static void ProcessConverter(Vessel v, ProtoPartSnapshot p, ProtoPartModuleSnapshot m, ModuleResourceConverter converter, VesselResources resources, double elapsed_s) { // note: ignore stock temperature mechanic of converters // note: ignore auto shutdown // note: non-mandatory resources 'dynamically scale the ratios', that is exactly what mandatory resources do too (DERP ALERT) // note: 'undo' stock behavior by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation) // if active if (Lib.Proto.GetBool(m, "IsActivated")) { // determine if vessel is full of all output resources // note: comparing against previous amount bool full = true; foreach (var or in converter.outputList) { ResourceInfo res = resources.GetResource(v, or.ResourceName); full &= (res.Level >= converter.FillAmount - double.Epsilon); } // if not full if (!full) { // deduce crew bonus int exp_level = -1; if (converter.UseSpecialistBonus) { foreach (ProtoCrewMember c in Lib.CrewList(v)) { if (c.experienceTrait.Effects.Find(k => k.Name == converter.ExperienceEffect) != null) { exp_level = Math.Max(exp_level, c.experienceLevel); } } } double exp_bonus = exp_level < 0 ? converter.EfficiencyBonus * converter.SpecialistBonusBase : converter.EfficiencyBonus * (converter.SpecialistBonusBase + (converter.SpecialistEfficiencyFactor * (exp_level + 1))); // create and commit recipe ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.StockConverter); foreach (var ir in converter.inputList) { recipe.AddInput(ir.ResourceName, ir.Ratio * exp_bonus * elapsed_s); } foreach (var or in converter.outputList) { recipe.AddOutput(or.ResourceName, or.Ratio * exp_bonus * elapsed_s, or.DumpExcess); } resources.AddRecipe(recipe); } // undo stock behavior by forcing last_update_time to now Lib.Proto.Set(m, "lastUpdateTime", Planetarium.GetUniversalTime()); } }
public void Execute(Vessel v, VesselData vd, VesselResources resources, double elapsed_s) { // evaluate modifiers // if a given PartModule has a larger than 1 capacity for a process, then the multiplication happens here // remember that when a process is enabled the units of process are stored in the PartModule as a pseudo-resource double k = Modifiers.Evaluate(v, vd, resources, modifiers); ResourceRecipe recipe = new ResourceRecipe(name); ExecuteRecipe(k, resources, elapsed_s, recipe); }
private static void ResourceUpdate(Vessel v, Harvester harvester, double min_abundance, double elapsed_s) { double abundance = SampleAbundance(v, harvester); if (abundance > min_abundance) { ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.Harvester); recipe.AddInput("ElectricCharge", harvester.ec_rate * elapsed_s); recipe.AddOutput( harvester.resource, Harvester.AdjustedRate(harvester, engineer_cs, Lib.CrewList(v), abundance) * elapsed_s, dump: false); ResourceCache.AddRecipe(v, recipe); } }
/// <summary>Execute all recipes and record deferred consumption/production for inputs/ouputs</summary> public static void ExecuteRecipes(Vessel v, VesselResources resources, List <ResourceRecipe> recipes) { bool executing = true; while (executing) { executing = false; for (int i = 0; i < recipes.Count; ++i) { ResourceRecipe recipe = recipes[i]; if (recipe.left > double.Epsilon) { executing |= recipe.ExecuteRecipeStep(v, resources); } } } }
static void ProcessGenerator(Vessel v, ProtoPartSnapshot p, ProtoPartModuleSnapshot m, ModuleGenerator generator, VesselResources resources, double elapsed_s) { // if active if (Lib.Proto.GetBool(m, "generatorIsActive")) { // create and commit recipe ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.StockConverter); foreach (ModuleResource ir in generator.resHandler.inputResources) { recipe.AddInput(ir.name, ir.rate * elapsed_s); } foreach (ModuleResource or in generator.resHandler.outputResources) { recipe.AddOutput(or.name, or.rate * elapsed_s, true); } resources.AddRecipe(recipe); } }
private static void ResourceUpdate(Vessel v, Harvester harvester, double min_abundance, double elapsed_s) { double abundance = SampleAbundance(v, harvester); if (abundance > min_abundance) { double rate = harvester.rate; // Bonus(..., -2): a level 0 engineer will alreaday add 2 bonus points jsut because he's there, // regardless of level. efficiency will raise further with higher levels. int bonus = engineer_cs.Bonus(v, -2); double crew_gain = 1 + bonus * Settings.HarvesterCrewLevelBonus; crew_gain = Lib.Clamp(crew_gain, 1, Settings.MaxHarvesterBonus); rate *= crew_gain; ResourceRecipe recipe = new ResourceRecipe("harvester"); recipe.AddInput("ElectricCharge", harvester.ec_rate * elapsed_s); recipe.AddOutput(harvester.resource, harvester.rate * (abundance/harvester.abundance_rate) * elapsed_s, false); ResourceCache.AddRecipe(v, recipe); } }
private void ExecuteRecipe(double k, VesselResources resources, double elapsed_s, ResourceRecipe recipe) { // only execute processes if necessary if (Math.Abs(k) < double.Epsilon) { return; } foreach (var p in inputs) { recipe.AddInput(p.Key, p.Value * k * elapsed_s); } foreach (var p in outputs) { recipe.AddOutput(p.Key, p.Value * k * elapsed_s, dump.Check(p.Key)); } foreach (var p in cures) { // TODO this assumes that the cure modifies always put the resource first // works: modifier = _SickbayRDU,zerog works // fails: modifier = zerog,_SickbayRDU recipe.AddCure(p.Key, p.Value * k * elapsed_s, modifiers[0]); } resources.AddRecipe(recipe); }
public static void BackgroundUpdate(Vessel v, ProtoPartModuleSnapshot m, Greenhouse g, VesselData vd, VesselResources resources, double elapsed_s) { // get protomodule data bool active = Lib.Proto.GetBool(m, "active"); double growth = Lib.Proto.GetDouble(m, "growth"); // if enabled and not ready for harvest if (active && growth < 0.99) { // get resource handler ResourceInfo ec = resources.GetResource(v, "ElectricCharge"); // calculate natural and artificial lighting double natural = vd.EnvSolarFluxTotal; double artificial = Math.Max(g.light_tolerance - natural, 0.0); // consume EC for the lamps, scaled by artificial light intensity if (artificial > double.Epsilon) { ec.Consume(g.ec_rate * (artificial / g.light_tolerance) * elapsed_s, ResourceBroker.Greenhouse); } // reset artificial lighting if there is no ec left // note: comparing against amount in previous simulation step if (ec.Amount <= double.Epsilon) { artificial = 0.0; } // execute recipe ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.Greenhouse); foreach (ModuleResource input in g.resHandler.inputResources) //recipe.Input(input.name, input.rate * elapsed_s); { // WasteAtmosphere is primary combined input if (g.WACO2 && input.name == "WasteAtmosphere") { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate * elapsed_s, "CarbonDioxide"); } // CarbonDioxide is secondary combined input else if (g.WACO2 && input.name == "CarbonDioxide") { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate * elapsed_s, ""); } // if atmosphere is breathable disable WasteAtmosphere / CO2 else if (!g.WACO2 && (input.name == "CarbonDioxide" || input.name == "WasteAtmosphere")) { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate, ""); } else { recipe.AddInput(input.name, input.rate * elapsed_s); } } foreach (ModuleResource output in g.resHandler.outputResources) { // if atmosphere is breathable disable Oxygen if (output.name == "Oxygen") { recipe.AddOutput(output.name, vd.EnvBreathable ? 0.0 : output.rate * elapsed_s, true); } else { recipe.AddOutput(output.name, output.rate * elapsed_s, true); } } resources.AddRecipe(recipe); // determine environment conditions bool lighting = natural + artificial >= g.light_tolerance; bool pressure = g.pressure_tolerance <= 0 || vd.Pressure >= g.pressure_tolerance; bool radiation = g.radiation_tolerance <= 0 || vd.EnvRadiation * (1.0 - vd.Shielding) < g.radiation_tolerance; // determine inputs conditions // note: comparing against amounts in previous simulation step bool inputs = true; string missing_res = string.Empty; bool dis_WACO2 = false; foreach (ModuleResource input in g.resHandler.inputResources) { // combine WasteAtmosphere and CO2 if both exist if (input.name == "WasteAtmosphere" || input.name == "CarbonDioxide") { if (dis_WACO2 || vd.EnvBreathable) { continue; // skip if already checked or atmosphere is breathable } if (g.WACO2) { if (resources.GetResource(v, "WasteAtmosphere").Amount <= double.Epsilon && resources.GetResource(v, "CarbonDioxide").Amount <= double.Epsilon) { inputs = false; missing_res = "CarbonDioxide"; break; } dis_WACO2 = true; continue; } } if (resources.GetResource(v, input.name).Amount <= double.Epsilon) { inputs = false; missing_res = input.name; break; } } // if growing if (lighting && pressure && radiation && inputs) { // increase growth growth += g.crop_rate * elapsed_s; growth = Math.Min(growth, 1.0); // notify the user when crop can be harvested if (growth >= 0.99) { Message.Post(Local.harvestedready_msg.Format("<b>" + v.vesselName + "</b>")); //Lib.BuildString("On <<1>> the crop is ready to be harvested") growth = 1.0; } } // update time-to-harvest double tta = (1.0 - growth) / g.crop_rate; // update issues string issue = !inputs?Lib.BuildString(Local.Greenhouse_resoucesmissing.Format(missing_res)) //"missing ", missing_res : !lighting ? Local.Greenhouse_issue1 //"insufficient lighting" : !pressure ? Local.Greenhouse_issue2 //"insufficient pressure" : !radiation ? Local.Greenhouse_issue3 //"excessive radiation" : string.Empty; // update protomodule data Lib.Proto.Set(m, "natural", natural); Lib.Proto.Set(m, "artificial", artificial); Lib.Proto.Set(m, "tta", tta); Lib.Proto.Set(m, "issue", issue); Lib.Proto.Set(m, "growth", growth); } }
public void FixedUpdate() { // do nothing in the editor if (Lib.IsEditor()) { return; } // if enabled and not ready for harvest if (active && growth < 0.99) { // get vessel info from the cache // - if the vessel is not valid (eg: flagged as debris) then solar flux will be 0 and landed false (but that's okay) VesselData vd = vessel.KerbalismData(); // get resource cache VesselResources resources = ResourceCache.Get(vessel); ResourceInfo ec = resources.GetResource(vessel, "ElectricCharge"); // deal with corner cases when greenhouse is assembled using KIS if (double.IsNaN(growth) || double.IsInfinity(growth)) { growth = 0.0; } // calculate natural and artificial lighting natural = vd.EnvSolarFluxTotal; artificial = Math.Max(light_tolerance - natural, 0.0); // consume EC for the lamps, scaled by artificial light intensity if (artificial > double.Epsilon) { ec.Consume(ec_rate * (artificial / light_tolerance) * Kerbalism.elapsed_s, ResourceBroker.Greenhouse); } // reset artificial lighting if there is no ec left // - comparing against amount in previous simulation step if (ec.Amount <= double.Epsilon) { artificial = 0.0; } // execute recipe ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.Greenhouse); foreach (ModuleResource input in resHandler.inputResources) { // WasteAtmosphere is primary combined input if (WACO2 && input.name == "WasteAtmosphere") { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate * Kerbalism.elapsed_s, "CarbonDioxide"); } // CarbonDioxide is secondary combined input else if (WACO2 && input.name == "CarbonDioxide") { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate * Kerbalism.elapsed_s, ""); } // if atmosphere is breathable disable WasteAtmosphere / CO2 else if (!WACO2 && (input.name == "CarbonDioxide" || input.name == "WasteAtmosphere")) { recipe.AddInput(input.name, vd.EnvBreathable ? 0.0 : input.rate, ""); } else { recipe.AddInput(input.name, input.rate * Kerbalism.elapsed_s); } } foreach (ModuleResource output in resHandler.outputResources) { // if atmosphere is breathable disable Oxygen if (output.name == "Oxygen") { recipe.AddOutput(output.name, vd.EnvBreathable ? 0.0 : output.rate * Kerbalism.elapsed_s, true); } else { recipe.AddOutput(output.name, output.rate * Kerbalism.elapsed_s, true); } } resources.AddRecipe(recipe); // determine environment conditions bool lighting = natural + artificial >= light_tolerance; bool pressure = pressure_tolerance <= double.Epsilon || vd.Pressure >= pressure_tolerance; bool radiation = radiation_tolerance <= double.Epsilon || (1.0 - vd.Shielding) * vd.EnvHabitatRadiation < radiation_tolerance; // determine input resources conditions // - comparing against amounts in previous simulation step bool inputs = true; string missing_res = string.Empty; bool dis_WACO2 = false; foreach (ModuleResource input in resHandler.inputResources) { // combine WasteAtmosphere and CO2 if both exist if (input.name == "WasteAtmosphere" || input.name == "CarbonDioxide") { if (dis_WACO2 || vd.EnvBreathable) { continue; // skip if already checked or atmosphere is breathable } if (WACO2) { if (resources.GetResource(vessel, "WasteAtmosphere").Amount <= double.Epsilon && resources.GetResource(vessel, "CarbonDioxide").Amount <= double.Epsilon) { inputs = false; missing_res = "CarbonDioxide"; break; } dis_WACO2 = true; continue; } } if (resources.GetResource(vessel, input.name).Amount <= double.Epsilon) { inputs = false; missing_res = input.name; break; } } // if growing if (lighting && pressure && radiation && inputs) { // increase growth growth += crop_rate * Kerbalism.elapsed_s; growth = Math.Min(growth, 1.0); // notify the user when crop can be harvested if (growth >= 0.99) { Message.Post(Local.harvestedready_msg.Format("<b>" + vessel.vesselName + "</b>")); //Lib.BuildString("On <<1>> the crop is ready to be harvested") growth = 1.0; } } // update time-to-harvest tta = (1.0 - growth) / crop_rate; // update issues issue = !inputs?Lib.BuildString(Local.Greenhouse_resoucesmissing.Format(missing_res)) //"missing <<1>>" : !lighting ? Local.Greenhouse_issue1 //"insufficient lighting" : !pressure ? Local.Greenhouse_issue2 //"insufficient pressure" : !radiation ? Local.Greenhouse_issue3 //"excessive radiation" : string.Empty; } }
public void Execute(Vessel v, VesselData vd, VesselResources resources, double elapsed_s) { // store list of crew to kill List <ProtoCrewMember> deferred_kills = new List <ProtoCrewMember>(); // get input resource handler ResourceInfo res = input.Length > 0 ? resources.GetResource(v, input) : null; // determine message variant uint variant = vd.EnvTemperature < Settings.LifeSupportSurvivalTemperature ? 0 : 1u; // get product of all environment modifiers double k = Modifiers.Evaluate(v, vd, resources, modifiers); bool lifetime_enabled = PreferencesRadiation.Instance.lifetime; // for each crew foreach (ProtoCrewMember c in Lib.CrewList(v)) { // get kerbal data KerbalData kd = DB.Kerbal(c.name); // skip rescue kerbals if (kd.rescue) { continue; } // skip disabled kerbals if (kd.disabled) { continue; } // get kerbal property data from db RuleData rd = kd.Rule(name); rd.lifetime = lifetime_enabled && lifetime; // influence consumption by elapsed time double step = elapsed_s; // if interval-based if (interval > 0.0) { // accumulate time rd.time_since += elapsed_s; // determine number of intervals that has passed (can be 2 or more if elapsed_s > interval * 2) step = Math.Floor(rd.time_since / interval); // consume time rd.time_since -= step * interval; } // if there is a resource specified if (res != null && rate > double.Epsilon) { // get rate including per-kerbal variance double resRate = rate // consumption rate * Variance(name, c, individuality) // kerbal-specific variance * k; // product of environment modifiers // determine amount of resource to consume double required = resRate * step; // seconds elapsed or interval amount // remember if a meal is consumed/produced in this simulation step if (interval > 0.0) { double ratePerStep = resRate / interval; res.UpdateIntervalRule(-required, -ratePerStep, name); if (output.Length > 0) { ResourceCache.GetResource(v, output).UpdateIntervalRule(required * ratio, ratePerStep * ratio, name); } } // if continuous, or if one or more intervals elapsed if (step > 0.0) { // if there is no output if (output.Length == 0) { // simply consume (that is faster) res.Consume(required, name); } // if there is an output else { // transform input into output resource // - rules always dump excess overboard (because it is waste) ResourceRecipe recipe = new ResourceRecipe(name); recipe.AddInput(input, required); recipe.AddOutput(output, required * ratio, true); resources.AddRecipe(recipe); } } } // if continuous, or if one or more intervals elapsed if (step > 0.0) { // degenerate: // - if the environment modifier is not telling to reset (by being zero) // - if this rule is resource-less, or if there was not enough resource in the vessel if (k > 0.0 && (input.Length == 0 || res.Amount <= double.Epsilon)) { rd.problem += degeneration // degeneration rate per-second or per-interval * k // product of environment modifiers * step // seconds elapsed or by number of steps * Variance(name, c, variance); // kerbal-specific variance } // else slowly recover else { rd.problem *= 1.0 / (1.0 + Math.Max(interval, 1.0) * step * 0.002); } } bool do_breakdown = false; if (breakdown) { // don't do breakdowns and don't show stress message if disabled if (!PreferencesComfort.Instance.stressBreakdowns) { return; } // stress level double breakdown_probability = rd.problem / warning_threshold; breakdown_probability = Lib.Clamp(breakdown_probability, 0.0, 1.0); // use the stupidity of a kerbal. // however, nobody is perfect - not even a kerbal with a stupidity of 0. breakdown_probability *= c.stupidity * 0.6 + 0.4; // apply the weekly error rate breakdown_probability *= PreferencesComfort.Instance.stressBreakdownRate; // now we have the probability for one failure per week, based on the // individual stupidity and stress level of the kerbal. breakdown_probability = (breakdown_probability * elapsed_s) / (Lib.DaysInYear * Lib.HoursInDay * 3600); if (breakdown_probability > Lib.RandomDouble()) { do_breakdown = true; // we're stressed out and just made a major mistake, this further increases the stress level... rd.problem += warning_threshold * 0.05; // add 5% of the warning treshold to current stress level } } // kill kerbal if necessary if (rd.problem >= fatal_threshold) { #if DEBUG || DEVBUILD Lib.Log("Rule " + name + " kills " + c.name + " at " + rd.problem + " " + degeneration + "/" + k + "/" + step + "/" + Variance(name, c, variance)); #endif if (fatal_message.Length > 0) { Message.Post(breakdown ? Severity.breakdown : Severity.fatality, Lib.ExpandMsg(fatal_message, v, c, variant)); } if (breakdown) { do_breakdown = true; // move back between warning and danger level rd.problem = (warning_threshold + danger_threshold) * 0.5; // make sure next danger message is shown rd.message = 1; } else { deferred_kills.Add(c); } } // show messages else if (rd.problem >= danger_threshold && rd.message < 2) { if (danger_message.Length > 0) { Message.Post(Severity.danger, Lib.ExpandMsg(danger_message, v, c, variant)); } rd.message = 2; } else if (rd.problem >= warning_threshold && rd.message < 1) { if (warning_message.Length > 0) { Message.Post(Severity.warning, Lib.ExpandMsg(warning_message, v, c, variant)); } rd.message = 1; } else if (rd.problem < warning_threshold && rd.message > 0) { if (relax_message.Length > 0) { Message.Post(Severity.relax, Lib.ExpandMsg(relax_message, v, c, variant)); } rd.message = 0; } if (do_breakdown) { // trigger breakdown event Misc.Breakdown(v, c); } } // execute the deferred kills foreach (ProtoCrewMember c in deferred_kills) { Misc.Kill(v, c); } }
// Doesn't work since squad refactored the ModuleAsteroidInfo / ModuleAsteroidResource for Comets (in 1.10 ?), and was probably not working even before that. static void ProcessAsteroidDrill(Vessel v, ProtoPartSnapshot p, ProtoPartModuleSnapshot m, ModuleAsteroidDrill asteroid_drill, VesselResources resources, double elapsed_s) { // note: untested // note: ignore stock temperature mechanic of asteroid drills // note: ignore auto shutdown // note: 'undo' stock behavior by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation) // if active if (Lib.Proto.GetBool(m, "IsActivated")) { // get asteroid data ProtoPartModuleSnapshot asteroid_info = null; ProtoPartModuleSnapshot asteroid_resource = null; foreach (ProtoPartSnapshot pp in v.protoVessel.protoPartSnapshots) { if (asteroid_info == null) { asteroid_info = pp.modules.Find(k => k.moduleName == "ModuleAsteroidInfo"); } if (asteroid_resource == null) { asteroid_resource = pp.modules.Find(k => k.moduleName == "ModuleAsteroidResource"); } } // if there is actually an asteroid attached to this active asteroid drill (it should) if (asteroid_info != null && asteroid_resource != null) { // get some data double mass_threshold = Lib.Proto.GetDouble(asteroid_info, "massThresholdVal"); double mass = Lib.Proto.GetDouble(asteroid_info, "currentMassVal"); double abundance = Lib.Proto.GetDouble(asteroid_resource, "abundance"); string res_name = Lib.Proto.GetString(asteroid_resource, "resourceName"); double res_density = PartResourceLibrary.Instance.GetDefinition(res_name).density; // if asteroid isn't depleted if (mass > mass_threshold && abundance > double.Epsilon) { // deduce crew bonus int exp_level = -1; if (asteroid_drill.UseSpecialistBonus) { foreach (ProtoCrewMember c in Lib.CrewList(v)) { if (c.experienceTrait.Effects.Find(k => k.Name == asteroid_drill.ExperienceEffect) != null) { exp_level = Math.Max(exp_level, c.experienceLevel); } } } double exp_bonus = exp_level < 0 ? asteroid_drill.EfficiencyBonus * asteroid_drill.SpecialistBonusBase : asteroid_drill.EfficiencyBonus * (asteroid_drill.SpecialistBonusBase + (asteroid_drill.SpecialistEfficiencyFactor * (exp_level + 1))); // determine resource extracted double res_amount = abundance * asteroid_drill.Efficiency * exp_bonus * elapsed_s; // transform EC into mined resource ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.StockDrill); recipe.AddInput("ElectricCharge", asteroid_drill.PowerConsumption * elapsed_s); recipe.AddOutput(res_name, res_amount, true); resources.AddRecipe(recipe); // if there was ec // note: comparing against amount in previous simulation step if (resources.GetResource(v, "ElectricCharge").Amount > double.Epsilon) { // consume asteroid mass Lib.Proto.Set(asteroid_info, "currentMassVal", (mass - res_density * res_amount)); } } } // undo stock behavior by forcing last_update_time to now Lib.Proto.Set(m, "lastUpdateTime", Planetarium.GetUniversalTime()); } }
static void ProcessDrill(Vessel v, ProtoPartSnapshot p, ProtoPartModuleSnapshot m, ModuleResourceHarvester harvester, VesselResources resources, double elapsed_s) { // note: ignore stock temperature mechanic of harvesters // note: ignore auto shutdown // note: ignore depletion (stock seem to do the same) // note: 'undo' stock behavior by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation) // if active if (Lib.Proto.GetBool(m, "IsActivated")) { // do nothing if full // note: comparing against previous amount if (resources.GetResource(v, harvester.ResourceName).Level < harvester.FillAmount - double.Epsilon) { // deduce crew bonus int exp_level = -1; if (harvester.UseSpecialistBonus) { foreach (ProtoCrewMember c in Lib.CrewList(v)) { if (c.experienceTrait.Effects.Find(k => k.Name == harvester.ExperienceEffect) != null) { exp_level = Math.Max(exp_level, c.experienceLevel); } } } double exp_bonus = exp_level < 0 ? harvester.EfficiencyBonus * harvester.SpecialistBonusBase : harvester.EfficiencyBonus * (harvester.SpecialistBonusBase + (harvester.SpecialistEfficiencyFactor * (exp_level + 1))); // detect amount of ore in the ground AbundanceRequest request = new AbundanceRequest { Altitude = v.altitude, BodyId = v.mainBody.flightGlobalsIndex, CheckForLock = false, Latitude = v.latitude, Longitude = v.longitude, ResourceType = (HarvestTypes)harvester.HarvesterType, ResourceName = harvester.ResourceName }; double abundance = ResourceMap.Instance.GetAbundance(request); // if there is actually something (should be if active when unloaded) if (abundance > harvester.HarvestThreshold) { // create and commit recipe ResourceRecipe recipe = new ResourceRecipe(ResourceBroker.StockDrill); foreach (var ir in harvester.inputList) { recipe.AddInput(ir.ResourceName, ir.Ratio * elapsed_s); } recipe.AddOutput(harvester.ResourceName, abundance * harvester.Efficiency * exp_bonus * elapsed_s, true); resources.AddRecipe(recipe); } } // undo stock behavior by forcing last_update_time to now Lib.Proto.Set(m, "lastUpdateTime", Planetarium.GetUniversalTime()); } }
/// <summary> register deferred execution of a recipe (shortcut)</summary> public static void AddRecipe(Vessel v, ResourceRecipe recipe) { Get(v).AddRecipe(recipe); }
/// <summary> record deferred execution of a recipe (shortcut) </summary> public void AddRecipe(ResourceRecipe recipe) { recipes.Add(recipe); }
/// <summary> /// Main vessel resource simulation update method. /// Execute all recipes to get final deferred amounts, then for each resource apply deferred requests, /// synchronize the new amount in all parts and update ResourceInfo information properties (rates, brokers...) /// </summary> public void Sync(Vessel v, VesselData vd, double elapsed_s) { // execute all recorded recipes UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.Resource.ExecuteRecipes"); ResourceRecipe.ExecuteRecipes(v, this, recipes); UnityEngine.Profiling.Profiler.EndSample(); // forget the recipes recipes.Clear(); // apply all deferred requests and synchronize to vessel // PartResourceList is slow and VERY garbagey to iterate over (because it's a dictionary disguised as a list), // so acquiring a full list of all resources in a single loop is faster and less ram consuming than a // "n ResourceInfo" * "n parts" * "n PartResource" loop (can easily result in 1000+ calls to p.Resources.dict.Values) // It's also faster for unloaded vessels in the case of the ProtoPartResourceSnapshot lists, at the cost of a bit of garbage UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.Resource.SyncAll"); if (v.loaded) { Dictionary <string, List <PartResource> > resInfos = new Dictionary <string, List <PartResource> >(resources.Count); foreach (ResourceInfo resInfo in resources.Values) { resInfos.Add(resInfo.ResourceName, new List <PartResource>()); } foreach (Part p in v.Parts) { foreach (PartResource r in p.Resources.dict.Values) { if (r.flowState && resInfos.ContainsKey(r.resourceName)) { resInfos[r.resourceName].Add(r); } } } foreach (ResourceInfo resInfo in resources.Values) { resInfo.Sync(v, vd, elapsed_s, resInfos[resInfo.ResourceName], null); } } else { Dictionary <string, List <ProtoPartResourceSnapshot> > resInfos = new Dictionary <string, List <ProtoPartResourceSnapshot> >(resources.Count); foreach (ResourceInfo resInfo in resources.Values) { resInfos.Add(resInfo.ResourceName, new List <ProtoPartResourceSnapshot>()); } foreach (ProtoPartSnapshot p in v.protoVessel.protoPartSnapshots) { foreach (ProtoPartResourceSnapshot r in p.resources) { if (r.flowState && resInfos.ContainsKey(r.resourceName)) { resInfos[r.resourceName].Add(r); } } } foreach (ResourceInfo resInfo in resources.Values) { resInfo.Sync(v, vd, elapsed_s, null, resInfos[resInfo.ResourceName]); } } UnityEngine.Profiling.Profiler.EndSample(); }