alphabeticalkerbals/AlphabeticalKerbals/KerbalSorter.cs
cecil c6dc673084 Added support for Launchpad dialog
Moved tourists to end of list
Added Update poller to ensure list stays sorted
2017-11-04 11:58:03 -04:00

245 lines
8.3 KiB
C#

using System;
using KSP;
using KSP.UI;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace AlphabeticalKerbals
{
class KerbalSorter
{
static void print(string s) { MonoBehaviour.print("AlphabeticalKerbals: " + s); }
/// <summary>
/// Sorts the kerbals in the CrewAssignmentDialog
/// Will not work on dialogs that do not use the CrewAssignmentDialog GUI element
/// </summary>
/// <returns>success</returns>
static public bool Sort_Kerbals()
{
if (CrewAssignmentDialog.Instance == null)
{
print("OnEditorCrewOpened has no CrewAssignmentDialog yet...");
}
else
{
UIList avail = CrewAssignmentDialog.Instance.scrollListAvail;
UIList_QSort(avail, 0, avail.Count - 1);
#if DEBUG
for (int i = 0; i < avail.Count; i++)
{
UIListItem li = avail.GetUilistItemAt(i);
CrewListItem crew = li.GetComponent<CrewListItem>();
print("AFTER SORT = " + crew.GetName());
}
#endif
return true;
/*
for (int i = 0; i < comps.Length; ++i)
{
print($"Component {i}: {comps[i].GetType()}");
}
foreach (Component comp in firstdata)
{
print("Got a component");
print("Component name is " + comp.name);
print("Component type is " + comp.GetType().Name);
print("Component string is " + comp.ToString());
}
*/
}
return false;
}
/// <summary>
/// Sorts Kerbals, but first checks the list to make sure it's not already sorted.
/// Overall, this ends up using more resources than just blind-sorting, but in cases
/// where the list is almost always going to be correctly sorted, it may save some time.
/// </summary>
/// <returns>success</returns>
static public bool Sort_Kerbals_If_Needed()
{
if (CrewAssignmentDialog.Instance == null)
{
print("OnEditorCrewOpened has no CrewAssignmentDialog yet...");
return false;
}
else
{
UIList avail = CrewAssignmentDialog.Instance.scrollListAvail;
bool unsorted = false;
int i = 0;
for (; i < (avail.Count - 1); i++)
{
UIListItem li = avail.GetUilistItemAt(i);
UIListItem li2 = avail.GetUilistItemAt(i + 1);
CrewListItem crew = li.GetComponent<CrewListItem>();
if (UIList_Cmp(li, li2) > 0)
{
unsorted = true;
break;
}
}
if (unsorted)
{
print("Change in Kerbal List detected, re-sorting");
#if DEBUG
print("Sort_If_Needed: Sort IS needed due to i = " + i.ToString());
for (i = 0; i < avail.Count; i++)
{
UIListItem li = avail.GetUilistItemAt(i);
CrewListItem crew = li.GetComponent<CrewListItem>();
print("BEFORE SORT = " + crew.GetName());
}
#endif
Sort_Kerbals();
}
return true;
}
}
/// <summary>
/// Return value positive means left > right, return value negative means left < right
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
static int UIList_Cmp(UIListItem left, UIListItem right)
{
CrewListItem ldata = null;
CrewListItem rdata = null;
try { ldata = left.GetComponent<CrewListItem>(); } catch { return 1; }
try { rdata = right.GetComponent<CrewListItem>(); } catch { return -1; }
#if DEBUG
if (ldata == null) { return 1; }
if (rdata == null) { return -1; }
#endif
bool ltourist = ldata.GetCrewRef().type == ProtoCrewMember.KerbalType.Tourist;
bool rtourist = rdata.GetCrewRef().type == ProtoCrewMember.KerbalType.Tourist;
if (ltourist && !rtourist) { return 1; } // tourists are also sorted to the end
if (!ltourist && rtourist) { return -1; } // tourists are also sorted to the end
return ldata.GetName().CompareTo(rdata.GetName());
}
static int UIList_Partition(UIList list, int li, int ri)
{
// Select a random pivot point
int pi = UnityEngine.Random.Range(li+1, ri+1);
UIListItem pivot = list.GetUilistItemAt(pi);
#if DEBUG
print("Selected pivot is " + pivot.GetComponent<CrewListItem>().GetName() + " at pos " + pi.ToString());
#endif
if (pi < ri)
{
// Move the pivot to the very end
list.SwapItems(pivot, list.GetUilistItemAt(ri));
pi = ri;
}
UIList_DebugPrint(list, li, ri, "Pivot-selection");
// Iterate over the list and sort above or below pivot as we go
int i = li;
UIListItem prev = list.GetUilistItemAt(i);
for (int j = li; j < ri; j++)
{
UIListItem selected = list.GetUilistItemAt(j);
if (UIList_Cmp(selected, pivot) < 1)
{
#if DEBUG
print("Pivotname is " + pivot.GetComponent<CrewListItem>().GetName() + " selname is " + selected.GetComponent<CrewListItem>().GetName());
UIList_DebugPrint(list, i, j, "Partition-swapping (" + i.ToString() + "," + j.ToString() + "," + UIList_Cmp(selected, pivot) + ")");
#endif
if (i < j)
{
list.SwapItems(prev, selected);
}
UIList_DebugPrint(list, li, ri, "Afterswap i=" + i.ToString());
i++;
prev = list.GetUilistItemAt(i);
}
}
UIListItem pivot_target = list.GetUilistItemAt(i);
if (UIList_Cmp(pivot_target, pivot) >= 0)
{
UIList_DebugPrint(list, li, ri, "Finalswap i=" + i.ToString());
list.SwapItems(list.GetUilistItemAt(i), pivot);
UIList_DebugPrint(list, li, ri, "Finalswap done i=" + i.ToString());
return i;
}
else
{
return ri;
}
}
static void UIList_QSort(UIList list, int li, int ri)
{
if (list == null || list.Count <= 1)
return;
if (li < ri)
{
#if DEBUG
print("Before partition from " + li.ToString() + "-" + ri.ToString());
UIList_DebugPrint(list, li, ri, "Initial");
#endif
int pi = UIList_Partition(list, li, ri);
#if DEBUG
print("After partition to pivot " + pi.ToString());
UIList_DebugPrint(list, li, pi-1, "Left");
UIList_DebugPrint(list, pi, pi, "Pivot");
UIList_DebugPrint(list, pi+1, ri, "Right");
#endif
UIList_QSort(list, li, pi - 1);
UIList_QSort(list, pi + 1, ri);
}
}
static void UIList_DebugPrint(UIList list, int li, int ri, string msg)
{
#if DEBUG
string outmsg = msg + " -- ";
for (int i = li; i < ri+1; i++)
{
UIListItem curitem = list.GetUilistItemAt(i);
CrewListItem crew = curitem.GetComponent<CrewListItem>();
outmsg = outmsg + crew.GetName().Split(' ')[0] + "[" + i.ToString() + "], ";
}
print(outmsg);
#endif
}
}
}