeDisable(ComputerModule m)
{
ModuleDisabledEvents.Add(m.Disable);
}
}
[Flags]
public enum Pass
{
LOCAL = 1,
TYPE = 2,
GLOBAL = 4
}
public class ModuleEvent
{
public delegate void OnEvent();
private readonly List<OnEvent> _events = new List<OnEvent>();
private readonly Dictionary<OnEvent, int> _eventIndex = new Dictionary<OnEvent, int>();
public void Add(OnEvent evt)
{
if (_eventIndex.ContainsKey(evt))
return;
_events.Add(evt);
_eventIndex.Add(evt, _events.Count - 1);
}
[UsedImplicitly]
public void Remove(OnEvent evt)
{
if (!_eventIndex.ContainsKey(evt))
return;
_events.RemoveAt(_eventIndex[evt]);
_eventIndex.Remove(evt);
}
public void Clear()
{
_events.Clear();
_eventIndex.Clear();
}
public void Fire(bool reverse)
{
if (reverse)
{
for (int i = _events.Count - 1; i >= 0; i--)
_events[i]();
}
else
{
for (int i = 0; i < _events.Count; i++)
_events[i]();
}
}
}
//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)
{
_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)
{
if (!(o is ComputerModule c) || c == _controlledModule)
continue;
if (c.Users.RecursiveUser(user))
return true;
}
return false;
}
}
}