Esempio n. 1
0
        void Process_solarPanel(SolarPanelFixer spf, EnvironmentAnalyzer env)
        {
            if (spf.part.editorStarted && spf.isInitialized && spf.isEnabled && spf.editorEnabled)
            {
                double editorOutput = 0.0;
                switch (Planner.Sunlight)
                {
                case Planner.SunlightState.SunlightNominal:
                    editorOutput = spf.nominalRate * (env.solar_flux / Sim.SolarFluxAtHome);
                    if (editorOutput > 0.0)
                    {
                        Resource("ElectricCharge").Produce(editorOutput, "solar panel (nominal)");
                    }
                    break;

                case Planner.SunlightState.SunlightSimulated:
                    // create a sun direction according to the shadows direction in the VAB / SPH
                    Vector3d sunDir         = EditorDriver.editorFacility == EditorFacility.VAB ? new Vector3d(1.0, 1.0, 0.0).normalized : new Vector3d(0.0, 1.0, -1.0).normalized;
                    string   occludingPart  = null;
                    double   effiencyFactor = spf.SolarPanel.GetCosineFactor(sunDir, true) * spf.SolarPanel.GetOccludedFactor(sunDir, out occludingPart, true);
                    double   distanceFactor = env.solar_flux / Sim.SolarFluxAtHome;
                    editorOutput = spf.nominalRate * effiencyFactor * distanceFactor;
                    if (editorOutput > 0.0)
                    {
                        Resource("ElectricCharge").Produce(editorOutput, "solar panel (estimated)");
                    }
                    break;
                }
            }
        }
Esempio n. 2
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();
        }
Esempio n. 3
0
        public static void Update(Vessel v, VesselData vd, VesselResources resources, double elapsed_s)
        {
            if (!Lib.IsVessel(v))
            {
                return;
            }

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

            List <ResourceInfo>         allResources       = resources.GetAllResources(v);
            Dictionary <string, double> availableResources = new Dictionary <string, double>();

            foreach (var ri in allResources)
            {
                availableResources[ri.ResourceName] = ri.Amount;
            }
            List <KeyValuePair <string, double> > resourceChangeRequests = new List <KeyValuePair <string, double> >();

            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, elapsed_s); break;

                case Module_type.Experiment: (e.module_prefab as Experiment).BackgroundUpdate(v, vd, e.m, ec, resources, elapsed_s); break;                         // experiments use the prefab as a singleton instead of a static method

                case Module_type.Greenhouse: Greenhouse.BackgroundUpdate(v, e.m, e.module_prefab as Greenhouse, vd, 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.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.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.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.SolarPanelFixer: SolarPanelFixer.BackgroundUpdate(v, e.m, e.module_prefab as SolarPanelFixer, vd, ec, elapsed_s); break;

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

                case Module_type.APIModule: ProcessApiModule(v, e.p, e.m, e.part_prefab, e.module_prefab, resources, availableResources, resourceChangeRequests, elapsed_s); break;
                }
            }
        }