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Alarm Clock App - API Discussion


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Until, hopefully, examples appear in the Modders Notes 1.12, it is the place where you can share your shenanigan or ask questions.

For a starter, there is a api/class_alarm_clock_scenario.html, where you can start your research.

 

2 hours ago, R-T-B said:

Please ping me when someone opens a thread for Alarm Clock App, I'd be glad to comment on my findings as to how to work the native alarm.

there it is, @R-T-B

@TriggerAu you also probably may want to have a link to that thread.

 

Could someone publish "Example Usage" as https://triggerau.github.io/KerbalAlarmClock/api.html, but for the Alarm Clock App?

  • List the current Alarms
  • Create a new Alarm
  • Delete an Alarm
  • Use Alarm Events
Edited by flart
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An example snippet I made that works to set a manual alarm that kills warp and pops a dialog in game:

AlarmTypeRaw alarmToSet = new AlarmTypeRaw
{
    title = alarmTitle,
    description = alarmName,
    actions =
    {
        warp = AlarmActions.WarpEnum.KillWarp,
        message = AlarmActions.MessageEnum.Yes
    },
    ut = alarmTime
};
AlarmClockScenario.AddAlarm(alarmToSet);

 

3 hours ago, flart said:

List the current Alarms

is trickier.  RIght now I iterate through them until I reach the end of array which since I don't know the length generates an exception, so I generally wrap this in a try-catch. and build an internal array to compare them.  Then we can decide if something already exists, remove unneccesary alarms with AlarmClockScenario.DeleteAlarm(Alarm), etc.

Example code from KCT test release:

KCTDebug.Log("KAC Alarm being created!");
AlarmTypeBase alarmCheck = AlarmClockScenario.GetNextAlarm(UT);
AlarmTypeBase thisAlarm = alarmCheck;
try
{
    while (true)
    {
        if (thisAlarm.description.Contains("KCT:"))
        {
            AlarmClockScenario.DeleteAlarm(thisAlarm);
            throw new Exception();
        }
        else
        {
            alarmCheck = thisAlarm;
        }
        thisAlarm = AlarmClockScenario.GetNextAlarm(alarmCheck.ut);
    }
}
catch
{
//alarm creation logic.
}

ugly but it works.

1 hour ago, TriggerAu said:

Its coming in the modders notes yes, but do feel free to ask questions as we go

Was wondering where those were.  No rush, I like reverse engineering things anyways, lol.  But not everyone may share that sentiment. ;)

Edited by R-T-B
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9 hours ago, R-T-B said:

is trickier.

it supports an iteration, but there is GetListEnumerator() (not GetEnumerator() so it is not IEnumerable, so no foreach)

var alarms = AlarmClockScenario.Instance.alarms;
var enumerator = alarms.GetListEnumerator();

while (enumerator.MoveNext())
{
    Log(enumerator.Current.title);
}

 

Edited by flart
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Ill put my hand up and say - I totally missed pitting the GetAlarms method in there.

AlarmClockScenario.Instance.alarms is a DictionaryValueList - can be used as a dictionary and a List

The quickest way to get at the list is: AlarmClockScenario.Instance.alarms.ValueList - which returns the List<AlarmTypeBase> that underpins the dictionary, etc

 

The Modders notes are up now too: 

 

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48 minutes ago, TriggerAu said:

Ill put my hand up and say - I totally missed pitting the GetAlarms method in there.

AlarmClockScenario.Instance.alarms is a DictionaryValueList - can be used as a dictionary and a List

The quickest way to get at the list is: AlarmClockScenario.Instance.alarms.ValueList - which returns the List<AlarmTypeBase> that underpins the dictionary, etc

 

The Modders notes are up now too: 

 

That is helpful thank you.  Now I can dispose of my weird try-catch logic that depends on a generated exception, lol.

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3 minutes ago, R-T-B said:

That is helpful thank you.  Now I can dispose of my weird try-catch logic that depends on a generated exception, lol.

Twas a very cool mechanism I have to say :) 

Theres a number of lists in KSP that use that DictionaryValueList class - its very useful

 

8 minutes ago, flart said:

Is this public?

OezCCkM.png

Hmm, I thought it was, but now Im a wonderin... to the code

EDIT: Darn sorry its internal. the way we do it in other place is a loop. This will work in the meantime

for (int i = 0; i < AlarmClockScenario.Instance.alarms.Count; i++)
{
    AlarmTypeBase a = AlarmClockScenario.Instance.alarms.At(i);
}

 

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In the VAB, if I open an alarm GUI in the game, and run AlarmClockScenario.AddAlarm(), added alarm is showed with the 0:00:00
ZMDkFHW.png

and only after scene change it show correct value:

6H9Zlax.png

In the case alarm is added without opened alarm window in the VAB, the alarm is added correctly.

 

@TriggerAu Does it have some AlarmClockScenario.update() ?

 

Edited by flart
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  • 4 weeks later...
On 6/28/2021 at 2:47 PM, flart said:

In the VAB, if I open an alarm GUI in the game, and run AlarmClockScenario.AddAlarm(), added alarm is showed with the 0:00:00
ZMDkFHW.png

and only after scene change it show correct value:

6H9Zlax.png

In the case alarm is added without opened alarm window in the VAB, the alarm is added correctly.

 

On 6/29/2021 at 1:38 AM, TriggerAu said:

thats a weird one, ill dig into it

Any update?
There is my code:
https://github.com/yalov/KVASS/blob/c3dc556c5618955b1150b12ec182ea0254df9002/KVASS/Alarm.cs#L109

Looks like @linuxgurugamer have the same problem in the KCT.

Spoiler

xv3fIQm.jpeg

 

Edited by flart
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  • 2 weeks later...

@TriggerAu What is AlarmTypeRaw.timeEntry ?
Looks like AlarmTypeRaw.timeEntry is reverted to 300 after scene change.

For example, I want to postpone an alarm for 1 hour, and something like that didn't work because of timeEntry  was reset to 300 (so it became 300+3600)

double shift = 3600;
alarms[i].ut += shift;
alarms[i].timeEntry += shift;  // = alarms[i].ut - Utils.CurrentUT()
alarms[i].OnScenarioUpdate();
alarms[i].UIInputPanelUpdate();

Replacing += shift with the commented  assignment works ok.

Edited by flart
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