Kerbal Space Program
1.12.4
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Static Public Member Functions | |
static float | AverageFacilityLevel () |
Average facility level. More... | |
static Dictionary < CelestialBody, int > | CelestialCrewCounts (List< Vessel.Situations > situations) |
Attempts to get a list of kerbals, where they are, and what they are doing. More... | |
static double | CurrentTrackRecord (RecordTrackType type) |
Gets the current track record of a given record type. More... | |
static bool | ExperimentPossibleAt (string experimentID, CelestialBody body, double latitude, double longitude, double altitude, double terrainHeight) |
Determines whether a science experiment is possible to deploy at an arbitrary location. More... | |
static double | FindNextRecord (double currentRecord, double maximumRecord, double roundValue) |
Used in record track progress nodes to interpolate from small records to larger ones. More... | |
static double | FindNextRecord (double currentRecord, double maximumRecord, double roundValue, ref int interval) |
Used in record track progress nodes to interpolate from small records to larger ones. More... | |
static bool | GetAnyBodyProgress (CelestialBody body, MannedStatus manned=MannedStatus.ANY) |
Efficiently checks for any manned/unmanned progression on a specific body. More... | |
static List< CelestialBody > | GetBodiesProgress (ProgressType type, bool bodyReached, bool progressComplete, MannedStatus manned, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done or not done something at. More... | |
static List< CelestialBody > | GetBodiesProgress (ProgressType type, bool bodyReached, bool progressComplete, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done or not done something at. More... | |
static List< CelestialBody > | GetBodiesProgress (ProgressType type, bool progressComplete, MannedStatus manned, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done or not done something at. More... | |
static List< CelestialBody > | GetBodiesProgress (ProgressType type, bool progressComplete, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done or not done something at. More... | |
static List< CelestialBody > | GetBodiesProgress (bool bodyReached, MannedStatus manned, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done any manned or unmanned progression at. More... | |
static List< CelestialBody > | GetBodiesProgress (bool bodyReached, Func< CelestialBody, bool > where=null, List< CelestialBody > bodies=null) |
Gathers a list of bodies that the player has done any manned or unmanned progression at. More... | |
static bool | GetBodyProgress (ProgressType progress, CelestialBody body, MannedStatus manned=MannedStatus.ANY) |
Determines if the player has done something on a particular celestial body. More... | |
static List< CelestialBody > | GetNextUnreached (int count, MannedStatus manned, Func< CelestialBody, bool > where=null) |
Gets the next few bodies with an unreached manned status. More... | |
static List< CelestialBody > | GetNextUnreached (int count, Func< CelestialBody, bool > where=null) |
Gets the next few bodies with an unreached manned status. More... | |
static int | GetProgressLevel () |
An integral representation of the player's progress in the game. More... | |
static bool | HaveAnyTech (IList< string > partNames, IList< string > moduleNames, bool logging=true) |
Helper function that determines if any assorted part or module names are unlocked in the tech tree. More... | |
static bool | HaveModuleTech (string moduleName, string excludeModule=null) |
Determines if the player has researched any parts containing a particular module. More... | |
static bool | HavePartTech (string partName, bool logging=true) |
Determines if the player has researched a particular part technology. More... | |
static bool | IntroWorldFirstContract (ProgressMilestone milestone) |
Checks to see if a progress milestone is part of the initial lineup of World Firsts leaving Kerbin. More... | |
static bool | OutlierWorldFirstContract (ProgressType type, CelestialBody body) |
Checks to see if a progress milestone is part of the outlier contracts reserved for end game. More... | |
static bool | OutlierWorldFirstContract (ProgressMilestone milestone) |
Checks to see if a progress milestone is part of the outlier contracts reserved for end game. More... | |
static Contract.ContractPrestige | ProgressTypePrestige (ProgressType type, CelestialBody body=null) |
Assigns an arbitrary contract prestige to each progress type. Useful for post processing. More... | |
static Contract.ContractPrestige | ProgressTypePrestige (ProgressMilestone milestone) |
Assigns an arbitrary contract prestige to each progress type. Useful for post processing. More... | |
static bool | ReachedHomeBodies () |
Checks if the player has visited all of the bodies in his home system. More... | |
static float | ScoreProgressType (ProgressType type, CelestialBody body) |
Provides a score multiplier for a progress type much like a vessel situation. More... | |
static bool | VisitedSurfaceOf (CelestialBody body, MannedStatus manned=MannedStatus.ANY) |
Determines whether the player has been on the surface of a planet. Automatically passes on homeworld. More... | |
static float | WorldFirstIntervalReward (ProgressRewardType reward, Currency currency, ProgressType progress, CelestialBody body=null, int currentInterval=1, int totalIntervals=10) |
Assigns rewards to World First progress nodes and contracts that are split up at an interval. More... | |
static float | WorldFirstStandardReward (ProgressRewardType reward, Currency currency, ProgressType progress, CelestialBody body=null) |
Assigns standard rewards to World First progress nodes and contracts. More... | |
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inlinestatic |
Average facility level.
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inlinestatic |
Attempts to get a list of kerbals, where they are, and what they are doing.
situations | The situations to match. |
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inlinestatic |
Gets the current track record of a given record type.
type | The type of record track. |
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inlinestatic |
Determines whether a science experiment is possible to deploy at an arbitrary location.
experimentID | The experiment ID. |
body | The celestial body. |
latitude | The latitude. |
longitude | The longitude. |
altitude | The altitude. |
terrainHeight | The terrain height. |
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inlinestatic |
Used in record track progress nodes to interpolate from small records to larger ones.
currentRecord | The current record. |
maximumRecord | The maximum desired record. |
roundValue | What to round the record limits to. |
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inlinestatic |
Used in record track progress nodes to interpolate from small records to larger ones.
currentRecord | The current record. |
maximumRecord | The maximum desired record. |
roundValue | What to round the record limits to. |
interval | An integer to store the chosen interval in, for rewards. |
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inlinestatic |
Efficiently checks for any manned/unmanned progression on a specific body.
body | The body. |
manned | The manned status. |
< We're looking for body progress, so we want to filter out things that aren't in celestial body subtrees.
< We filter crew sensitive if checking manned or unmanned, as non crew sensitive nodes will return true for these either way when complete.
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inlinestatic |
Gathers a list of bodies that the player has done or not done something at.
type | What the player did or did not do. |
bodyReached | If the body has any manned or unmanned progress at all. |
progressComplete | If the progress type was completed or not. |
manned | Whether he did it manned or unmanned. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Gathers a list of bodies that the player has done or not done something at.
type | What the player did or did not do. |
bodyReached | If the body has any manned or unmanned progress at all. |
progressComplete | If the progress type was completed or not. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Gathers a list of bodies that the player has done or not done something at.
type | What the player did or did not do. |
progressComplete | If the progress type was completed or not. |
manned | Whether he did it manned or unmanned. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Gathers a list of bodies that the player has done or not done something at.
type | What the player did or did not do. |
progressComplete | If the progress type was completed or not. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Gathers a list of bodies that the player has done any manned or unmanned progression at.
bodyReached | If the body has any manned or unmanned progress at all. |
manned | Whether he did it manned or unmanned. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Gathers a list of bodies that the player has done any manned or unmanned progression at.
bodyReached | If the body has any manned or unmanned progress at all. |
where | An optional delegate further describing the desired CelestialBody. |
bodies | An optional list of bodies to start with, as opposed to every body. |
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inlinestatic |
Determines if the player has done something on a particular celestial body.
progress | What the player did. |
body | Where the player did it. |
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inlinestatic |
Gets the next few bodies with an unreached manned status.
count | The amount of bodies. |
manned | The manned status. |
where | An optional delegate further describing the desired CelestialBody. |
< Before we start recursing, we need to seed the stack with the sun and all of its planets.
< We already started with the sun's orbiting bodies.
< Once again, we want to push these in reverse order, so the harder children are further back.
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inlinestatic |
Gets the next few bodies with an unreached manned status.
count | The amount of bodies. |
where | An optional delegate further describing the desired CelestialBody. |
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inlinestatic |
An integral representation of the player's progress in the game.
< Some players just don't want to leave Kerbin. Support them by bumping up every three building upgrades or so.
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inlinestatic |
Helper function that determines if any assorted part or module names are unlocked in the tech tree.
partNames | The part names. |
moduleNames | The module names. |
logging | Allow logging. |
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inlinestatic |
Determines if the player has researched any parts containing a particular module.
moduleName | Name of the module to include parts with. |
excludeModule | Optional name of module to exclude parts with. |
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inlinestatic |
Determines if the player has researched a particular part technology.
partName | The part's name. |
logging | Optional flag to temporarily disable logging. |
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inlinestatic |
Checks to see if a progress milestone is part of the initial lineup of World Firsts leaving Kerbin.
milestone | The milestone. |
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inlinestatic |
Checks to see if a progress milestone is part of the outlier contracts reserved for end game.
type | The progress type. |
body | The celestial body. |
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inlinestatic |
Checks to see if a progress milestone is part of the outlier contracts reserved for end game.
milestone | The milestone. |
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inlinestatic |
Assigns an arbitrary contract prestige to each progress type. Useful for post processing.
type | The progress type. |
body | The celestial body. |
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inlinestatic |
Assigns an arbitrary contract prestige to each progress type. Useful for post processing.
milestone | The milestone. |
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inlinestatic |
Checks if the player has visited all of the bodies in his home system.
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inlinestatic |
Provides a score multiplier for a progress type much like a vessel situation.
type | The progress type. |
body | The celestial body. |
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inlinestatic |
Determines whether the player has been on the surface of a planet. Automatically passes on homeworld.
body | The celestial body. |
manned | If it was visited manned or unmanned. |
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inlinestatic |
Assigns rewards to World First progress nodes and contracts that are split up at an interval.
reward | Whether this is for a contract, or a progress node. |
currency | The currency type for the reward. |
progress | The progress type. |
body | Optional body for a body multiplier. |
currentInterval | What interval we are on currently. |
totalIntervals | How many intervals there are total. |
< If the interval reward is less than one, we have to keep track of when it builds up to one.
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inlinestatic |
Assigns standard rewards to World First progress nodes and contracts.
reward | Whether this is for a contract, or a progress node. |
currency | The currency type for the reward. |
progress | The progress type. |
body | Optional body for a body multiplier. |
< Contracts are already going to post process this with proceeds from GameVariables and prestige, so we'll pop out here.
< Progress proceeds will need to be post processed a bit to keep them in line with contract proceeds.