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NodeSaver.cs
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NodeSaver.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using KSP.IO;
/******************************************************************************
* Copyright (c) 2014, Justin Bengtson
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
namespace RegexKSP {
public class ModuleNodeSaver : PartModule {
[KSPField (isPersistant = true)]
NodeList nodes;
public ModuleNodeSaver() {
nodes = new NodeList(this);
}
public override void OnInitialize() {
if(!HighLogic.LoadedSceneIsFlight || FlightGlobals.ActiveVessel == null || this.vessel == null) {
return;
} else if(this.vessel.patchedConicSolver == null) {
return;
}
PatchedConicSolver p = this.vessel.patchedConicSolver;
// don't load if we've already got nodes.
if(p.maneuverNodes.Count > 0) { return; }
foreach(NodeState n in nodes.nodes) {
// make sure we have a UT here and that it's in the future
if(n.UT > Planetarium.GetUniversalTime()) {
n.createManeuverNode(p);
}
}
}
}
[Serializable]
public class NodeList : IConfigNode {
private static string[] delimiter = new string[] {","};
private PartModule parent;
public List<NodeState> nodes = new List<NodeState>();
public NodeList(PartModule p) {
parent = p;
}
public void Load(ConfigNode node) {
if(!HighLogic.LoadedSceneIsFlight || FlightGlobals.ActiveVessel == null || parent.vessel == null) {
return;
}
string[] values = node.GetValues("node");
int max = values.Length;
for(int k = 0; k < max; k++) {
string[] info = values[k].Split(delimiter, StringSplitOptions.RemoveEmptyEntries);
Vector3d deltav = new Vector3d();
double d = 0.0;
if(info.Length == 4) {
double.TryParse(info[0], out d);
deltav.x = d;
d = 0.0;
double.TryParse(info[1], out d);
deltav.y = d;
d = 0.0;
double.TryParse(info[2], out d);
deltav.z = d;
d = 0.0;
double.TryParse(info[3], out d);
// at the very least it'll /act/ like a proper maneuver node.
nodes.Add(new NodeState(deltav, d));
}
}
Debug.Log("Node Saver loaded " + max + " nodes.");
}
public void Save(ConfigNode node) {
if(!HighLogic.LoadedSceneIsFlight || FlightGlobals.ActiveVessel == null || parent.vessel == null) {
return;
} else if(parent.vessel.patchedConicSolver == null) {
return;
}
// save each node
foreach(ManeuverNode m in parent.vessel.patchedConicSolver.maneuverNodes) {
node.AddValue("node", m.DeltaV.x + delimiter[0] + m.DeltaV.y + delimiter[0] + m.DeltaV.z + delimiter[0] + m.UT);
}
Debug.Log("Node Saver saved " + parent.vessel.patchedConicSolver.maneuverNodes.Count + " nodes.");
}
}
}