Beispiel #1
0
        public static void Update(Vessel v, Vessel_info vi, VesselData vd, Vessel_resources resources, double elapsed_s)
        {
            // get most used resource handlers
            Resource_info ec = resources.Info(v, "ElectricCharge");

            // store data required to support multiple modules of same type in a part
            var PD = new Dictionary <string, Lib.Module_prefab_data>();

            // This is basically handled in cache. However, when accelerating time warp while
            // the vessel is in shadow, the cache logic doesn't kick in soon enough. So we double-check here
            if (TimeWarp.CurrentRate > 1000.0f || elapsed_s > 150)              // we're time warping fast...
            {
                vi.highspeedWarp(v);
            }

            // for each part
            foreach (ProtoPartSnapshot p in v.protoVessel.protoPartSnapshots)
            {
                // get part prefab (required for module properties)
                Part part_prefab = PartLoader.getPartInfoByName(p.partName).partPrefab;

                // get all module prefabs
                var module_prefabs = part_prefab.FindModulesImplementing <PartModule>();

                // clear module indexes
                PD.Clear();

                // for each module
                foreach (ProtoPartModuleSnapshot m in p.modules)
                {
                    // get module type
                    // if the type is unknown, skip it
                    Module_type type = ModuleType(m.moduleName);
                    if (type == Module_type.Unknown)
                    {
                        continue;
                    }

                    // get the module prefab
                    // if the prefab doesn't contain this module, skip it
                    PartModule module_prefab = Lib.ModulePrefab(module_prefabs, m.moduleName, PD);
                    if (!module_prefab)
                    {
                        continue;
                    }

                    // if the module is disabled, skip it
                    // note: this must be done after ModulePrefab is called, so that indexes are right
                    if (!Lib.Proto.GetBool(m, "isEnabled"))
                    {
                        continue;
                    }

                    // process modules
                    // note: this should be a fast switch, possibly compiled to a jump table
                    switch (type)
                    {
                    case Module_type.Reliability: Reliability.BackgroundUpdate(v, p, m, module_prefab as Reliability); break;

                    case Module_type.Experiment: Experiment.BackgroundUpdate(v, m, module_prefab as Experiment, ec, elapsed_s); break;

                    case Module_type.Greenhouse: Greenhouse.BackgroundUpdate(v, m, module_prefab as Greenhouse, vi, resources, elapsed_s); break;

                    case Module_type.GravityRing: GravityRing.BackgroundUpdate(v, p, m, module_prefab as GravityRing, ec, elapsed_s); break;

                    case Module_type.Emitter: Emitter.BackgroundUpdate(v, p, m, module_prefab as Emitter, ec, elapsed_s); break;

                    case Module_type.Harvester: Harvester.BackgroundUpdate(v, m, module_prefab as Harvester, elapsed_s); break;                             // Kerbalism ground and air harvester module

                    case Module_type.Laboratory: Laboratory.BackgroundUpdate(v, p, m, module_prefab as Laboratory, ec, elapsed_s); break;

                    case Module_type.Command: ProcessCommand(v, p, m, module_prefab as ModuleCommand, resources, elapsed_s); break;

                    case Module_type.Panel: ProcessPanel(v, p, m, module_prefab as ModuleDeployableSolarPanel, vi, ec, elapsed_s); break;

                    case Module_type.Generator: ProcessGenerator(v, p, m, module_prefab as ModuleGenerator, resources, elapsed_s); break;

                    case Module_type.Converter: ProcessConverter(v, p, m, module_prefab as ModuleResourceConverter, resources, elapsed_s); break;

                    case Module_type.Drill: ProcessDrill(v, p, m, module_prefab as ModuleResourceHarvester, resources, elapsed_s); break;                             // Stock ground harvester module

                    case Module_type.AsteroidDrill: ProcessAsteroidDrill(v, p, m, module_prefab as ModuleAsteroidDrill, resources, elapsed_s); break;                 // Stock asteroid harvester module

                    case Module_type.StockLab: ProcessStockLab(v, p, m, module_prefab as ModuleScienceConverter, ec, elapsed_s); break;

                    case Module_type.Light: ProcessLight(v, p, m, module_prefab as ModuleLight, ec, elapsed_s); break;

                    case Module_type.Scanner: ProcessScanner(v, p, m, module_prefab, part_prefab, vd, ec, elapsed_s); break;

                    case Module_type.CurvedPanel: ProcessCurvedPanel(v, p, m, module_prefab, part_prefab, vi, ec, elapsed_s); break;

                    case Module_type.FissionGenerator: ProcessFissionGenerator(v, p, m, module_prefab, ec, elapsed_s); break;

                    case Module_type.RadioisotopeGenerator: ProcessRadioisotopeGenerator(v, p, m, module_prefab, ec, elapsed_s); break;

                    case Module_type.CryoTank: ProcessCryoTank(v, p, m, module_prefab, resources, ec, elapsed_s); break;

                    case Module_type.FNGenerator: ProcessFNGenerator(v, p, m, module_prefab, ec, elapsed_s); break;
                    }
                }
            }
        }
Beispiel #2
0
        public static void Update(Vessel v, Vessel_info vi, VesselData vd, Vessel_resources resources, double elapsed_s)
        {
            if (!Lib.IsVessel(v))
            {
                return;
            }

            // get most used resource handlers
            Resource_info ec = resources.Info(v, "ElectricCharge");

            // This is basically handled in cache. However, when accelerating time warp while
            // the vessel is in shadow, the cache logic doesn't kick in soon enough. So we double-check here
            if (TimeWarp.CurrentRate > 1000.0f || elapsed_s > 150)              // we're time warping fast...
            {
                vi.highspeedWarp(v);
            }

            foreach (var e in Background_PMs(v))
            {
                switch (e.type)
                {
                case Module_type.Reliability: Reliability.BackgroundUpdate(v, e.p, e.m, e.module_prefab as Reliability); break;

                case Module_type.Experiment: Experiment.BackgroundUpdate(v, e.m, e.module_prefab as Experiment, ec, resources, elapsed_s); break;

                case Module_type.Greenhouse: Greenhouse.BackgroundUpdate(v, e.m, e.module_prefab as Greenhouse, vi, resources, elapsed_s); break;

                case Module_type.GravityRing: GravityRing.BackgroundUpdate(v, e.p, e.m, e.module_prefab as GravityRing, ec, elapsed_s); break;

                case Module_type.Emitter: Emitter.BackgroundUpdate(v, e.p, e.m, e.module_prefab as Emitter, ec, elapsed_s); break;

                case Module_type.Harvester: Harvester.BackgroundUpdate(v, e.m, e.module_prefab as Harvester, elapsed_s); break;                         // Kerbalism ground and air harvester module

                case Module_type.Laboratory: Laboratory.BackgroundUpdate(v, e.p, e.m, e.module_prefab as Laboratory, ec, elapsed_s); break;

                case Module_type.Command: ProcessCommand(v, e.p, e.m, e.module_prefab as ModuleCommand, resources, elapsed_s); break;

                case Module_type.Panel: ProcessPanel(v, e.p, e.m, e.module_prefab as ModuleDeployableSolarPanel, vi, ec, elapsed_s); break;

                case Module_type.Generator: ProcessGenerator(v, e.p, e.m, e.module_prefab as ModuleGenerator, resources, elapsed_s); break;

                case Module_type.Converter: ProcessConverter(v, e.p, e.m, e.module_prefab as ModuleResourceConverter, resources, elapsed_s); break;

                case Module_type.Drill: ProcessDrill(v, e.p, e.m, e.module_prefab as ModuleResourceHarvester, resources, elapsed_s); break;                         // Stock ground harvester module

                case Module_type.AsteroidDrill: ProcessAsteroidDrill(v, e.p, e.m, e.module_prefab as ModuleAsteroidDrill, resources, elapsed_s); break;             // Stock asteroid harvester module

                case Module_type.StockLab: ProcessStockLab(v, e.p, e.m, e.module_prefab as ModuleScienceConverter, ec, elapsed_s); break;

                case Module_type.Light: ProcessLight(v, e.p, e.m, e.module_prefab as ModuleLight, ec, elapsed_s); break;

                case Module_type.Scanner: KerbalismScansat.BackgroundUpdate(v, e.p, e.m, e.module_prefab as KerbalismScansat, e.part_prefab, vd, ec, elapsed_s); break;

                case Module_type.CurvedPanel: ProcessCurvedPanel(v, e.p, e.m, e.module_prefab, e.part_prefab, vi, ec, elapsed_s); break;

                case Module_type.FissionGenerator: ProcessFissionGenerator(v, e.p, e.m, e.module_prefab, ec, elapsed_s); break;

                case Module_type.RadioisotopeGenerator: ProcessRadioisotopeGenerator(v, e.p, e.m, e.module_prefab, ec, elapsed_s); break;

                case Module_type.CryoTank: ProcessCryoTank(v, e.p, e.m, e.module_prefab, resources, ec, elapsed_s); break;

                case Module_type.FNGenerator: ProcessFNGenerator(v, e.p, e.m, e.module_prefab, ec, elapsed_s); break;

                case Module_type.NonRechargeBattery: ProcessNonRechargeBattery(v, e.p, e.m, e.module_prefab, ec, elapsed_s); break;

                case Module_type.KerbalismProcess: KerbalismProcess.BackgroundUpdate(v, e.m, e.module_prefab as KerbalismProcess, ec, resources, elapsed_s); break;
                }
            }
        }