/// <summary> /// Refreshes the experiment cache. THIS IS VERY EXPENSIVE. /// CB: Actually doesn't seem much worse than UpdateExperiments() /// </summary> private void RefreshExperimentCache( ) { // Init var StartTime = DateTime.Now; BodySituationFilter BodyFilter = new BodySituationFilter( ); _unlockedInstruments.Clear( ); _allScienceInstances.Clear( ); //_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."); return; } // Loop around all experiments foreach (var X in _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 && _experiments[experiment] != null) { var sitMaskField = _experiments[experiment].GetType( ).GetField("sitMask"); if (sitMaskField != null) { sitMask = (uint)(int)sitMaskField.GetValue(_experiments[experiment]); //_logger.Trace( "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.Trace( "Setting biomeMask to " + biomeMask + " for " + experiment.experimentTitle ); } } } List <ExperimentSituations> SituationList = Enum.GetValues(typeof(ExperimentSituations)).Cast <ExperimentSituations>( ).ToList <ExperimentSituations>( ); List <Body> bodies = new List <Body>(_bodyList.Values.ToList( )); // Check for CelestialBodyFilter if (_experiments[experiment] != null) { //_logger.Trace( Experiments[ experiment ].experimentID ); if (CelestialBodyFilters.Filters.HasValue(_experiments[experiment].experimentID)) { string FilterText = CelestialBodyFilters.Filters.GetValue(_experiments[experiment].experimentID); BodyFilter.Filter(bodies, SituationList, FilterText); } } // Check this experiment in all biomes on all bodies for (int body_index = 0; body_index < bodies.Count; body_index++) { if (experiment.requireAtmosphere && !bodies[body_index].HasAtmosphere) { continue; // If the whole planet doesn't have an atmosphere, then there's not much point continuing. } for (int situation_index = 0; situation_index < SituationList.Count; situation_index++) { if (SituationList[situation_index] == ExperimentSituations.SrfSplashed && !bodies[body_index].HasOcean) { continue; // Some planets don't have an ocean for us to be splashed down in. } if (SituationList[situation_index] == ExperimentSituations.SrfLanded && !bodies[body_index].HasSurface) { continue; // Jool and the Sun don't have a surface. } if ((SituationList[situation_index] == ExperimentSituations.FlyingHigh || SituationList[situation_index] == ExperimentSituations.FlyingLow) && !bodies[body_index].HasAtmosphere) { continue; // Some planets don't have an atmosphere for us to fly in. } if ((sitMask & (uint)SituationList[situation_index]) == 0) { continue; // This experiment isn't valid for our current situation. } if (bodies[body_index].Biomes.Any( ) && (biomeMask & (uint)SituationList[situation_index]) != 0) { for (int biome_index = 0; biome_index < bodies[body_index].Biomes.Count( ); biome_index++) { _allScienceInstances.Add(new ScienceInstance(experiment, new Situation(bodies[body_index], SituationList[situation_index], bodies[body_index].Biomes[biome_index]), this)); } } else { _allScienceInstances.Add(new ScienceInstance(experiment, new Situation(bodies[body_index], SituationList[situation_index]), this)); } } } // Can't really avoid magic constants here - Kerbin and Shores if (((sitMask & (uint)ExperimentSituations.SrfLanded) != 0) && ((biomeMask & (uint)ExperimentSituations.SrfLanded) != 0)) { if (_homeWorld != null && _kscBiomes.Count > 0) { if (bodies.Contains(_bodyList[_homeWorld])) // If we haven't filtered it out { if (SituationList.Contains(ExperimentSituations.SrfLanded)) { //_logger.Trace( "BabyBiomes " + experiment.experimentTitle + ": " + sitMask ); for (int x = 0; x < _kscBiomes.Count; x++) // Ew. { _allScienceInstances.Add(new ScienceInstance(experiment, new Situation(_bodyList[_homeWorld], ExperimentSituations.SrfLanded, _kscBiome, _kscBiomes[x]), this)); } } } } } } // var Elapsed = DateTime.Now - StartTime; // _logger.Trace( "RefreshExperimentCache Done - " + Elapsed.ToString( ) + "ms" ); }
/// <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"); }