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[Suggestion] Revisit support for LUA #33

Description

@Monniasza

Preamble

Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

The Overview

I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

Overview of the API and scripting environment

This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

  • regexp(pattern,string) - run regexp expression on a string
  • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
  • getKeys(node): finds all keys of a given node
  • getKeysName(node, name): finds all keys with given name of a given node
  • getKey(node, name): finds the first key with given name of a given node, or nil if not found
  • setKey(key, value): sets a key to a value
  • addKey(node, name, value): adds a key to a value and returns the new key
  • resetKey(node, name, value): creates or sets a key and returns the new/existing key
  • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
  • renameKey(key, name) - renames a key
  • delKey(key): deletes the key

  • getAllNodes(node): gets all sub-nodes of a node
  • getTypeNodes(node, type): gets all sub-nodes of a node with given type
  • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
  • addNode(node, name, value): adds a node to a value and returns the new node
  • resetNode(node, name, value): creates or sets a node and returns the new/existing node
  • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
  • delNode(node) - deletes a given node
  • retypeNode(node, newtype) - changes type of the node
  • cloneNode(existingNode, targetParent) - copies a node and returns the new node
  • copyNode(existingNode, targetNode) - copies all node data to a different node
  • clearNode(node) - removes all data from a node

  • rootNode(type): find a primary root-node with given type
  • rootNodeName(type, name): find a root-node with given type and name

  • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

Final Considerations

It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

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    [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
    Skip to content

    [Suggestion] Revisit support for LUA #33

    Description

    @Monniasza

    Preamble

    Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

    The Overview

    I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

    Overview of the API and scripting environment

    This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

    • regexp(pattern,string) - run regexp expression on a string
    • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
    • getKeys(node): finds all keys of a given node
    • getKeysName(node, name): finds all keys with given name of a given node
    • getKey(node, name): finds the first key with given name of a given node, or nil if not found
    • setKey(key, value): sets a key to a value
    • addKey(node, name, value): adds a key to a value and returns the new key
    • resetKey(node, name, value): creates or sets a key and returns the new/existing key
    • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
    • renameKey(key, name) - renames a key
    • delKey(key): deletes the key

    • getAllNodes(node): gets all sub-nodes of a node
    • getTypeNodes(node, type): gets all sub-nodes of a node with given type
    • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
    • addNode(node, name, value): adds a node to a value and returns the new node
    • resetNode(node, name, value): creates or sets a node and returns the new/existing node
    • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
    • delNode(node) - deletes a given node
    • retypeNode(node, newtype) - changes type of the node
    • cloneNode(existingNode, targetParent) - copies a node and returns the new node
    • copyNode(existingNode, targetNode) - copies all node data to a different node
    • clearNode(node) - removes all data from a node

    • rootNode(type): find a primary root-node with given type
    • rootNodeName(type, name): find a root-node with given type and name

    • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

    Final Considerations

    It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

    Metadata

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    BLOCKEDBlocked by a task, issue or external eventenhancementNew feature or request

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      , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
      Skip to content

      [Suggestion] Revisit support for LUA #33

      Description

      @Monniasza

      Preamble

      Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

      The Overview

      I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

      Overview of the API and scripting environment

      This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

      • regexp(pattern,string) - run regexp expression on a string
      • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
      • getKeys(node): finds all keys of a given node
      • getKeysName(node, name): finds all keys with given name of a given node
      • getKey(node, name): finds the first key with given name of a given node, or nil if not found
      • setKey(key, value): sets a key to a value
      • addKey(node, name, value): adds a key to a value and returns the new key
      • resetKey(node, name, value): creates or sets a key and returns the new/existing key
      • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
      • renameKey(key, name) - renames a key
      • delKey(key): deletes the key

      • getAllNodes(node): gets all sub-nodes of a node
      • getTypeNodes(node, type): gets all sub-nodes of a node with given type
      • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
      • addNode(node, name, value): adds a node to a value and returns the new node
      • resetNode(node, name, value): creates or sets a node and returns the new/existing node
      • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
      • delNode(node) - deletes a given node
      • retypeNode(node, newtype) - changes type of the node
      • cloneNode(existingNode, targetParent) - copies a node and returns the new node
      • copyNode(existingNode, targetNode) - copies all node data to a different node
      • clearNode(node) - removes all data from a node

      • rootNode(type): find a primary root-node with given type
      • rootNodeName(type, name): find a root-node with given type and name

      • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

      Final Considerations

      It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

      Metadata

      Metadata

      Assignees

      Labels

      BLOCKEDBlocked by a task, issue or external eventenhancementNew feature or request

      Projects

      No projects

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        No milestone

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        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
        Skip to content

        [Suggestion] Revisit support for LUA #33

        Description

        @Monniasza

        Preamble

        Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

        The Overview

        I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

        Overview of the API and scripting environment

        This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

        • regexp(pattern,string) - run regexp expression on a string
        • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
        • getKeys(node): finds all keys of a given node
        • getKeysName(node, name): finds all keys with given name of a given node
        • getKey(node, name): finds the first key with given name of a given node, or nil if not found
        • setKey(key, value): sets a key to a value
        • addKey(node, name, value): adds a key to a value and returns the new key
        • resetKey(node, name, value): creates or sets a key and returns the new/existing key
        • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
        • renameKey(key, name) - renames a key
        • delKey(key): deletes the key

        • getAllNodes(node): gets all sub-nodes of a node
        • getTypeNodes(node, type): gets all sub-nodes of a node with given type
        • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
        • addNode(node, name, value): adds a node to a value and returns the new node
        • resetNode(node, name, value): creates or sets a node and returns the new/existing node
        • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
        • delNode(node) - deletes a given node
        • retypeNode(node, newtype) - changes type of the node
        • cloneNode(existingNode, targetParent) - copies a node and returns the new node
        • copyNode(existingNode, targetNode) - copies all node data to a different node
        • clearNode(node) - removes all data from a node

        • rootNode(type): find a primary root-node with given type
        • rootNodeName(type, name): find a root-node with given type and name

        • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

        Final Considerations

        It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

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          , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
          Skip to content

          [Suggestion] Revisit support for LUA #33

          Description

          @Monniasza

          Preamble

          Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

          The Overview

          I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

          Overview of the API and scripting environment

          This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

          • regexp(pattern,string) - run regexp expression on a string
          • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
          • getKeys(node): finds all keys of a given node
          • getKeysName(node, name): finds all keys with given name of a given node
          • getKey(node, name): finds the first key with given name of a given node, or nil if not found
          • setKey(key, value): sets a key to a value
          • addKey(node, name, value): adds a key to a value and returns the new key
          • resetKey(node, name, value): creates or sets a key and returns the new/existing key
          • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
          • renameKey(key, name) - renames a key
          • delKey(key): deletes the key

          • getAllNodes(node): gets all sub-nodes of a node
          • getTypeNodes(node, type): gets all sub-nodes of a node with given type
          • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
          • addNode(node, name, value): adds a node to a value and returns the new node
          • resetNode(node, name, value): creates or sets a node and returns the new/existing node
          • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
          • delNode(node) - deletes a given node
          • retypeNode(node, newtype) - changes type of the node
          • cloneNode(existingNode, targetParent) - copies a node and returns the new node
          • copyNode(existingNode, targetNode) - copies all node data to a different node
          • clearNode(node) - removes all data from a node

          • rootNode(type): find a primary root-node with given type
          • rootNodeName(type, name): find a root-node with given type and name

          • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

          Final Considerations

          It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

          Metadata

          Metadata

          Assignees

          Labels

          BLOCKEDBlocked by a task, issue or external eventenhancementNew feature or request

          Projects

          No projects

            Milestone

            No milestone

            Relationships

            None yet

            Development

            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
            Skip to content

            [Suggestion] Revisit support for LUA #33

            Description

            @Monniasza

            Preamble

            Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

            The Overview

            I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

            Overview of the API and scripting environment

            This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

            • regexp(pattern,string) - run regexp expression on a string
            • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
            • getKeys(node): finds all keys of a given node
            • getKeysName(node, name): finds all keys with given name of a given node
            • getKey(node, name): finds the first key with given name of a given node, or nil if not found
            • setKey(key, value): sets a key to a value
            • addKey(node, name, value): adds a key to a value and returns the new key
            • resetKey(node, name, value): creates or sets a key and returns the new/existing key
            • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
            • renameKey(key, name) - renames a key
            • delKey(key): deletes the key

            • getAllNodes(node): gets all sub-nodes of a node
            • getTypeNodes(node, type): gets all sub-nodes of a node with given type
            • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
            • addNode(node, name, value): adds a node to a value and returns the new node
            • resetNode(node, name, value): creates or sets a node and returns the new/existing node
            • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
            • delNode(node) - deletes a given node
            • retypeNode(node, newtype) - changes type of the node
            • cloneNode(existingNode, targetParent) - copies a node and returns the new node
            • copyNode(existingNode, targetNode) - copies all node data to a different node
            • clearNode(node) - removes all data from a node

            • rootNode(type): find a primary root-node with given type
            • rootNodeName(type, name): find a root-node with given type and name

            • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

            Final Considerations

            It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

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              , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
              Skip to content

              [Suggestion] Revisit support for LUA #33

              Description

              @Monniasza

              Preamble

              Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

              The Overview

              I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

              Overview of the API and scripting environment

              This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

              • regexp(pattern,string) - run regexp expression on a string
              • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
              • getKeys(node): finds all keys of a given node
              • getKeysName(node, name): finds all keys with given name of a given node
              • getKey(node, name): finds the first key with given name of a given node, or nil if not found
              • setKey(key, value): sets a key to a value
              • addKey(node, name, value): adds a key to a value and returns the new key
              • resetKey(node, name, value): creates or sets a key and returns the new/existing key
              • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
              • renameKey(key, name) - renames a key
              • delKey(key): deletes the key

              • getAllNodes(node): gets all sub-nodes of a node
              • getTypeNodes(node, type): gets all sub-nodes of a node with given type
              • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
              • addNode(node, name, value): adds a node to a value and returns the new node
              • resetNode(node, name, value): creates or sets a node and returns the new/existing node
              • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
              • delNode(node) - deletes a given node
              • retypeNode(node, newtype) - changes type of the node
              • cloneNode(existingNode, targetParent) - copies a node and returns the new node
              • copyNode(existingNode, targetNode) - copies all node data to a different node
              • clearNode(node) - removes all data from a node

              • rootNode(type): find a primary root-node with given type
              • rootNodeName(type, name): find a root-node with given type and name

              • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

              Final Considerations

              It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

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              BLOCKEDBlocked by a task, issue or external eventenhancementNew feature or request

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                No milestone

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                None yet

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                , 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); [Suggestion] Revisit support for LUA · Issue #33 · KSP-ModularManagement/ModuleManager · GitHub
                Skip to content

                [Suggestion] Revisit support for LUA #33

                Description

                @Monniasza

                Preamble

                Hi. After 4.5 years with a lot of breaks, I'm finally wanting a solid API for patches. Today I've been trying to implement ISRU patching and I've got plans to expand Ultimate Part Converter with more features. But I've hit several issues, like https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/page/309/#comment-4440498, which makes both of my attempts at finding nodes with non-standard ID keys difficult, if not impossible. The need for arbitrarily programmable patching system is dictated by lack of constructs that allow cross-products of several lists of nodes, which is needed to implement B9 Fuel Switch compatibility for LPG converter.

                The Overview

                I'm suggesting addition of Lua API, like #5 that was given to me, but I've not wanted it yet, because the Ultimate Part Converter, which was a part of SSTO Project in the past was simpler and had just half of the code that I want to have now. But it was still remarkable, that it converted any LF jet, LF+Ox rocket, LF tank and LF+Ox tank to its LPG version, while supporting 2 fuel switching mods and SMURFF at the same time. And it still does that today perfectly.

                Overview of the API and scripting environment

                This solution combines approaches of both #5 and sarbian#157. In particular, it combines Lua API from #5 and functions from the advanced constructs issue. Here are all functions:

                • regexp(pattern,string) - run regexp expression on a string
                • sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions
                • getKeys(node): finds all keys of a given node
                • getKeysName(node, name): finds all keys with given name of a given node
                • getKey(node, name): finds the first key with given name of a given node, or nil if not found
                • setKey(key, value): sets a key to a value
                • addKey(node, name, value): adds a key to a value and returns the new key
                • resetKey(node, name, value): creates or sets a key and returns the new/existing key
                • setNameKey(node, name, value): sets a key to a value only if present and returns the key or nil if not found
                • renameKey(key, name) - renames a key
                • delKey(key): deletes the key

                • getAllNodes(node): gets all sub-nodes of a node
                • getTypeNodes(node, type): gets all sub-nodes of a node with given type
                • getNode(node, type): gets the first sub-node of a node with given type, or nil if not found
                • addNode(node, name, value): adds a node to a value and returns the new node
                • resetNode(node, name, value): creates or sets a node and returns the new/existing node
                • setNameNode(node, name, value): sets a node to a value only if present and returns the node or nil if not found
                • delNode(node) - deletes a given node
                • retypeNode(node, newtype) - changes type of the node
                • cloneNode(existingNode, targetParent) - copies a node and returns the new node
                • copyNode(existingNode, targetNode) - copies all node data to a different node
                • clearNode(node) - removes all data from a node

                • rootNode(type): find a primary root-node with given type
                • rootNodeName(type, name): find a root-node with given type and name

                • FIRST(callback), BEFORE(mod, callback), FOR(mod, callback), AFTER(mod, callback), LAST(mod, callback), FINAL(callback): runs the callback without arguments on given stage of loading. BEFORE, FOR, AFTER and LAST also take a modname.

                Final Considerations

                It's a long Feature Request, but it has to because the API will be finally extensive and very powerful. If it's implemented, I'll be grateful and Ultimate Part Converter will be bigger and better than ever.

                Metadata

                Metadata

                Assignees

                Labels

                BLOCKEDBlocked by a task, issue or external eventenhancementNew feature or request

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions