Esempio n. 1
0
        /// <summary>
        /// Calls the Update method on all experiments.
        /// </summary>
        public void UpdateExperiments( )
        {
            var StartTime = DateTime.Now;
//			_logger.Trace( "UpdateExperiments" );
            var onboardScience = GameHelper.GetOnboardScience(Config.CheckDebris);

            var SciDict = GetScienceSubjects( );

//			_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 AllExperiments)
            {
                exp.Update(onboardScience, SciDict, AvailableExperiments);
            }
            var Elapsed = DateTime.Now - StartTime;

            _logger.Trace("UpdateExperiments Done - " + Elapsed.ToString( ) + "ms");
        }
Esempio n. 2
0
        /// <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;

//			_logger.Info( "RefreshExperimentCache" );


            // Quick check for things we depend on
            if (ResearchAndDevelopment.Instance == null)
            {
                _logger.Debug("ResearchAndDevelopment not instantiated.");
                AllExperiments = new List <Experiment>( );
                UpdateFilter( );
                return;
            }

            if (PartLoader.Instance == null)
            {
                _logger.Debug("PartLoader not instantiated.");
                AllExperiments = new List <Experiment>( );
                UpdateFilter( );
                return;
            }

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



/*foreach( var P in PartLoader.Instance.parts )
 * {
 *      var Modules = P.partPrefab.FindModulesImplementing<ModuleScienceExperiment>( );
 *      if( Modules.Count > 0 )
 *      {
 *              foreach( var M in Modules )
 *              {
 *                      _logger.Debug( "PART " + P.name + " HAS EXPERIMENT " + M.experimentID );
 *              }
 *      }
 * }*/
            // Find all experiments - These should be in an object
            var experiments = PartLoader.Instance.parts
                              .SelectMany(x => x.partPrefab.FindModulesImplementing <ModuleScienceExperiment>( ))
                              .Select(x => new {
                Module     = x,
                Experiment = ResearchAndDevelopment.GetExperiment(x.experimentID),
            })
                              .Where(x => x.Experiment != null)
                              .GroupBy(x => x.Experiment)
                              .ToDictionary(x => x.Key, x => x.First( ).Module);

            experiments.Remove(ResearchAndDevelopment.GetExperiment("evaReport"));
            experiments.Remove(ResearchAndDevelopment.GetExperiment("surfaceSample"));

/*			_logger.Debug( "Found " + experiments.Count + " experimnents" );
 *                      foreach( var XX in experiments )
 *                      {
 *                              if( XX.Value != null )
 *                                      _logger.Debug( "EXPERIMENT " + XX.Key.experimentTitle );
 *                      }*/


            // Find all celestial bodies
            var bodies = new AllBodies( );

            // Find all situations
            var situations = Enum.GetValues(typeof(ExperimentSituations)).Cast <ExperimentSituations>( );

            // Find the KSC baby biomes /* MOVE THIS ELSE WHERE */
            _kscBiomes = new List <string>( );
            _kscBiomes = _kscBiomes.Any() ? _kscBiomes : UnityEngine.Object.FindObjectsOfType <Collider>( )
                         .Where(x => x.gameObject.layer == 15)
                         .Select(x => x.gameObject.tag)
                         .Where(x => x != "Untagged")
                         .Where(x => !x.Contains("KSC_Runway_Light"))
                         .Where(x => !x.Contains("KSC_Pad_Flag_Pole"))
                         .Where(x => !x.Contains("Ladder"))
                         .Select(x => Vessel.GetLandedAtString(x))
                         .Select(x => x.Replace(" ", ""))
                         .Distinct()
                         .ToList();

            // Unlocked experiment list - Maybe merge with "var experiments" above
            AvailableExperiments.Clear( );

            // Grab the list of science experiments
            var SciDict = GetScienceSubjects( );

            // Find the science stored in vessels
            var onboardScience = GameHelper.GetOnboardScience(Config.CheckDebris);

            // We need the level of the RnD facility in career mode
            float RnDLevel = ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.ResearchAndDevelopment);


            // Loop around all experiments
            foreach (var experiment in experiments.Keys)
            {
                // Examine each experiment in turn
                if (experiment.requiredExperimentLevel > RnDLevel)
                {
                    continue;                                     // Need to upgrade the RnD facility in career mode.
                }
                var sitMask   = experiment.situationMask;
                var biomeMask = experiment.biomeMask;

                // OrbitalScience support
                if (sitMask == 0 && experiments[experiment] != null)
                {
                    var sitMaskField = experiments[experiment].GetType( ).GetField("sitMask");
                    if (sitMaskField != null)
                    {
                        sitMask = (uint)(int)sitMaskField.GetValue(experiments[experiment]);
                        _logger.Debug("Setting sitMask to " + sitMask + " for " + experiment.experimentTitle);
                    }

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


                // Check this experiment in all biomes on all bodies
                foreach (var b in bodies.List)
                {
                    var body = b.Value;
                    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 situations)
                    {
                        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 Experiment(experiment, new Situation(body.CelestialBody, situation, biome), onboardScience, SciDict, AvailableExperiments));
                            }

                            /* MOVE THIS OUT OF THE LOOP - HANDLE IT SEPERATLY */
                            // Can't really avoid magic constants here - Kerbin and Shores
                            if ((body.Name == "Kerbin") && situation == ExperimentSituations.SrfLanded)
                            {
                                foreach (var kscBiome in _kscBiomes)                                                  // Ew.
                                {
                                    exps.Add(new Experiment(experiment, new Situation(body.CelestialBody, situation, "Shores", kscBiome), onboardScience, SciDict, AvailableExperiments));
                                }
                            }
                        }
                        else
                        {
                            exps.Add(new Experiment(experiment, new Situation(body.CelestialBody, situation), onboardScience, SciDict, AvailableExperiments));
                        }
                    }
                }
            }


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

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



            var Elapsed = DateTime.Now - StartTime;

            _logger.Trace("RefreshExperimentCache Done - " + Elapsed.ToString( ) + "ms");
        }