// return quality-of-life bonus public static double Bonus(Vessel v) { // deduce crew count and capacity int crew_count = Lib.CrewCount(v); int crew_capacity = Lib.CrewCapacity(v); // deduce entertainment bonus, multiplying all entertainment factors double entertainment = 1.0; if (v.loaded) { foreach(Entertainment m in v.FindPartModulesImplementing<Entertainment>()) { entertainment *= m.rate; } } else { foreach(ProtoPartSnapshot part in v.protoVessel.protoPartSnapshots) { foreach(ProtoPartModuleSnapshot m in part.modules) { if (m.moduleName == "Entertainment") entertainment *= Lib.GetProtoValue<double>(m, "rate"); } } } // calculate quality of life bonus return Bonus((uint)crew_count, (uint)crew_capacity, entertainment, Lib.Landed(v), Signal.Link(v).linked); }
// used to influence aging speed using radiation public static double RadiationInfluence(Vessel v) { vessel_info vi = Cache.VesselInfo(v); return vi.radiation > Settings.StormRadiation * 0.9 ? (Lib.CrewCapacity(v) > 0 ? 3.0 : 5.0) : 1.0; }
private void EvaluateStatus() { UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.EvaluateStatus"); // determine if there is enough EC for a powered state powered = Lib.IsPowered(Vessel); // calculate crew info for the vessel crewCount = Lib.CrewCount(Vessel); crewCapacity = Lib.CrewCapacity(Vessel); // malfunction stuff malfunction = Reliability.HasMalfunction(Vessel); critical = Reliability.HasCriticalFailure(Vessel); // communications info connection = ConnectionInfo.Update(Vessel, powered, EnvBlackout); // habitat data habitatInfo.Update(Vessel); volume = Habitat.Tot_volume(Vessel); surface = Habitat.Tot_surface(Vessel); pressure = Math.Min(Habitat.Pressure(Vessel), habitatInfo.MaxPressure); evas = (uint)(Math.Max(0, ResourceCache.GetResource(Vessel, "Nitrogen").Amount - 330) / Settings.LifeSupportAtmoLoss); poisoning = Habitat.Poisoning(Vessel); shielding = Habitat.Shielding(Vessel); livingSpace = Habitat.Living_space(Vessel); volumePerCrew = Habitat.Volume_per_crew(Vessel); comforts = new Comforts(Vessel, EnvLanded, crewCount > 1, connection.linked && connection.rate > double.Epsilon); // data about greenhouses greenhouses = Greenhouse.Greenhouses(Vessel); Drive.GetCapacity(this, out drivesFreeSpace, out drivesCapacity); // solar panels data if (Vessel.loaded) { solarPanelsAverageExposure = SolarPanelFixer.GetSolarPanelsAverageExposure(solarPanelsExposure); solarPanelsExposure.Clear(); } UnityEngine.Profiling.Profiler.EndSample(); }
public Vessel_info(Vessel v, UInt64 vessel_id, UInt64 inc) { // NOTE: anything used here can't in turn use cache, unless you know what you are doing // NOTE: you can't cache vessel position // at any point in time all vessel/body positions are relative to a different frame of reference // so comparing the current position of a vessel, with the cached one of another make no sense // associate with an unique incremental id this.inc = inc; // determine if this is a valid vessel is_vessel = Lib.IsVessel(v); if (!is_vessel) { return; } // determine if this is a rescue mission vessel is_rescue = Misc.IsRescueMission(v); if (is_rescue) { return; } // dead EVA are not valid vessels if (EVA.IsDead(v)) { return; } // shortcut for common tests is_valid = true; // generate id once id = vessel_id; // calculate crew info for the vessel crew_count = Lib.CrewCount(v); crew_capacity = Lib.CrewCapacity(v); // get vessel position Vector3d position = Lib.VesselPosition(v); // this should never happen again if (Vector3d.Distance(position, v.mainBody.position) < 1.0) { throw new Exception("Shit hit the fan for vessel " + v.vesselName); } // determine if there is enough EC for a powered state powered = ResourceCache.Info(v, "ElectricCharge").amount > double.Epsilon; // determine if in sunlight, calculate sun direction and distance sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0; // environment stuff atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir); gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude); underwater = Sim.Underwater(v); breathable = Sim.Breathable(v, underwater); landed = Lib.Landed(v); zerog = !landed && (!v.mainBody.atmosphere || v.mainBody.atmosphereDepth < v.altitude); if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f) { highspeedWarp(v); } // temperature at vessel position temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux); temp_diff = Sim.TempDiff(temperature, v.mainBody, landed); // radiation radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar); // extended atmosphere thermosphere = Sim.InsideThermosphere(v); exosphere = Sim.InsideExosphere(v); // malfunction stuff malfunction = Reliability.HasMalfunction(v); critical = Reliability.HasCriticalFailure(v); // communications info connection = new ConnectionInfo(v, powered, blackout); transmitting = Science.Transmitting(v, connection.linked && connection.rate > double.Epsilon); // habitat data volume = Habitat.Tot_volume(v); surface = Habitat.Tot_surface(v); pressure = Habitat.Pressure(v); evas = (uint)(Math.Max(0, ResourceCache.Info(v, "Nitrogen").amount - 330) / PreferencesLifeSupport.Instance.evaAtmoLoss); poisoning = Habitat.Poisoning(v); humidity = Habitat.Humidity(v); shielding = Habitat.Shielding(v); living_space = Habitat.Living_space(v); volume_per_crew = Habitat.Volume_per_crew(v); comforts = new Comforts(v, landed, crew_count > 1, connection.linked && connection.rate > double.Epsilon); // data about greenhouses greenhouses = Greenhouse.Greenhouses(v); // other stuff gravioli = Sim.Graviolis(v); }
public vessel_info(Vessel v, uint vessel_id, UInt64 inc) { // NOTE: anything used here can't in turn use cache, unless you know what you are doing // NOTE: you can't cache vessel position // at any point in time all vessel/body positions are relative to a different frame of reference // so comparing the current position of a vessel, with the cached one of another make no sense // associate with an unique incremental id this.inc = inc; // determine if this is a valid vessel is_vessel = Lib.IsVessel(v); if (!is_vessel) return; // determine if this is a rescue mission vessel is_rescue = Misc.IsRescueMission(v); if (is_rescue) return; // dead EVA are not valid vessels if (EVA.IsDead(v)) return; // shortcut for common tests is_valid = true; // generate id once id = vessel_id; // calculate crew info for the vessel crew_count = Lib.CrewCount(v); crew_capacity = Lib.CrewCapacity(v); // get vessel position Vector3d position = Lib.VesselPosition(v); // this should never happen again if (Vector3d.Distance(position, v.mainBody.position) < 1.0) { throw new Exception("Shit hit the fan for vessel " + v.vesselName); } // determine if in sunlight, calculate sun direction and distance sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0; // at the two highest timewarp speed, the number of sun visibility samples drop to the point that // the quantization error first became noticeable, and then exceed 100% // to solve this, we switch to an analytical estimation of the portion of orbit that was in sunlight // - we check against timewarp rate, instead of index, to avoid issues during timewarp blending if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f) { sunlight = 1.0 - Sim.ShadowPeriod(v) / Sim.OrbitalPeriod(v); } // environment stuff atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir); gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude); underwater = Sim.Underwater(v); breathable = Sim.Breathable(v, underwater); landed = Lib.Landed(v); // temperature at vessel position temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux); temp_diff = Sim.TempDiff(temperature, v.mainBody, landed); // radiation radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar); // extended atmosphere thermosphere = Sim.InsideThermosphere(v); exosphere = Sim.InsideExosphere(v); // malfunction stuff malfunction = Reliability.HasMalfunction(v); critical = Reliability.HasCriticalFailure(v); // signal info antenna = new AntennaInfo(v); avoid_inf_recursion.Add(v.id); connection = Signal.connection(v, position, antenna, blackout, avoid_inf_recursion); transmitting = Science.transmitting(v, connection.linked); relaying = Signal.relaying(v, avoid_inf_recursion); avoid_inf_recursion.Remove(v.id); // habitat data volume = Habitat.tot_volume(v); surface = Habitat.tot_surface(v); pressure = Habitat.pressure(v); poisoning = Habitat.poisoning(v); shielding = Habitat.shielding(v); living_space = Habitat.living_space(v); comforts = new Comforts(v, landed, crew_count > 1, connection.linked); // data about greenhouses greenhouses = Greenhouse.Greenhouses(v); // other stuff gravioli = Sim.Graviolis(v); }
public vessel_info(Vessel v, uint vessel_id, UInt64 inc) { // NOTE: anything used here can't in turn use cache, unless you know what you are doing // associate with an unique incremental id this.inc = inc; // determine if this is a valid vessel is_vessel = Lib.IsVessel(v); if (!is_vessel) return; // determine if this is a resque mission vessel is_resque = Lib.IsResqueMission(v); if (is_resque) return; // dead EVA are not valid vessels if (v.isEVA && EVA.KerbalData(v).eva_dead) return; // shortcut for common tests is_valid = true; // generate id once id = vessel_id; // calculate crew info for the vessel crew_count = Lib.CrewCount(v); crew_capacity = Lib.CrewCapacity(v); // get vessel position once position = Lib.VesselPosition(v); // determine if in sunlight, calculate sun direction and distance sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0; // if the orbit length vs simulation step is lower than an acceptable threshold, use discrete sun visibility if (v.mainBody.flightGlobalsIndex != 0) { double orbit_period = Sim.OrbitalPeriod(v); if (orbit_period / Kerbalism.elapsed_s < 16.0) sunlight = 1.0 - Sim.ShadowPeriod(v) / orbit_period; } // calculate environment stuff atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir); gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude); breathable = Sim.Breathable(v); landed = Lib.Landed(v); // calculate temperature at vessel position temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux); // calculate radiation radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out inside_pause, out inside_belt); // calculate malfunction stuff max_malfunction = Reliability.MaxMalfunction(v); avg_quality = Reliability.AverageQuality(v); // calculate signal info antenna = new antenna_data(v); avoid_inf_recursion.Add(v.id); link = Signal.Link(v, position, antenna, blackout, avoid_inf_recursion); avoid_inf_recursion.Remove(v.id); // partial data about modules, used by vessel info/monitor scrubbers = Scrubber.PartialData(v); recyclers = Recycler.PartialData(v); greenhouses = Greenhouse.PartialData(v); // woot relativity time_dilation = Sim.TimeDilation(v); }
// add a message related to vessel resources public static void Post(Severity severity, VesselEvent e, Vessel v) { bool is_eva = v.isEVA; bool is_probe = Lib.CrewCapacity(v) == 0; string text = ""; string subtext = ""; // vessel if (!v.isEVA) { switch(e) { // electric charge case VesselEvent.ec: // manned vessel if (Lib.CrewCapacity(v) > 0) { switch(severity) { case Severity.relax: text = "$VESSEL batteries recharged"; subtext = "The crew is allowed music again"; break; case Severity.warning: text = "On $VESSEL, batteries are almost empty"; subtext = "We are squeezing the last bit of juice"; break; case Severity.danger: text = "There is no more electric charge on $VESSEL"; subtext = "Life support systems are off"; break; } } // probe else { switch(severity) { case Severity.relax: text = "$VESSEL batteries recharged"; subtext = "Systems are back online"; break; case Severity.warning: text = "On $VESSEL, batteries are almost empty"; subtext = "Shutting down non-essential systems"; break; case Severity.danger: text = "There is no more electric charge on $VESSEL"; subtext = "We lost control"; break; } } break; // food case VesselEvent.food: switch(severity) { case Severity.relax: text = "$VESSEL food reserves restored"; subtext = "Double snack rations for everybody"; break; case Severity.warning: text = "On $VESSEL, food reserves are getting low"; subtext = "Anything edible is being scrutinized"; break; case Severity.danger: text = "There is no more food on $VESSEL"; subtext = "The crew prepare to the inevitable"; break; } break; // oxygen case VesselEvent.oxygen: switch(severity) { case Severity.relax: text = "$VESSEL oxygen reserves restored"; subtext = "The crew is taking a breather"; break; case Severity.warning: text = "On $VESSEL, oxygen reserves are dangerously low"; subtext = "There is mildly panic among the crew"; break; case Severity.danger: text = "There is no more oxygen on $VESSEL"; subtext = "Everybody stop breathing"; break; } break; } } // eva else { switch(e) { // electric charge case VesselEvent.ec: switch(severity) { case Severity.relax: text = "$VESSEL recharged the battery"; break; case Severity.warning: text = "$VESSEL is running out of power"; break; case Severity.danger: text = "$VESSEL is out of power"; break; } break; // oxygen case VesselEvent.oxygen: switch(severity) { case Severity.relax: text = "$VESSEL oxygen tank has been refilled"; break; case Severity.warning: text = "$VESSEL is running out of oxygen"; break; case Severity.danger: text = "$VESSEL is out of oxygen"; break; } break; } } text = text.Replace("$VESSEL", "<color=ffffff>" + v.vesselName + "</color>"); Post(severity, text, subtext); }
void render_info() { // find vessel Vessel v = FlightGlobals.Vessels.Find(k => k.id == vessel_id); // forget vessel if it doesn't exist anymore, or if its a dead eva kerbal if (v == null || EVA.IsDead(v)) { vessel_id = Guid.Empty; return; } // get info from the cache vessel_info vi = Cache.VesselInfo(v); render_title("ENVIRONMENT"); render_content("Temperature:\t", Lib.HumanReadableTemp(vi.temperature)); render_content("Radiation:\t", Lib.HumanReadableRadiationRate(vi.env_radiation)); render_content("Atmosphere:\t", v.mainBody.atmosphere ? " yes" + (vi.breathable ? " <i>(breathable)</i>" : "") : "no"); render_space(); // render supplies if (Kerbalism.supply_rules.Count > 0 || Kerbalism.ec_rule != null) { render_title("SUPPLIES"); if (Kerbalism.ec_rule != null) { var vmon = vi.vmon[Kerbalism.ec_rule.name]; render_content(fix_title("Battery:"), vmon.level > double.Epsilon ? Lib.HumanReadableDuration(vmon.depletion) : "none"); } if (Lib.CrewCapacity(v) > 0) { foreach(Rule r in Kerbalism.supply_rules) { var vmon = vi.vmon[r.name]; render_content(fix_title(r.resource_name + ":"), vmon.level > double.Epsilon ? Lib.HumanReadableDuration(vmon.depletion) : "none"); } } render_space(); } // get crew var crew = v.loaded ? v.GetVesselCrew() : v.protoVessel.GetVesselCrew(); // do not render internal spaces info for eva vessels if (!v.isEVA) { // collect set of spaces Dictionary<string, space_details> spaces = new Dictionary<string, space_details>(); foreach(var c in crew) { kerbal_data kd = DB.KerbalData(c.name); if (!spaces.ContainsKey(kd.space_name)) { space_details sd = new space_details(); sd.living_space = kd.living_space; sd.entertainment = kd.entertainment; sd.shielding = kd.shielding; spaces.Add(kd.space_name, sd); } ++(spaces[kd.space_name].crew_count); } // for each space foreach(var space in spaces) { string space_name = space.Key; space_details det = space.Value; string radiation_txt = vi.env_radiation > double.Epsilon ? " <i>(" + Lib.HumanReadableRadiationRate(vi.env_radiation * (1.0 - det.shielding)) + ")</i>" : ""; render_title(space_name.Length > 0 ? space_name.ToUpper() : v.isEVA ? "EVA" : "VESSEL"); render_content("Living space:\t", QualityOfLife.LivingSpaceToString(det.living_space)); render_content("Entertainment:\t", QualityOfLife.EntertainmentToString(det.entertainment)); render_content("Shielding:\t", Radiation.ShieldingToString(det.shielding) + radiation_txt); render_space(); } } // for each kerbal if (Kerbalism.rules.Count > 0) { foreach(var c in crew) { kerbal_data kd = DB.KerbalData(c.name); render_title(c.name.ToUpper()); foreach(var q in Kerbalism.rules) { Rule r = q.Value; if (r.degeneration > double.Epsilon) { var kmon = DB.KmonData(c.name, r.name); var bar = Lib.ProgressBar(23, kmon.problem, r.warning_threshold, r.danger_threshold, r.fatal_threshold, kd.disabled > 0 ? "cyan" : ""); render_content(fix_title(r.name + ":"), bar); } } if (kd.space_name.Length > 0 && !v.isEVA) render_content("Inside:\t\t", kd.space_name); if (kd.disabled > 0) render_content("Hibernated:\t", "yes"); render_space(); } } // for each greenhouse var greenhouses = Greenhouse.GetGreenhouses(v); foreach(var greenhouse in greenhouses) { render_title("GREENHOUSE"); render_content("Lighting:\t\t", (greenhouse.lighting * 100.0).ToString("F0") + "%"); render_content("Growth:\t\t", (greenhouse.growth * 100.0).ToString("F0") + "%"); render_content("Harvest:\t\t", Lib.HumanReadableDuration(greenhouse.growing > double.Epsilon ? 1.0 / greenhouse.growing : 0.0)); render_space(); } }