Resources

class Resources

Represents the collection of resources stored in a vessel, stage or part. Created by calling Vessel::resources(), Vessel::resources_in_decouple_stage() or Part::resources().

std::vector<Resource> all()

All the individual resources that can be stored.

Game Scenes:Flight
std::vector<Resource> with_resource(std::string name)

All the individual resources with the given name that can be stored.

Parameters:
Game Scenes:Flight
std::vector<std::string> names()

A list of resource names that can be stored.

Game Scenes:Flight
bool has_resource(std::string name)

Check whether the named resource can be stored.

Parameters:
  • name – The name of the resource.
Game Scenes:

Flight

float amount(std::string name)

Returns the amount of a resource that is currently stored.

Parameters:
  • name – The name of the resource.
Game Scenes:

Flight

float max(std::string name)

Returns the amount of a resource that can be stored.

Parameters:
  • name – The name of the resource.
Game Scenes:

Flight

static float density(Client &connection, std::string name)

Returns the density of a resource, in \(kg/l\).

Parameters:
  • name – The name of the resource.
Game Scenes:

Flight

static ResourceFlowMode flow_mode(Client &connection, std::string name)

Returns the flow mode of a resource.

Parameters:
  • name – The name of the resource.
Game Scenes:

Flight

bool enabled()
void set_enabled(bool value)

Whether use of all the resources are enabled.

Game Scenes:Flight

Note

This is true if all of the resources are enabled. If any of the resources are not enabled, this is false.

class Resource

An individual resource stored within a part. Created using methods in the Resources class.

std::string name()

The name of the resource.

Game Scenes:All
Part part()

The part containing the resource.

Game Scenes:All
float amount()

The amount of the resource that is currently stored in the part.

Game Scenes:All
float max()

The total amount of the resource that can be stored in the part.

Game Scenes:All
float density()

The density of the resource, in \(kg/l\).

Game Scenes:All
ResourceFlowMode flow_mode()

The flow mode of the resource.

Game Scenes:All
bool enabled()
void set_enabled(bool value)

Whether use of this resource is enabled.

Game Scenes:All
class ResourceTransfer

Transfer resources between parts.

static ResourceTransfer start(Client &connection, Part from_part, Part to_part, std::string resource, float max_amount)

Start transferring a resource transfer between a pair of parts. The transfer will move at most max_amount units of the resource, depending on how much of the resource is available in the source part and how much storage is available in the destination part. Use ResourceTransfer::complete() to check if the transfer is complete. Use ResourceTransfer::amount() to see how much of the resource has been transferred.

Parameters:
  • from_part – The part to transfer to.
  • to_part – The part to transfer from.
  • resource – The name of the resource to transfer.
  • max_amount – The maximum amount of resource to transfer.
Game Scenes:

All

float amount()

The amount of the resource that has been transferred.

Game Scenes:All
bool complete()

Whether the transfer has completed.

Game Scenes:All
enum struct ResourceFlowMode

The way in which a resource flows between parts. See Resources::flow_mode().

enumerator vessel

The resource flows to any part in the vessel. For example, electric charge.

enumerator stage

The resource flows from parts in the first stage, followed by the second, and so on. For example, mono-propellant.

enumerator adjacent

The resource flows between adjacent parts within the vessel. For example, liquid fuel or oxidizer.

enumerator none

The resource does not flow. For example, solid fuel.