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ModuleKISInventory.cs
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ModuleKISInventory.cs
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// Kerbal Inventory System
// Mod's author: KospY (http://forum.kerbalspaceprogram.com/index.php?/profile/33868-kospy/)
// Module authors: KospY, igor.zavoychinskiy@gmail.com
// License: Restricted
using KISAPIv1;
using KIS.GUIUtils;
using KSPDev.ConfigUtils;
using KSPDev.DebugUtils;
using KSPDev.GUIUtils;
using KSPDev.GUIUtils.TypeFormatters;
using KSPDev.KSPInterfaces;
using KSPDev.LogUtils;
using KSPDev.MathUtils;
using KSPDev.ModelUtils;
using KSPDev.PartUtils;
using KSPDev.ProcessingUtils;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using KSP.UI;
using UnityEngine;
namespace KIS {
// Next localization ID: #kisLOC_00062.
[PersistentFieldsDatabase("KIS/settings/KISConfig")]
public class ModuleKISInventory : PartModule,
// KSP interfaces.
IPartCostModifier, IPartMassModifier, IModuleInfo,
// KSPDev interfaces.
IHasContextMenu, IHasDebugAdjustables, IsLocalizableModule,
// KSPDev syntax sugar interfaces.
IPartModule, IsDestroyable, IKSPDevModuleInfo {
#region Localizable GUI strings.
static readonly Message NoItemEquippedMsg = new Message(
"#kisLOC_00000",
defaultTemplate: "Cannot use equipped item because nothing is equipped",
description: "The message to present when 'use' key is pressed, but no item is equipped in"
+ " the right hand of the EVA kerbal.");
static readonly Message<string> CannotTransferInventoryMsg = new Message<string>(
"#kisLOC_00001",
defaultTemplate: "Pod <<1>> doesn't have personal inventory space",
description: "The message to present when EVA kerbal enters a pod which doesn't have KIS"
+ " inventory.");
static readonly Message<int> PartHasChildrenMsg = new Message<int>(
"#kisLOC_00002",
defaultTemplate: "Cannot put an assembly into inventory: <<1>> part(s) attached",
description: "The message to present when EVA kerbal tries to put into inventory an assembly"
+ " of multiple parts."
+ "\nArgument <<1>> is the number of the children parts attached to the part being dragged.");
static readonly Message<VolumeLType, VolumeLType> MaxVolumeReachedMsg =
new Message<VolumeLType, VolumeLType>(
"#kisLOC_00003",
defaultTemplate: "Max destination volume reached: <<1>> (+<<2>>)",
description: "The message to present when an item being dragged into an inventory which"
+ " doesn't have enough free space."
+ "\nArgument <<1>> is a value of type VolumeLType which specifies the volume which is"
+ " attempted to be moved."
+ "\nArgument <<2>> is a value of type VolumeLType which specifies the exceeding volume"
+" over the max inventory capacity.");
static readonly Message NotAccessibleWhileCarriedMsg = new Message(
"#kisLOC_00004",
defaultTemplate: "This storage is not accessible while carried!",
description: "The message to present when a storage, which is being carried on a back of an"
+ " EVA kerbal, is attempted to be accessed.");
static readonly Message NotAccessibleFromOutsideMsg = new Message(
"#kisLOC_00005",
defaultTemplate: "This storage is not accessible from the outside!",
description: "The message to present when an inventory which cannot be accessed from EVA is"
+ " attempted to be opened by an EVA kerbal.");
static readonly Message NotAccessibleFromInsideMsg =new Message(
"#kisLOC_00006",
defaultTemplate: "This storage is not accessible from the inside!",
description: "The message to present when an inventory which cannot be accessed from inside"
+ " the vessel is attempted to be accessed while the active vessel is no an EVA kerbal.");
static readonly Message InventoryFullCannotSplitMsg = new Message(
"#kisLOC_00009",
defaultTemplate: "Inventory is full, cannot split!",
description: "The message to present when a split action is attempted on an inventory,"
+ " but there are no empty slots available to fit the new pack.");
static readonly Message CarriableItemsNotForSeatsInventoryMsg = new Message(
"#kisLOC_00010",
defaultTemplate: "Carriable items cannot be stored in the seat's inventory",
description: "The message to present when an item, designed to be carried by an EVA kerbal,"
+ " is attempted to be put into a pod's seat inventory.");
static readonly Message PartAlreadyCarriedMsg = new Message(
"#kisLOC_00011",
defaultTemplate: "Another part is already carried",
description: "The message to present when an item is attempted to be placed on an EVA kerbal,"
+ " but there is another item already being carried.");
static readonly Message MustBeCrewedAtLaunchMsg = new Message(
"#kisLOC_00012",
defaultTemplate: "The seat must be crewed at launch to acquire items",
description: "The text to show in an inventory window in the editor to highlight the fact"
+ " that the items added there will only be available in the flight if the seat is occupied"
+ " at the launch.");
static readonly Message RemoveHelmetMenuTxt = new Message(
"#kisLOC_00013",
defaultTemplate: "Remove Helmet",
description: "The name of the context menu item that removes kerbal's helmet if the"
+ " environment conditions allow it.");
static readonly Message PutOnHelmetMenuTxt =new Message(
"#kisLOC_00014",
defaultTemplate: "Put On Helmet",
description: "The name of the context menu item that puts the kerbal's helmet back.");
static readonly Message<string, int> PodInventoryWindowTitle =
new Message<string, int>(
"#kisLOC_00015",
defaultTemplate: "<<1>> | Seat <<2>>",
description: "The title of the window that represents an open pod's inventory in the"
+ " editor."
+ "\nArgument <<1>> is a name of the part that holds the inventory."
+ "\nArgument <<2>> is a number of the seat to which the inventory belongs.");
static readonly Message<string, string> PersonalInventoryWindowTitle =
new Message<string, string>(
"#kisLOC_00016",
defaultTemplate: "<<1>> | <<2>>",
description: "The title of the window that represents an open kerbal's inventory."
+ "\nArgument <<1>> is a name of the part that holds the inventory."
+ "\nArgument <<2>> is a name of the kerbal.");
static readonly Message<string, string> ContainerInventoryWindowTitle =
new Message<string, string>(
"#kisLOC_00017",
defaultTemplate: "<<1>> | <<2>>",
description: "The title of the window that represents an open parts's inventory in the"
+ " flight. This title is only used when the inventory has a custom name."
+ "\nArgument <<1>> is a name of the part that holds the inventory."
+ "\nArgument <<2>> is a custom name of the inventory.");
static readonly Message ItemActionMenuWindowTitle = new Message(
"#kisLOC_00019",
defaultTemplate: "Action",
description: "The title of the window that represents a context menu for a specific item in"
+ " the inventory.");
static readonly Message AcceptNameChangeBtn = new Message(
"#kisLOC_00020",
defaultTemplate: "OK",
description: "The caption of the button that accepts the changed inventory name. This button"
+ " is vary narrow, so keep the text as short as possible.");
static readonly Message SetInventoryNameBtn = new Message(
"#kisLOC_00021",
defaultTemplate: "Set name",
description: "The caption of the button that shows an input field to enter a custom name for"
+ " an inventory.");
static readonly Message CloseInventoryBtn = new Message(
"#kisLOC_00022",
defaultTemplate: "Close",
description: "The caption of the button that closes the opened inventory dialog.");
static readonly Message UnequipItemContextMenuBtn = new Message(
"#kisLOC_00023",
defaultTemplate: "Unequip",
description: "The caption of the button that triggers the unequip action on the item in the"
+ " inventory. The button is shown in a context menu of the selected item.");
static readonly Message EquipItemContextBtn = new Message(
"#kisLOC_00024",
defaultTemplate: "Equip",
description: "The caption of the button that triggers the equip action on the item in the"
+ " inventory. The button is shown in a context menu of the selected item.");
static readonly Message DropCarriedItemContextBtn = new Message(
"#kisLOC_00025",
defaultTemplate: "Drop",
description: "The caption of the button that triggers the drop action on the item in the"
+ " inventory. The button is shown in a context menu of the selected item.");
static readonly Message<int> SplitItemsContextBtn = new Message<int>(
"#kisLOC_00026",
defaultTemplate: "Split (<<1>>)",
description: "The caption of the button that extracts the specified number of items from the"
+ " selected inventory slot, and moves them into a new slot."
+ "\nArgument <<1>> is the number of items to extract.");
static readonly Message<int> ItemsQuantityItemContextMsg = new Message<int>(
"#kisLOC_00027",
defaultTemplate: "Quantity: <<1>>",
description: "The text to show in the context menu of the selected inventory item that"
+ " tells how many items are in the slot."
+ "\nArgument <<1>> is the number of items in the slot.");
static readonly Message NoActionItemContextMsg = new Message(
"#kisLOC_00028",
defaultTemplate: "No action",
description: "The text to show in the context menu of the selected inventory item that"
+ " tells that no actions can be done on the item(s) in the slot.");
static readonly Message<int> PodSeatInventoryMenuTxt = new Message<int>(
"#kisLOC_00029",
defaultTemplate: "Seat <<1>> inventory",
description: "The name of the part's menu item that opens the inventory for a pod's seat."
+ "\nArgument <<1>> is the number of seat.");
static readonly Message<string> PersonalInventoryMenuTxt = new Message<string>(
"#kisLOC_00030",
defaultTemplate: "<<gen:1>>\'s inventory",
description: "The name of the part's menu item that opens the inventory of a specific kerbal."
+ "\nArgument <<1>> is the first name of the kerbal.");
static readonly Message PartInventoryMenuTxt = new Message(
"#kisLOC_00031",
defaultTemplate: "Inventory",
description: "The name of the part's menu item that opens the associated inventory. The"
+ " \"part\" can be a kerbal.");
static readonly Message<string> PartInventoryWithNameMenuTxt = new Message<string>(
"#kisLOC_00032",
defaultTemplate: "Inventory | <<1>>",
description: "The name of the part's menu item that opens the associated inventory with a"
+ " custom name. The \"part\" can be a kerbal."
+ "\nArgument <<1>> is a custom name of the inventory.");
static readonly Message CarriedItemContextCaption = new Message(
"#kisLOC_00033",
defaultTemplate: "Carried",
description: "The text to display in the inventory slot background to tell if the item is"
+ " being carried by the kerbal.");
static readonly Message EquippedItemContextCaption = new Message(
"#kisLOC_00034",
defaultTemplate: "Equip.",
description: "The text to display in the inventory slot background to tell if the item is"
+ " being equipped by the kerbal.");
static readonly Message<int> SlotIdContextCaption = new Message<int>(
"#kisLOC_00035",
defaultTemplate: "<<1>>",
description: "The text to display in the inventory slot background to identify it."
+ "\nArgument <<1>> is the number of the slot.");
static readonly Message<int> MultipleItemsContextCaption = new Message<int>(
"#kisLOC_00036",
defaultTemplate: "x<<1>>",
description: "The text to display in the inventory slot background to tell ho many items are"
+ " stacked."
+ "\nArgument <<1>> is the number of the items in the slot.");
static readonly Message<VolumeLType, VolumeLType> InventoryVolumeInfo =
new Message<VolumeLType, VolumeLType>(
"#kisLOC_00037",
defaultTemplate: "Volume: <<1>> / <<2>>",
description: "The volume stat of the inventory in the main inventory window."
+ "\nArgument <<1>> is the occupied volume of the inventory of type VolumeLType."
+ "\nArgument <<2>> is the maximum volume of the inventory of type VolumeLType.");
static readonly Message<MassType> InventoryMassInfo = new Message<MassType>(
"#kisLOC_00038",
defaultTemplate: "Mass: <<1>>",
description: "The total part mass in the main inventory window. It includes the combined mass"
+ " of all the items in the inventory."
+ "\nArgument <<1>> is the total mass of type MassType.");
static readonly Message<CostType> InventoryCostInfo = new Message<CostType>(
"#kisLOC_00039",
defaultTemplate: "Cost: <<1>>",
description: "The total part cost in the main inventory window. It includes the combined cost"
+ " of all the items in the inventory."
+ "\nArgument <<1>> is the total cost of type CostType.");
static readonly Message<VolumeLType> ItemVolumeTooltipInfo = new Message<VolumeLType>(
"#kisLOC_00040",
defaultTemplate: "Volume: <<1>>",
description: "The volume of a single item in the inventory slot. It's presented in a tooltip"
+ " window."
+ "\nArgument <<1>> is the volume of type VolumeLType.");
static readonly Message<MassType> ItemDryMassTooltipInfo = new Message<MassType>(
"#kisLOC_00041",
defaultTemplate: "Dry mass: <<1>>",
description: "The mass of a single item in the inventory slot without the resources or the"
+ " contents. It's presented in a tooltip window."
+ "\nArgument <<1>> is the mass of type MassType.");
static readonly Message<MassType> ItemResourceMassTooltipInfo = new Message<MassType>(
"#kisLOC_00042",
defaultTemplate: "Resource mass: <<1>>",
description: "The mass of the resources in a single item in the inventory slot. It's"
+ " presented in a tooltip window."
+ "\nArgument <<1>> is the mass of type MassType.");
static readonly Message<CostType> ItemCostTooltipInfo = new Message<CostType>(
"#kisLOC_00043",
defaultTemplate: "Cost: <<1>>",
description: "The cost of a single item in the inventory slot including the cost of the"
+ " resources. It's presented in a tooltip window."
+ "\nArgument <<1>> is the cost of type CostType.");
static readonly Message<CostType> ItemContentsCostTooltipInfo = new Message<CostType>(
"#kisLOC_00044",
defaultTemplate: "Contents cost: <<1>>",
description: "The cost of the contents of a single item in the inventory slot. It's presented"
+ " in a tooltip window."
+ "\nArgument <<1>> is the cost of type CostType.");
static readonly Message<MassType> ItemContentsMassTooltipInfo = new Message<MassType>(
"#kisLOC_00045",
defaultTemplate: "Contents mass: <<1>>",
description: "The mass of the contents of a single item in the inventory slot. It's presented"
+ " in a tooltip window."
+ "\nArgument <<1>> is the mass of type MassType.");
static readonly Message<CostType> TotalSlotCostTooltipInfo = new Message<CostType>(
"#kisLOC_00046",
defaultTemplate: "Total cost: <<1>>",
description: "The total cost of the items in the inventory slot. It's presented in a tooltip"
+ " window."
+ "\nArgument <<1>> is the cost of type CostType.");
static readonly Message<VolumeLType> TotalSlotVolumeTooltipInfo =
new Message<VolumeLType>(
"#kisLOC_00047",
defaultTemplate: "Total volume: <<1>>",
description: "The total volume of the items in the inventory slot. It's presented in a"
+ " tooltip window."
+ "\nArgument <<1>> is the volume of type VolumeLType.");
static readonly Message<MassType> TotalSlotMassTooltipInfo = new Message<MassType>(
"#kisLOC_00048",
defaultTemplate: "Total mass: <<1>>",
description: "The total mass of the items in the inventory slot. It's presented in a tooltip"
+ " window."
+ "\nArgument <<1>> is the mass of type MassType.");
static readonly Message NoResourcesItemTooltipInfo = new Message(
"#kisLOC_00049",
defaultTemplate: "Part has no resources",
description: "The message to present in the tooltip window when the item has no resources.");
static readonly Message<string> EquipItemKeyTootltipInfo = new Message<string>(
"#kisLOC_00051",
defaultTemplate: "Press [<<1>>] to use (equipped)",
description: "The information for the key that activates the equipped item. It's presented in"
+ " a tooltip window."
+ "\nArgument <<1>> is the string name of the key as set in the settings file.");
static readonly Message<ResourceType, CompactNumberType, CompactNumberType>
ItemResourceTootltipInfo = new Message<ResourceType, CompactNumberType, CompactNumberType>(
"#kisLOC_00052",
defaultTemplate: "<<1>>: <<2>> / <<3>>",
description: "The template to present the resources reserve in the item. It's presented"
+ " in a tooltip window."
+ "\nArgument <<1>> is the resource name of type ResourceType."
+ "\nArgument <<2>> is the current reserve of the resource."
+ "\nArgument <<3>> is the maximum amount of the resource.");
static readonly Message<string, CompactNumberType, CompactNumberType>
ItemScienceDataTooltipInfo = new Message<string, CompactNumberType, CompactNumberType>(
"#kisLOC_00053",
defaultTemplate: "<<1>> (Data=<<2>>, Value=<<3>>)",
description: "The template to present the science data stored in the item. It's presented"
+ " in a tooltip window."
+ "\nArgument <<1>> is the science title."
+ "\nArgument <<2>> is the science data amount."
+ "\nArgument <<3>> is the value of the science data.");
static readonly Message ItemNoScienceDataTooltipInfo = new Message(
"#kisLOC_00054",
defaultTemplate: "Part has no science data",
description: "The message to present in the tooltip window when the item has no science"
+ " data.");
static readonly Message ModuleTitleInfo = new Message(
"#kisLOC_00055",
defaultTemplate: "KIS Inventory",
description: "The title of the module to present in the editor details window.");
static readonly Message<VolumeLType> MaxVolumePartInfo = new Message<VolumeLType>(
"#kisLOC_00056",
defaultTemplate: "Max Volume: <<1>>",
description: "The info string in the editor for the maximum allowed volume of the"
+ " inventory."
+ "\nArgument <<1>> is the volume of type VolumeLType");
static readonly Message InternalAccessAllowedPartInfo = new Message(
"#kisLOC_00057",
defaultTemplate: "<color=#00FFFF>Can be accessed from inside</color>",
description: "The info string in the editor to present if kerbals can access the items in the"
+ " inventory when staying inside the vessel.");
static readonly Message InternalAccessNotAllowedPartInfo = new Message(
"#kisLOC_00058",
defaultTemplate: "<color=#FFA500>Cannot be accessed from inside</color>",
description: "The info string in the editor to present if kerbals cannot access the items in"
+ " the inventory when staying inside the vessel.");
static readonly Message ExternalAccessAllowedPartInfo = new Message(
"#kisLOC_00059",
defaultTemplate: "<color=#00FFFF>Can be accessed from EVA</color>",
description: "The info string in the editor to present if kerbals can access the items in the"
+ " inventory when going EVA.");
static readonly Message ExternalAccessNotAllowedPartInfo = new Message(
"#kisLOC_00060",
defaultTemplate: "<color=#FFA500>Cannot be accessed from EVA</color>",
description: "The info string in the editor to present if kerbals cannot access the items in"
+ " the inventory when going EVA.");
static readonly Message CannotAddGroundSciencePartMsg = new Message(
"#kisLOC_00061",
defaultTemplate: "Use stock game abilities to handle this part",
description: "The message to present when a stock game ground experiment part is attempted to"
+ " be stored into inventory in the editor. Such parts cannot be handled by KIS.");
#endregion
#region Public types
/// <summary>The time of inventory which the module controls.</summary>
public enum InventoryType {
/// <summary>Storage space inside a part.</summary>
Container,
/// <summary>Temporary storage to hold the items of the boarded kerbals.</summary>
Pod,
/// <summary>Inventory of an EVA kerbal.</summary>
Eva
}
#endregion
#region Part's config fields
[KSPField]
[Debug.KISDebugAdjustableAttribute("Allow external access")]
public bool externalAccess = true;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Allow internal access")]
public bool internalAccess = true;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Horizontal slots")]
public int slotsX = 6;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Vertical slots")]
public int slotsY = 4;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Slot size")]
public int slotSize = 50;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Item icon resolution")]
public int itemIconResolution = 128;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Self icon resolution")]
public int selfIconResolution = 128;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Max volume")]
public float maxVolume = 1;
[KSPField]
[Debug.KISDebugAdjustableAttribute("Sound: Container open")]
public string openSndPath = "KIS/Sounds/containerOpen";
[KSPField]
[Debug.KISDebugAdjustableAttribute("Sound: Container close")]
public string closeSndPath = "KIS/Sounds/containerClose";
[KSPField]
[Debug.KISDebugAdjustableAttribute("Sound: Helmet on")]
public string helmetOnSndPath = "KIS/Sounds/helmetOn";
[KSPField]
[Debug.KISDebugAdjustableAttribute("Sound: Helmet off")]
public string helmetOffSndPath = "KIS/Sounds/helmetOff";
[KSPField]
[Debug.KISDebugAdjustableAttribute("Sound: Item move")]
public string defaultMoveSndPath = "KIS/Sounds/itemMove";
[KSPField(isPersistant = true)]
public string invName = "";
/// <summary>INTERNAL. Type of the container.</summary>
/// <remarks>Don't define it in the config.</remarks>
[KSPField]
public InventoryType invType = InventoryType.Container;
/// <summary>INTERNAL. Seat number to assign the pod container to.</summary>
/// <remarks>Don't define it in the config.</remarks>
[KSPField]
public int podSeat = -1;
/// <summary>Name of the animation that opens/closes the container doors.</summary>
/// <remarks>
/// This animation will be ran each time the inventory GUI is accessed <i>externally</i>. It won't
/// play if the inventory of the active vessel is being accessed.
/// <para>This setting can be left empty to not apply any animation.</para>
/// </remarks>
/// <include file="SpecialDocTags.xml" path="Tags/ConfigSetting/*"/>
/// <seealso cref="externalAccess"/>
[KSPField]
[Debug.KISDebugAdjustableAttribute("Doors animation: Name")]
public string openAnimName = "";
/// <summary>Speed of the open/close animation.</summary>
/// <include file="SpecialDocTags.xml" path="Tags/ConfigSetting/*"/>
[KSPField]
[Debug.KISDebugAdjustableAttribute("Doors animation: Speed")]
public float openAnimSpeed = 1f;
#endregion
#region Global settings
[PersistentField("EvaInventory/inventoryKey")]
public static string evaInventoryKey = "tab";
[PersistentField("EvaInventory/rightHandKey")]
public static string evaRightHandKey = "x";
[PersistentField("EvaInventory/helmetKey")]
public static string evaHelmetKey = "j";
// Inventory hotkeys control.
[PersistentField("Global/slotHotkeysEnabled")]
public static bool inventoryKeysEnabled = true;
[PersistentField("Global/slotHotkey1")]
public static KeyCode slotHotkey1 = KeyCode.Alpha1;
[PersistentField("Global/slotHotkey2")]
public static KeyCode slotHotkey2 = KeyCode.Alpha2;
[PersistentField("Global/slotHotkey3")]
public static KeyCode slotHotkey3 = KeyCode.Alpha3;
[PersistentField("Global/slotHotkey4")]
public static KeyCode slotHotkey4 = KeyCode.Alpha4;
[PersistentField("Global/slotHotkey5")]
public static KeyCode slotHotkey5 = KeyCode.Alpha5;
[PersistentField("Global/slotHotkey6")]
public static KeyCode slotHotkey6 = KeyCode.Alpha6;
[PersistentField("Global/slotHotkey7")]
public static KeyCode slotHotkey7 = KeyCode.Alpha7;
[PersistentField("Global/slotHotkey8")]
public static KeyCode slotHotkey8 = KeyCode.Alpha8;
[PersistentField("Global/itemDebug")]
public static bool debugContextMenu;
[PersistentField("Editor/PodInventory/addToAllSeats", isCollection = true)]
public static List<string> defaultItemsForAllSeats = new List<string>();
[PersistentField("Editor/PodInventory/addToTheFirstSeatOnly", isCollection = true)]
public static List<string> defaultItemsForTheFirstSeat = new List<string>();
[PersistentField("Compatibility/forbiddenPart", isCollection = true)]
public static List<string> forbiddenParts = new List<string>();
#endregion
#region Context menu events/actions
[KSPEvent(guiActiveEditor = true, guiActive = true,
guiActiveUnfocused = true, guiActiveUncommand = true)]
[LocalizableItem(tag = null)]
public void ToggleInventoryEvent() {
// Destroy icons viewer
foreach (KeyValuePair<int, KIS_Item> item in items) {
item.Value.DisableIcon();
}
SetDoorsOpenAnimationState(false);
DisableIcon();
if (showGui) {
showGui = false;
if (HighLogic.LoadedSceneIsEditor) {
UISoundPlayer.instance.Play(closeSndPath);
} else {
UISoundPlayer.instance.Play(closeSndPath);
}
clickThroughLocked = false;
if (HighLogic.LoadedSceneIsFlight) {
InputLockManager.RemoveControlLock("KISInventoryFlightLock");
}
if (HighLogic.LoadedSceneIsEditor) {
InputLockManager.RemoveControlLock("KISInventoryEditorLock");
}
} else {
// Check if inventory can be opened from interior/exterior
if (HighLogic.LoadedSceneIsFlight) {
// Don't allow access to the container being carried by a kerbal. Its state is
// serialized in the kerbal's invenotry so, any changes will be reverted once
// the container is dropped.
if (FlightGlobals.ActiveVessel.isEVA && !externalAccess) {
ScreenMessaging.ShowPriorityScreenMessage(NotAccessibleFromOutsideMsg);
return;
}
if (!FlightGlobals.ActiveVessel.isEVA && !internalAccess) {
ScreenMessaging.ShowPriorityScreenMessage(NotAccessibleFromInsideMsg);
return;
}
}
// Create icons viewer
foreach (KeyValuePair<int, KIS_Item> item in items) {
item.Value.EnableIcon(itemIconResolution);
}
EnableIcon();
// TODO(ihsoft): Don't limit to one open inventory. Add till bootom is reached.
if (GetAllOpenInventories().Count == 1
&& Mathf.Approximately(guiMainWindowPos.x, defaultFlightPos.x)
&& Mathf.Approximately(guiMainWindowPos.y, defaultFlightPos.y)) {
guiMainWindowPos = new Rect() {
x = guiMainWindowPos.x,
y = guiMainWindowPos.y + 250
};
}
showGui = true;
if (FlightGlobals.ActiveVessel != vessel && externalAccess
|| HighLogic.LoadedSceneIsEditor) {
SetDoorsOpenAnimationState(true);
}
UISoundPlayer.instance.Play(openSndPath);
if (HighLogic.LoadedSceneIsFlight) {
StartCoroutine(CheckInventoryGUIVisibilityCoroutine());
}
}
}
/// <summary>Toggles the inventory doors open state if there is an animation.</summary>
[KSPEvent(guiActiveEditor = true, guiActive = true,
guiActiveUnfocused = true, guiActiveUncommand = true)]
[LocalizableItem(tag = "#autoLOC_502060")]
public void ToggleDoorsEvent() {
if (openAnimState == null) {
return;
}
bool newDoorsOpenState;
if (openAnim.IsPlaying(openAnimName)) {
newDoorsOpenState = openAnimState.speed < 0;
} else {
newDoorsOpenState = Mathf2.AreSame(openAnimState.normalizedTime, 0);
}
SetDoorsOpenAnimationState(newDoorsOpenState);
}
#endregion
#region API fields and properties
// Inventory
public Dictionary<int, KIS_Item> items = new Dictionary<int, KIS_Item>();
/// <summary>Total volume of the contents.</summary>
/// <value>The volume in <c>liters</c>.</value>
/// <seealso cref="RefreshContents"/>
public double totalContentsVolume { get; private set; }
/// <summary>Total mass of the contents.</summary>
/// <value>The mass in <c>tons</c>.</value>
/// <seealso cref="RefreshContents"/>
public double contentsMass { get; private set; }
/// <summary>Total cost of the contents.</summary>
/// <value>The cost in game currency.</value>
/// <seealso cref="RefreshContents"/>
public double contentsCost { get; private set; }
// GUI
public bool showGui { get; private set; }
public Rect guiMainWindowPos {
get => _guiMainWindowPos;
private set {
_guiMainWindowPos = value;
guiMainWindowRect = new Rect(guiMainWindowPos.position, guiMainWindowPos.size * GameSettings.UI_SCALE);
}
}
Rect _guiMainWindowPos;
/// <summary>The inventory position and size with respect to the UI scale.</summary>
/// <remarks>Use it to check for the mouse hits and the screen controls positioning.</remarks>
public Rect guiMainWindowRect { get; private set; }
#endregion
#region Local methods and properties
/// <summary>Tells if the helmet of the owner kerbal is currently equipped.</summary>
/// <remarks>
/// This value is updated from the stock game callback, and this callback is not called when the
/// kerbal is created in the default mode (with helmet ON). In some cases it's important to know
/// if the helmet is actually ON (deafult) or the state is not yet updated. That's why this vlaue
/// is optional. The "unset" value should be treated depending on the logic.
/// </remarks>
bool? helmetEquippedState;
/// <summary>EVA module of the owner.</summary>
/// <value>The EVA module or <c>null</c> if the inventory doesn't belong to kerbal.</value>
KerbalEVA kerbalModule {
get {
if (_kerbalModule == null) {
_kerbalModule = part.FindModuleImplementing<KerbalEVA>();
}
return _kerbalModule;
}
}
KerbalEVA _kerbalModule;
//Tooltip
KIS_Item tooltipItem;
// Context menu
KIS_Item contextItem;
bool contextClick;
Rect contextRect;
/// <summary>Animation that visualizes the container doors open/close action.</summary>
/// <remarks>It can be <c>null</c>.</remarks>
/// <seealso cref="openAnimState"/>
Animation openAnim;
/// <summary>Animation state that handles the doors.</summary>
/// <remarks>It can be <c>null</c>.</remarks>
/// <seealso cref="openAnim"/>
AnimationState openAnimState;
float keyPressTime;
List<KIS_Item> startEquip = new List<KIS_Item>();
KIS_IconViewer icon;
Rect defaultFlightPos = new Rect(0, 50, 10, 10);
int splitQty = 1;
bool clickThroughLocked;
bool guiSetName;
string kerbalTrait;
/// <summary>Time, when the inventory menu was last time checked for range visibility.</summary>
float lastMenuRangeCheckedTime;
/// <summary>Minimum delay between the inventory range checking calls.</summary>
const float MenuRangeCheckThreshold = 0.1f; // 100ms
/// <summary> The controller of the inventory UI scale.</summary>
GuiScale _guiMainWindowScale;
/// <summary> The controller of the tooltip UI scale.</summary>
GuiScale _guiTooltipScale;
Rect _tooltipPosition;
/// <summary> The controller of the context menu UI scale.</summary>
GuiScale _guiContextMenuScale;
Rect _contextMenuPosition;
#endregion
#region GUI styles
static readonly GUILayoutOption QuantityAdjustBtnLayout = GUILayout.Width(20);
GUIStyle noWrapLabelStyle;
GUIStyle lowerRightStyle;
GUIStyle upperLeftStyle;
GUIStyle upperRightStyle;
GUIStyle buttonStyle;
GUIStyle boxStyle;
#endregion
// Sounds
public FXGroup sndFx;
#region IsLocalizableModule implementation
/// <inheritdoc/>
public virtual void LocalizeModule() {
LocalizationLoader.LoadItemsInModule(this);
}
#endregion
#region IHasDebugAdjustables implementation
/// <inheritdoc/>
public void OnBeforeDebugAdjustablesUpdate() {
SetDoorsOpenAnimationState(false, immediateReset: true);
}
/// <inheritdoc/>
public void OnDebugAdjustablesUpdated() {
InitAnitmation();
SetDoorsOpenAnimationState(showGui, immediateReset: true);
}
#endregion
#region IHasContextMenu implementation
public virtual void UpdateContextMenu() {
// Find action menu MAX range. The distance will be fine turned in the action menu callback.
var bounds = part.gameObject.GetColliderBounds();
var unfocusedRange = Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z) + 30.0f;
PartModuleUtils.SetupEvent(this, ToggleDoorsEvent, e => {
var hasAnimation = openAnimState != null;
e.guiActiveEditor = hasAnimation;
e.guiActive = hasAnimation;
e.guiActiveUnfocused = hasAnimation;
e.unfocusedRange = unfocusedRange;
e.active = true;
});
var invEvent = PartModuleUtils.GetEvent(this, ToggleInventoryEvent);
if (invType == InventoryType.Pod) {
if (HighLogic.LoadedSceneIsEditor) {
// Cannot pre-load inventory for the command seats: they have no inventory!
invEvent.guiActiveEditor = part.FindModuleImplementing<KerbalSeat>() == null;
invEvent.guiActive = true;
invEvent.guiActiveUnfocused = true;
invEvent.guiName = PodSeatInventoryMenuTxt.Format(podSeat);
} else {
invEvent.guiActiveEditor = false;
invEvent.guiActive = false;
invEvent.guiActiveUnfocused = false;
ProtoCrewMember crewAtPodSeat = part.protoModuleCrew.Find(x => x.seatIdx == podSeat);
if (crewAtPodSeat != null) {
string kerbalName = crewAtPodSeat.name.Split(' ').FirstOrDefault();
invEvent.guiActive = true;
invEvent.guiActiveUnfocused = true;
invEvent.guiName = PersonalInventoryMenuTxt.Format(kerbalName);
} else {
if (showGui) {
// In case of there was GUI active but the kerbal has left the seat.
ToggleInventoryEvent();
}
}
}
} else {
invEvent.guiActive = true;
invEvent.guiActiveUnfocused = true;
invEvent.guiName = invName != ""
? PartInventoryWithNameMenuTxt.Format(invName)
: PartInventoryMenuTxt.Format();
}
// Set action menu MAX range. The distance will be fine turned in the action menu callback.
invEvent.unfocusedRange = unfocusedRange;
invEvent.active = true;
}
#endregion
#region IModuleInfo implementation
/// <inheritdoc/>
public virtual string GetModuleTitle() {
return ModuleTitleInfo;
}
/// <inheritdoc/>
public override string GetInfo() {
if (invType == InventoryType.Pod) {
// Such inventories are added after the DB is loaded, so the info string is not visible.
return "";
}
var sb = new StringBuilder();
sb.AppendLine(MaxVolumePartInfo.Format(maxVolume));
sb.AppendLine();
sb.AppendLine(internalAccess
? InternalAccessAllowedPartInfo
: InternalAccessNotAllowedPartInfo);
sb.AppendLine(externalAccess
? ExternalAccessAllowedPartInfo
: ExternalAccessNotAllowedPartInfo);
sb.AppendLine();
return sb.ToString();
}
/// <inheritdoc/>
public virtual Callback<Rect> GetDrawModulePanelCallback() {
return null;
}
/// <inheritdoc/>
public virtual string GetPrimaryField() {
return null;
}
#endregion
#region IsDestroyable implementation
/// <inheritdoc/>
public virtual void OnDestroy() {
GameEvents.onCrewTransferred.Remove(OnCrewTransferred);
GameEvents.onCrewTransferSelected.Remove(OnCrewTransferSelected);
GameEvents.onVesselChange.Remove(OnVesselChange);
GameEvents.OnHelmetChanged.Remove(OnHelmetChanged);
GameEvents.onPartActionUICreate.Remove(OnPartActionMenuCreate);
GameEvents.onEditorVariantApplied.Remove(OnPartVariandChanged);
DisableIcon(); // Release the resources!
}
#endregion
#region IPartCostModifier implemetation
/// <summary>Overridden from IPartCostModifier.</summary>
public ModifierChangeWhen GetModuleCostChangeWhen() {
return ModifierChangeWhen.CONSTANTLY;
}
/// <summary>Overridden from IPartCostModifier.</summary>
public float GetModuleCost(float defaultCost, ModifierStagingSituation sit) {
return (float) contentsCost;
}
/// <summary>Overridden from IPartMassModifier.</summary>
public ModifierChangeWhen GetModuleMassChangeWhen() {
return ModifierChangeWhen.CONSTANTLY;
}
/// <summary>Overridden from IPartMassModifier.</summary>
public float GetModuleMass(float defaultMass, ModifierStagingSituation sit) {
return (float) contentsMass;
}
#endregion
#region PartModule overrides
/// <inheritdoc/>
public override void OnAwake() {
base.OnAwake();
if (HighLogic.LoadedSceneIsFlight) {
GameEvents.onCrewTransferred.Add(OnCrewTransferred);
GameEvents.onCrewTransferSelected.Add(OnCrewTransferSelected);
GameEvents.onVesselChange.Add(OnVesselChange);
GameEvents.OnHelmetChanged.Add(OnHelmetChanged);
GameEvents.onPartActionUICreate.Add(OnPartActionMenuCreate);
}
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorVariantApplied.Add(OnPartVariandChanged);
}
_guiMainWindowScale = new GuiScale(getPivotFn: () => new Vector2(guiMainWindowPos.x, guiMainWindowPos.y));
_guiTooltipScale = new GuiScale(getPivotFn: () => new Vector2(_tooltipPosition.x, _tooltipPosition.y));
_guiContextMenuScale = new GuiScale(getPivotFn: () => new Vector2(_contextMenuPosition.x, _contextMenuPosition.y));
LocalizeModule();
}
/// <inheritdoc/>
public override void OnStart(StartState state) {
base.OnStart(state);
if (state == StartState.None) {
return;
}
if ((state & StartState.Editor) == 0) {
// Clean pod's inventory if the seat is unoccupied.
if (invType == InventoryType.Pod && podSeat != -1) {
var crewAtPodSeat = part.protoModuleCrew.Find(x => x.seatIdx == podSeat);
if (crewAtPodSeat == null && items.Count > 0) {
HostedDebugLog.Info(
this, "Clear unoccupied seat inventory: seat={0}, count={1}, mass={2}",
podSeat, items.Count, contentsMass);
items.Clear();
RefreshContents();
}
}
}
guiMainWindowPos = defaultFlightPos;
InitAnitmation();
SetDoorsOpenAnimationState(false, immediateReset: true);
// Only equip if this is a kerbal module. Pods and command seats have POD inventory too.
// Don't check for "isEVA", since kerbal on a command seat is not an EVA vessel.
if (invType == InventoryType.Eva && kerbalModule != null) {
var protoCrewMember = part.protoModuleCrew[0];
kerbalTrait = protoCrewMember.experienceTrait.Title;
foreach (var item in startEquip) {
HostedDebugLog.Info(this, "equip {0}", item.availablePart.name);
item.Equip();
}
}
sndFx.audio = part.gameObject.AddComponent<AudioSource>();
sndFx.audio.volume = GameSettings.SHIP_VOLUME;
sndFx.audio.rolloffMode = AudioRolloffMode.Linear;
sndFx.audio.dopplerLevel = 0f;
sndFx.audio.spatialBlend = 1f;
sndFx.audio.maxDistance = 10;
sndFx.audio.loop = false;
sndFx.audio.playOnAwake = false;
RefreshContents();
UpdateContextMenu();
}
/// <inheritdoc/>
public override void OnLoad(ConfigNode node) {
base.OnLoad(node);
LocalizeModule();
var itemNodes = node.nodes.Cast<ConfigNode>().Where(n => n.name == "ITEM");
foreach (var itemNode in itemNodes) {
var slot = ConfigAccessor.GetValueByPath<int>(itemNode, "slot") ?? -1;
var item = AddItem(itemNode, slot);
if (invType == InventoryType.Eva && item != null && (item.equipped || item.carried)) {
startEquip.Add(item);
}