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WarpController.cs
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WarpController.cs
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// gratitiously copy/pasted from MechJeb's source
// all credit goes to original author
using System;
using System.Collections.Generic;
using UnityEngine;
namespace KSPAdvancedFlyByWire
{
class WarpController
{
public static void IncreaseWarp()
{
if (CheckRegularWarp())
{
IncreaseRegularWarp();
return;
}
if (CheckPhysicsWarp())
{
IncreasePhysicsWarp();
}
}
public static void DecreaseWarp()
{
if (CheckRegularWarp())
{
DecreaseRegularWarp();
return;
}
if (CheckPhysicsWarp())
{
DecreasePhysicsWarp();
}
}
public static void StopWarp()
{
TimeWarp.SetRate(0, false);
}
public static bool CheckRegularWarp()
{
if (TimeWarp.WarpMode != TimeWarp.Modes.HIGH)
{
return false;
}
return true;
}
private static bool CheckPhysicsWarp()
{
if (TimeWarp.WarpMode != TimeWarp.Modes.LOW)
{
return false;
}
return true;
}
public static bool IncreaseRegularWarp(bool instant = false)
{
if (!CheckRegularWarp())
{
return false; //make sure we are in regular warp
}
//do a bunch of checks to see if we can increase the warp rate:
if (TimeWarp.CurrentRateIndex + 1 == TimeWarp.fetch.warpRates.Length)
{
return false; //already at max warp
}
if (!FlightGlobals.ActiveVessel.LandedOrSplashed)
{
double instantAltitudeASL = (FlightGlobals.ActiveVessel.CoM - FlightGlobals.ActiveVessel.mainBody.position).magnitude - FlightGlobals.ActiveVessel.mainBody.Radius;
if (TimeWarp.fetch.GetAltitudeLimit(TimeWarp.CurrentRateIndex + 1, FlightGlobals.ActiveVessel.mainBody) > instantAltitudeASL)
{
return false;
} //altitude too low to increase warp
}
if (TimeWarp.fetch.warpRates[TimeWarp.CurrentRateIndex] != TimeWarp.CurrentRate)
{
return false; //most recent warp change is not yet complete
}
TimeWarp.SetRate(TimeWarp.CurrentRateIndex + 1, instant);
return true;
}
public static bool IncreasePhysicsWarp(bool instant = false)
{
if (!CheckPhysicsWarp())
{
return false; //make sure we are in physics warp
}
//do a bunch of checks to see if we can increase the warp rate:
if (TimeWarp.CurrentRateIndex + 1 == TimeWarp.fetch.physicsWarpRates.Length)
{
return false; //already at max warp
}
if (TimeWarp.fetch.physicsWarpRates[TimeWarp.CurrentRateIndex] != TimeWarp.CurrentRate)
{
return false; //most recent warp change is not yet complete
}
TimeWarp.SetRate(TimeWarp.CurrentRateIndex + 1, instant);
return true;
}
public static bool DecreaseRegularWarp(bool instant = false)
{
if (!CheckRegularWarp()) return false;
if (TimeWarp.CurrentRateIndex == 0) return false; //already at minimum warp
TimeWarp.SetRate(TimeWarp.CurrentRateIndex - 1, instant);
return true;
}
public static bool DecreasePhysicsWarp(bool instant = false)
{
if (!CheckPhysicsWarp()) return false;
if (TimeWarp.CurrentRateIndex == 0) return false; //already at minimum warp
TimeWarp.SetRate(TimeWarp.CurrentRateIndex - 1, instant);
return true;
}
}
}