Example #1
0
		/// <summary>
		/// Creates a new instance of the Experiment class.
		/// </summary>
		/// <param name="experiment">The ScienceExperiment to be used.</param>
		/// <param name="situation">The Situation this experiment is valid in.</param>
		/// <param name="onboardScience">A collection of all onboard ScienceData.</param>
		public ScienceInstance( ScienceExperiment experiment, Situation situation, ScienceContext Sci )
		{
			_experiment = experiment;
			_situation = situation;
			ScienceSubject = null;
			Update( Sci );
		}
		/// <summary>
		/// Refreshes the experiment cache. THIS IS VERY EXPENSIVE.
		/// CB: Actually doesn't seem much worse than UpdateExperiments()
		/// </summary>
		public void RefreshExperimentCache( )
		{
			// Init
				var StartTime = DateTime.Now;
				ScienceContext Sci = new ScienceContext( );
				BodySituationFilter BodyFilter = new BodySituationFilter( );
//				_logger.Info( "RefreshExperimentCache" );


			// Quick check for things we depend on
				if( ResearchAndDevelopment.Instance == null || PartLoader.Instance == null )
				{
					_logger.Debug( "ResearchAndDevelopment and PartLoader must be instantiated." );
					AllScienceInstances = new List<ScienceInstance>( );
					UpdateFilter( );
					return;
				}



			// Temporary experiment list
				var exps = new List<ScienceInstance>( );



			// Unlocked experiment list
				UnlockedInstrumentList.Clear( );



			// Loop around all experiments
				foreach( var X in Sci.Experiments )
				{
					var experiment = X.Key;


//_logger.Trace( experiment.experimentTitle );
					// Where the experiment is possible
						uint sitMask = experiment.situationMask;
						uint biomeMask = experiment.biomeMask;



/* Need to look at
	public bool BiomeIsRelevantWhile( ExperimentSituations situation );
	public bool IsAvailableWhile( ExperimentSituations situation, CelestialBody body );
On ScienceExperiment
*/

					// OrbitalScience support - where the experiment is possible
						if( sitMask == 0 && Sci.Experiments[ experiment ] != null )
						{
							var sitMaskField = Sci.Experiments[ experiment ].GetType( ).GetField( "sitMask" );
							if( sitMaskField != null )
							{
								sitMask = (uint)(int)sitMaskField.GetValue( Sci.Experiments[ experiment ] );
//								_logger.Trace( "Setting sitMask to " + sitMask + " for " + experiment.experimentTitle );
							}

							if( biomeMask == 0 )
							{
								var biomeMaskField = Sci.Experiments[ experiment ].GetType( ).GetField( "bioMask" );
								if( biomeMaskField != null )
								{
									biomeMask = (uint)(int)biomeMaskField.GetValue( Sci.Experiments[ experiment ] );
	//								_logger.Trace( "Setting biomeMask to " + biomeMask + " for " + experiment.experimentTitle );
								}
							}
						}



						List<ExperimentSituations> SituationList = Enum.GetValues( typeof( ExperimentSituations ) ).Cast<ExperimentSituations>( ).ToList<ExperimentSituations>( );
						List<Body> BodyList = new List<Body>( Sci.BodyList.Values.ToList( ) );



					// Check for CelestialBodyFilter
						if( Sci.Experiments[ experiment ] != null )
						{
//							_logger.Trace( Sci.Experiments[ experiment ].experimentID );
							if( CelestialBodyFilters.Filters.HasValue( Sci.Experiments[ experiment ].experimentID ) )
							{
								string FilterText = CelestialBodyFilters.Filters.GetValue( Sci.Experiments[ experiment ].experimentID );
								BodyFilter.Filter( BodyList, SituationList, FilterText );
							}
						}

						
		
					// Check this experiment in all biomes on all bodies
						foreach( var body in BodyList )
						{
							if( experiment.requireAtmosphere && !body.HasAtmosphere )
								continue; // If the whole planet doesn't have an atmosphere, then there's not much point continuing.
							foreach( var situation in SituationList )
							{
								if( situation == ExperimentSituations.SrfSplashed && !body.HasOcean )
									continue; // Some planets don't have an ocean for us to be splashed down in.

								if( situation == ExperimentSituations.SrfLanded && !body.HasSurface )
									continue; // Jool and the Sun don't have a surface.

								if( ( situation == ExperimentSituations.FlyingHigh || situation == ExperimentSituations.FlyingLow ) && !body.HasAtmosphere )
									continue; // Some planets don't have an atmosphere for us to fly in.

								if( ( sitMask & (uint)situation ) == 0 )
									continue; // This experiment isn't valid for our current situation.

								if( body.Biomes.Any( ) && ( biomeMask & (uint)situation ) != 0 )
								{
									foreach( var biome in body.Biomes )
										exps.Add( new ScienceInstance( experiment, new Situation( body, situation, biome ), Sci ) );
								}
								else
									exps.Add( new ScienceInstance( experiment, new Situation( body, situation ), Sci ) );
							}
						}




				// Can't really avoid magic constants here - Kerbin and Shores
				if( ( ( sitMask & (uint)ExperimentSituations.SrfLanded ) != 0 ) && ( ( biomeMask & (uint)ExperimentSituations.SrfLanded ) != 0 ) )
				{
					if( Sci.Kerbin != null && Sci.KscBiomes.Count > 0 )
					{
						if( BodyList.Contains( Sci.BodyList[ Sci.Kerbin ] ) ) // If we haven't filtered it out
						{
//							_logger.Trace( "BabyBiomes " + experiment.experimentTitle + ": " + sitMask );
							foreach( var kscBiome in Sci.KscBiomes ) // Ew.
								exps.Add( new ScienceInstance( experiment, new Situation( Sci.BodyList[ Sci.Kerbin ], ExperimentSituations.SrfLanded, "Shores", kscBiome ), Sci ) );
						}
					}
				}
				}


				// Done replace the old list with the new one
				AllScienceInstances = exps;

			// We need to redo the filter
				UpdateFilter( );



			var Elapsed = DateTime.Now - StartTime;
			_logger.Trace( "RefreshExperimentCache Done - " + Elapsed.ToString( ) + "ms" );
		}
		/// <summary>
		/// Calls the Update method on all experiments.
		/// </summary>
		public void UpdateExperiments( )
		{
			var StartTime = DateTime.Now;
//			_logger.Trace( "UpdateExperiments" );
			ScienceContext Sci = new ScienceContext( );


//			_logger.Trace( "onboardScience contains " + onboardScience.Count() + " items" );
//			_logger.Trace( "AllExperiments contains " + AllExperiments.Count( ) + " items" );
//			_logger.Trace( "SciDict contains " + SciDict.Count( ) + " items" );
//			foreach( var K in SciDict.Keys )
//				_logger.Trace( K + "=" + SciDict[K].title );

			foreach( var exp in AllScienceInstances )
			{
				exp.Update( Sci );
			}
			var Elapsed = DateTime.Now - StartTime;
			_logger.Trace( "UpdateExperiments Done - " + Elapsed.ToString( ) + "ms" );
		}
Example #4
0
		/// <summary>
		/// Updates the IsUnlocked, CompletedScience, TotalScience, OnboardScience, and IsComplete fields.
		/// </summary>
		/// <param name="onboardScience">The total onboard ScienceData.</param>
		public void Update( ScienceContext Sci )
		{
			if( Sci.ScienceSubjects.ContainsKey( Id ) )
				ScienceSubject = Sci.ScienceSubjects[ Id ];
			else ScienceSubject = new ScienceSubject(ScienceExperiment, Situation.ExperimentSituation, Situation.Body.CelestialBody, Situation.SubBiome ?? Situation.Biome ?? string.Empty);


			IsUnlocked = UnlockedInstrumentList.IsUnlocked( ScienceExperiment.id ) && ( Situation.Body.Reached != null );

			CompletedScience = ScienceSubject.science * HighLogic.CurrentGame.Parameters.Career.ScienceGainMultiplier;
			TotalScience = ScienceSubject.scienceCap * HighLogic.CurrentGame.Parameters.Career.ScienceGainMultiplier;
			IsComplete = CompletedScience > TotalScience || TotalScience - CompletedScience < 0.1;

			var multiplier = ScienceExperiment.baseValue / ScienceExperiment.scienceCap;



			OnboardScience = 0;
			if( Sci.OnboardScienceList.ContainsKey( ScienceSubject.id ) )
			{
				var data = Sci.OnboardScienceList[ ScienceSubject.id ];
//				var _logger = new Logger( "Experiment" );
//				_logger.Trace( ScienceSubject.id + " found " + data.Count( ) + " items" );
				foreach (var i in data)
				{
					var next = (TotalScience - (CompletedScience + OnboardScience)) * multiplier;
					OnboardScience += next;
				}
			}
			var AllCollectedScience = CompletedScience + OnboardScience;
			IsCollected = AllCollectedScience > TotalScience || TotalScience - AllCollectedScience < 0.1;
		}