Example #1
0
        /// <summary>
        /// We're always going to call you for resource handling.  You tell us what to produce or consume.  Here's how it'll look when your vessel is NOT loaded
        /// </summary>
        /// <param name="v">the vessel (unloaded)</param>
        /// <param name="part_snapshot">proto part snapshot (contains all non-persistant KSPFields)</param>
        /// <param name="module_snapshot">proto part module snapshot (contains all non-persistant KSPFields)</param>
        /// <param name="proto_part_module">proto part module snapshot (contains all non-persistant KSPFields)</param>
        /// <param name="proto_part">proto part snapshot (contains all non-persistant KSPFields)</param>
        /// <param name="availableResources">key-value pair containing all available resources and their currently available amount on the vessel. if the resource is not in there, it's not available</param>
        /// <param name="resourceChangeRequest">key-value pair that contains the resource names and the units per second that you want to produce/consume (produce: positive, consume: negative)</param>
        /// <param name="elapsed_s">how much time elapsed since the last time. note this can be very long, minutes and hours depending on warp speed</param>
        /// <returns>the title to be displayed in the resource tooltip</returns>
        public static string BackgroundUpdate(Vessel v, ProtoPartSnapshot p,
                                              ProtoPartModuleSnapshot m, PartModule pm, Part part,
                                              Dictionary <string, double> availableResources, List <KeyValuePair <string, double> > resourceChangeRequest, double elapsed_s)
        {
            PassiveShield passiveShield = pm as PassiveShield;

            if (passiveShield == null)
            {
                return(string.Empty);
            }
            if (passiveShield.ec_rate > 0)
            {
                return(string.Empty);
            }

            bool deployed = Lib.Proto.GetBool(m, "deployed");

            if (deployed)
            {
                resourceChangeRequest.Add(new KeyValuePair <string, double>("ElectricCharge", -passiveShield.ec_rate));
            }

            return(passiveShield.title);
        }
Example #2
0
        // return the total environent radiation at position specified
        public static double Compute(Vessel v, Vector3d position, double gamma_transparency, double sunlight, out bool blackout,
                                     out bool magnetosphere, out bool inner_belt, out bool outer_belt, out bool interstellar, out double shieldedRadiation)
        {
            // prepare out parameters
            blackout          = false;
            magnetosphere     = false;
            inner_belt        = false;
            outer_belt        = false;
            interstellar      = false;
            shieldedRadiation = 0.0;

            // no-op when Radiation is disabled
            if (!Features.Radiation)
            {
                return(0.0);
            }

            // store stuff
            Space   gsm;
            Vector3 p;
            double  D;
            double  r;

            // accumulate radiation
            double        radiation = 0.0;
            CelestialBody body      = v.mainBody;

            while (body != null)
            {
                // Compute radiation values from overlapping 3d fields (belts + magnetospheres)

                RadiationBody  rb = Info(body);
                RadiationModel mf = rb.model;

                // activity is [-0.15..1.05]
                var activity = rb.SolarActivity(false);

                if (mf.Has_field())
                {
                    // transform to local space once
                    var scaled_position = ScaledSpace.LocalToScaledSpace(position);

                    // generate radii-normalized GSM space
                    gsm = Gsm_space(rb, true);

                    // move the point in GSM space
                    p = gsm.Transform_in(scaled_position);

                    // accumulate radiation and determine pause/belt flags
                    if (mf.has_inner)
                    {
                        D           = mf.Inner_func(p);
                        inner_belt |= D < 0;

                        // allow for radiation field to grow/shrink with solar activity
                        D         -= activity * 0.25 / mf.inner_radius;
                        r          = RadiationInBelt(D, mf.inner_radius, rb.radiation_inner_gradient);
                        radiation += r * rb.radiation_inner * (1 + activity * 0.3);
                    }
                    if (mf.has_outer)
                    {
                        D           = mf.Outer_func(p);
                        outer_belt |= D < 0;

                        // allow for radiation field to grow/shrink with solar activity
                        D         -= activity * 0.25 / mf.outer_radius;
                        r          = RadiationInBelt(D, mf.outer_radius, rb.radiation_outer_gradient);
                        radiation += r * rb.radiation_outer * (1 + activity * 0.3);
                    }
                    if (mf.has_pause)
                    {
                        gsm = Gsm_space(rb, false);
                        p   = gsm.Transform_in(scaled_position);
                        D   = mf.Pause_func(p);

                        radiation += Lib.Clamp(D / -0.1332f, 0.0f, 1.0f) * rb.RadiationPause();

                        magnetosphere |= D < 0.0f && !Lib.IsSun(rb.body); //< ignore heliopause
                        interstellar  |= D > 0.0f && Lib.IsSun(rb.body);  //< outside heliopause
                    }
                }

                if (rb.radiation_surface > 0 && body != v.mainBody)
                {
                    Vector3d direction;
                    double   distance;
                    if (Sim.IsBodyVisible(v, position, body, v.KerbalismData().EnvVisibleBodies, out direction, out distance))
                    {
                        var r0 = RadiationR0(rb);
                        var r1 = DistanceRadiation(r0, distance);

                        // clamp to max. surface radiation. when loading on a rescaled system, the vessel can appear to be within the sun for a few ticks
                        radiation += Math.Min(r1, rb.radiation_surface);
#if DEBUG_RADIATION
                        if (v.loaded)
                        {
                            Lib.Log("Radiation " + v + " from surface of " + body + ": " + Lib.HumanReadableRadiation(radiation) + " gamma: " + Lib.HumanReadableRadiation(r1));
                        }
#endif
                    }
                }

                // avoid loops in the chain
                body = (body.referenceBody != null && body.referenceBody.referenceBody == body) ? null : body.referenceBody;
            }

            // add extern radiation
            radiation += Settings.ExternRadiation / 3600.0;

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " extern: " + Lib.HumanReadableRadiation(radiation) + " gamma: " + Lib.HumanReadableRadiation(Settings.ExternRadiation));
            }
#endif

            // apply gamma transparency if inside atmosphere
            radiation *= gamma_transparency;

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " after gamma: " + Lib.HumanReadableRadiation(radiation) + " transparency: " + gamma_transparency);
            }
#endif
            // add surface radiation of the body itself
            if (Lib.IsSun(v.mainBody) && v.altitude < v.mainBody.Radius)
            {
                if (v.altitude > v.mainBody.Radius)
                {
                    radiation += DistanceRadiation(RadiationR0(Info(v.mainBody)), v.altitude);
                }
            }

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " from current main body: " + Lib.HumanReadableRadiation(radiation) + " gamma: " + Lib.HumanReadableRadiation(DistanceRadiation(RadiationR0(Info(v.mainBody)), v.altitude)));
            }
#endif

            shieldedRadiation = radiation;

            // if there is a storm in progress
            if (Storm.InProgress(v))
            {
                // inside a magnetopause (except heliosphere), blackout the signal
                // outside, add storm radiations modulated by sun visibility
                if (magnetosphere)
                {
                    blackout = true;
                }
                else
                {
                    var vd = v.KerbalismData();

                    var activity = Info(vd.EnvMainSun.SunData.body).SolarActivity(false) / 2.0;
                    var strength = PreferencesRadiation.Instance.StormRadiation * sunlight * (activity + 0.5);

                    radiation         += strength;
                    shieldedRadiation += vd.EnvHabitatInfo.AverageHabitatRadiation(strength);
                }
            }

            // add emitter radiation after atmosphere transparency
            var emitterRadiation = Emitter.Total(v);
            radiation         += emitterRadiation;
            shieldedRadiation += emitterRadiation;

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " after emitters: " + Lib.HumanReadableRadiation(radiation) + " shielded " + Lib.HumanReadableRadiation(shieldedRadiation));
            }
#endif

            // for EVAs, add the effect of nearby emitters
            if (v.isEVA)
            {
                var nearbyEmitters = Emitter.Nearby(v);
                radiation         += nearbyEmitters;
                shieldedRadiation += nearbyEmitters;
#if DEBUG_RADIATION
                if (v.loaded)
                {
                    Lib.Log("Radiation " + v + " nearby emitters " + Lib.HumanReadableRadiation(nearbyEmitters));
                }
#endif
            }

            var passiveShielding = PassiveShield.Total(v);
            shieldedRadiation -= passiveShielding;

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " passiveShielding " + Lib.HumanReadableRadiation(passiveShielding));
            }
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " before clamp: " + Lib.HumanReadableRadiation(radiation) + " shielded " + Lib.HumanReadableRadiation(shieldedRadiation));
            }
#endif

            // clamp radiation to positive range
            // note: we avoid radiation going to zero by using a small positive value
            radiation         = Math.Max(radiation, Nominal);
            shieldedRadiation = Math.Max(shieldedRadiation, Nominal);

#if DEBUG_RADIATION
            if (v.loaded)
            {
                Lib.Log("Radiation " + v + " after clamp: " + Lib.HumanReadableRadiation(radiation) + " shielded " + Lib.HumanReadableRadiation(shieldedRadiation));
            }
#endif
            // return radiation
            return(radiation);
        }