コード例 #1
0
ファイル: Recycler.cs プロジェクト: BrodigganGale/Kerbalism
  // return read-only list of recyclers in a vessel
  public static List<Recycler> GetRecyclers(Vessel v, string resource_name="")
  {
    if (v.loaded)
    {
      var ret = v.FindPartModulesImplementing<Recycler>();
      if (resource_name.Length > 0) ret = ret.FindAll(k => k.resource_name == resource_name);
      return ret == null ? new List<Recycler>() : ret;
    }
    else
    {
      List<Recycler> ret = new List<Recycler>();
      foreach(ProtoPartSnapshot part in v.protoVessel.protoPartSnapshots)
      {
        foreach(ProtoPartModuleSnapshot module in part.modules)
        {
          if (module.moduleName == "Recycler")
          {
            Recycler recycler = new Recycler();
            recycler.is_enabled = Lib.GetProtoValue<bool>(module, "is_enabled");
            recycler.resource_name = Lib.GetProtoValue<string>(module, "resource_name");
            recycler.waste_name = Lib.GetProtoValue<string>(module, "waste_name");
            recycler.ec_rate = Lib.GetProtoValue<double>(module, "ec_rate");
            recycler.waste_rate = Lib.GetProtoValue<double>(module, "waste_rate");
            recycler.waste_ratio = Lib.GetProtoValue<double>(module, "waste_ratio");
            recycler.display_name = Lib.GetProtoValue<string>(module, "display_name");
            recycler.filter_name = Lib.GetProtoValue<string>(module, "filter_name");
            recycler.filter_rate = Lib.GetProtoValue<double>(module, "filter_rate");

            if (resource_name.Length == 0 || recycler.resource_name == resource_name) ret.Add(recycler);
          }
        }
      }
      return ret;
    }
  }
コード例 #2
0
 // implement recycler mechanics for unloaded vessels
 public static void BackgroundUpdate(Vessel vessel, ProtoPartModuleSnapshot m, Recycler recycler, vessel_resources resources, double elapsed_s)
 {
   if (Lib.Proto.GetBool(m, "is_enabled"))
   {
     // recycle EC+waste+filter into resource
     resource_recipe recipe = new resource_recipe(resource_recipe.scrubber_priority);
     recipe.Input(recycler.waste_name, recycler.waste_rate * elapsed_s);
     recipe.Input("ElectricCharge", recycler.ec_rate * elapsed_s);
     if (recycler.filter_name.Length > 0 && recycler.filter_rate > double.Epsilon)
     {
       recipe.Input(recycler.filter_name, recycler.filter_rate * elapsed_s);
     }
     recipe.Output(recycler.resource_name, recycler.waste_rate * recycler.waste_ratio * Lib.Proto.GetDouble(m, "efficiency", 1.0) * elapsed_s);
     resources.Transform(recipe);
   }
 }
コード例 #3
0
        public static void update(Vessel v, vessel_info vi, vessel_data vd, vessel_resources resources, double elapsed_s)
        {
            // get most used resource handlers
            resource_info ec = resources.Info(v, "ElectricCharge");

            // for each part
            foreach (ProtoPartSnapshot p in v.protoVessel.protoPartSnapshots)
            {
                // a part can contain multiple resource converters
                int converter_index = 0;

                // get part prefab (required for module properties)
                Part part_prefab = PartLoader.getPartInfoByName(p.partName).partPrefab;

                // for each module
                foreach (ProtoPartModuleSnapshot m in p.modules)
                {
                    // get the module prefab
                    PartModule module_prefab = Lib.FindModule(part_prefab, m.moduleName);

                    // if the prefab doesn't contain this module, skip it
                    if (!module_prefab)
                    {
                        continue;
                    }

                    // process modules
                    switch (m.moduleName)
                    {
                    case "Reliability":                  Reliability.BackgroundUpdate(v, m, module_prefab as Reliability, elapsed_s);                 break;

                    case "Scrubber":                     Scrubber.BackgroundUpdate(v, m, module_prefab as Scrubber, vi, resources, elapsed_s);        break;

                    case "Recycler":                     Recycler.BackgroundUpdate(v, m, module_prefab as Recycler, resources, elapsed_s);            break;

                    case "Greenhouse":                   Greenhouse.BackgroundUpdate(v, p, m, module_prefab as Greenhouse, vi, resources, elapsed_s); break;

                    case "GravityRing":                  GravityRing.BackgroundUpdate(v, p, m, module_prefab as GravityRing, resources, elapsed_s);   break;

                    case "Emitter":                      Emitter.BackgroundUpdate(v, p, m, module_prefab as Emitter, ec, elapsed_s);                  break;

                    case "ModuleCommand":                ProcessCommand(v, p, m, module_prefab as ModuleCommand, resources, elapsed_s);               break;

                    case "ModuleDeployableSolarPanel":   ProcessPanel(v, p, m, module_prefab as ModuleDeployableSolarPanel, vi, ec, elapsed_s);       break;

                    case "ModuleGenerator":              ProcessGenerator(v, p, m, module_prefab as ModuleGenerator, resources, elapsed_s);           break;

                    case "ModuleResourceConverter":
                    case "ModuleKPBSConverter":
                    case "FissionReactor":               ProcessConverter(v, p, m, part_prefab, converter_index++, resources, elapsed_s);             break;

                    case "ModuleResourceHarvester":      ProcessHarvester(v, p, m, module_prefab as ModuleResourceHarvester, resources, elapsed_s);   break;

                    case "ModuleAsteroidDrill":          ProcessAsteroidDrill(v, p, m, module_prefab as ModuleAsteroidDrill, resources, elapsed_s);   break;

                    case "ModuleScienceConverter":       ProcessLab(v, p, m, module_prefab as ModuleScienceConverter, ec, elapsed_s);                 break;

                    case "ModuleLight":
                    case "ModuleColoredLensLight":
                    case "ModuleMultiPointSurfaceLight": ProcessLight(v, p, m, module_prefab as ModuleLight, ec, elapsed_s);                          break;

                    case "SCANsat":
                    case "ModuleSCANresourceScanner":    ProcessScanner(v, p, m, module_prefab, part_prefab, vd, ec, elapsed_s);                      break;

                    case "ModuleCurvedSolarPanel":       ProcessCurvedPanel(v, p, m, module_prefab, part_prefab, vi, ec, elapsed_s);                  break;

                    case "FissionGenerator":             ProcessFissionGenerator(v, p, m, module_prefab, ec, elapsed_s);                              break;

                    case "ModuleRadioisotopeGenerator":  ProcessRadioisotopeGenerator(v, p, m, module_prefab, ec, elapsed_s);                         break;

                    case "ModuleCryoTank":               ProcessCryoTank(v, p, m, module_prefab, resources, elapsed_s);                               break;
                    }
                }
            }
        }
コード例 #4
0
ファイル: Monitor.cs プロジェクト: BrodigganGale/Kerbalism
  // draw a vessel in the monitor
  // - return: 1 if vessel wasn't skipped
  uint render_vessel(Vessel v)
  {
    // avoid case when DB isn't ready for whatever reason
    if (!DB.Ready()) return 0;

    // skip invalid vessels
    if (!Lib.IsVessel(v)) return 0;

    // skip resque missions
    if (Lib.IsResqueMission(v)) return 0;

    // skip dead eva kerbals
    if (EVA.IsDead(v)) return 0;

    // get vessel info from cache
    vessel_info vi = Cache.VesselInfo(v);

    // get vessel data from the db
    vessel_data vd = DB.VesselData(v.id);

    // skip filtered vessels
    if (filtered() && vd.group != filter) return 0;

    // get vessel crew
    List<ProtoCrewMember> crew = v.loaded ? v.GetVesselCrew() : v.protoVessel.GetVesselCrew();

    // get vessel name
    string vessel_name = v.isEVA ? crew[0].name : v.vesselName;

    // get body name
    string body_name = v.mainBody.name.ToUpper();

    // get list of recyclers
    List<Scrubber> scrubbers = Scrubber.GetScrubbers(v);
    List<Recycler> recyclers = Recycler.GetRecyclers(v);

    // get list of greenhouses
    List<Greenhouse> greenhouses = Greenhouse.GetGreenhouses(v);

    // store problems icons & tooltips
    List<Texture> problem_icons = new List<Texture>();
    List<string> problem_tooltips = new List<string>();

    // detect problems
    problem_sunlight(vi, ref problem_icons, ref problem_tooltips);
    problem_storm(v, ref problem_icons, ref problem_tooltips);
    if (crew.Count > 0)
    {
      problem_kerbals(crew, ref problem_icons, ref problem_tooltips);
      problem_radiation(vi, ref problem_icons, ref problem_tooltips);
      problem_recyclers(v, scrubbers, recyclers, ref problem_icons, ref problem_tooltips);
    }
    problem_greenhouses(v, greenhouses, ref problem_icons, ref problem_tooltips);

    // choose problem icon
    const UInt64 problem_icon_time = 3;
    Texture problem_icon = icon_empty;
    if (problem_icons.Count > 0)
    {
      UInt64 problem_index = (Convert.ToUInt64(Time.realtimeSinceStartup) / problem_icon_time) % (UInt64)(problem_icons.Count);
      problem_icon = problem_icons[(int)problem_index];
    }

    // generate problem tooltips
    string problem_tooltip = String.Join("\n", problem_tooltips.ToArray());

    // render vessel name & icons
    GUILayout.BeginHorizontal(row_style);
    GUILayout.Label(new GUIContent("<b>" + Lib.Epsilon(vessel_name, 20) + "</b>", vessel_name.Length > 20 ? vessel_name : ""), name_style);
    GUILayout.Label(new GUIContent(Lib.Epsilon(body_name, 8), body_name.Length > 8 ? body_name : ""), body_style);
    GUILayout.Label(new GUIContent(problem_icon, problem_tooltip), icon_style);
    GUILayout.Label(indicator_ec(v), icon_style);
    if (Kerbalism.supply_rules.Count > 0) GUILayout.Label(indicator_supplies(v, vi), icon_style);
    if (Kerbalism.features.malfunction) GUILayout.Label(indicator_reliability(v), icon_style);
    if (Kerbalism.features.signal) GUILayout.Label(indicator_signal(v), icon_style);
    GUILayout.EndHorizontal();
    if (Lib.IsClicked(1)) Info.Toggle(v);

    // remember last vessel clicked
    if (Lib.IsClicked()) last_clicked_id = v.id;

    // render vessel config
    if (configured_id == v.id) render_config(v);

    // spacing between vessels
    GUILayout.Space(10.0f);

    // signal that the vessel wasn't skipped for whatever reason
    return 1;
  }
コード例 #5
0
ファイル: Cache.cs プロジェクト: zajc3w/Kerbalism
  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);
  }
コード例 #6
0
 public RecyclerDevice(Recycler recycler)
 {
   this.recycler = recycler;
 }