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; } } }
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 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; } } }