public Vessel_info(Vessel v, UInt64 vessel_id, UInt64 inc) { // NOTE: anything used here can't in turn use cache, unless you know what you are doing // NOTE: you can't cache vessel position // at any point in time all vessel/body positions are relative to a different frame of reference // so comparing the current position of a vessel, with the cached one of another make no sense // 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 rescue mission vessel is_rescue = Misc.IsRescueMission(v); if (is_rescue) { return; } // dead EVA are not valid vessels if (EVA.IsDead(v)) { 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 Vector3d position = Lib.VesselPosition(v); // this should never happen again if (Vector3d.Distance(position, v.mainBody.position) < 1.0) { throw new Exception("Shit hit the fan for vessel " + v.vesselName); } // determine if there is enough EC for a powered state powered = ResourceCache.Info(v, "ElectricCharge").amount > double.Epsilon; // 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; // environment stuff atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir); gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude); underwater = Sim.Underwater(v); breathable = Sim.Breathable(v, underwater); landed = Lib.Landed(v); zerog = !landed && (!v.mainBody.atmosphere || v.mainBody.atmosphereDepth < v.altitude); if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f) { highspeedWarp(v); } // temperature at vessel position temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux); temp_diff = Sim.TempDiff(temperature, v.mainBody, landed); // radiation radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar); // extended atmosphere thermosphere = Sim.InsideThermosphere(v); exosphere = Sim.InsideExosphere(v); // malfunction stuff malfunction = Reliability.HasMalfunction(v); critical = Reliability.HasCriticalFailure(v); // communications info connection = new ConnectionInfo(v, powered, blackout); transmitting = Science.Transmitting(v, connection.linked && connection.rate > double.Epsilon); // habitat data volume = Habitat.Tot_volume(v); surface = Habitat.Tot_surface(v); pressure = Habitat.Pressure(v); evas = (uint)(Math.Max(0, ResourceCache.Info(v, "Nitrogen").amount - 330) / PreferencesLifeSupport.Instance.evaAtmoLoss); poisoning = Habitat.Poisoning(v); humidity = Habitat.Humidity(v); shielding = Habitat.Shielding(v); living_space = Habitat.Living_space(v); volume_per_crew = Habitat.Volume_per_crew(v); comforts = new Comforts(v, landed, crew_count > 1, connection.linked && connection.rate > double.Epsilon); // data about greenhouses greenhouses = Greenhouse.Greenhouses(v); // other stuff gravioli = Sim.Graviolis(v); }
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 // NOTE: you can't cache vessel position // at any point in time all vessel/body positions are relative to a different frame of reference // so comparing the current position of a vessel, with the cached one of another make no sense // 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 rescue mission vessel is_rescue = Misc.IsRescueMission(v); if (is_rescue) return; // dead EVA are not valid vessels if (EVA.IsDead(v)) 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 Vector3d position = Lib.VesselPosition(v); // this should never happen again if (Vector3d.Distance(position, v.mainBody.position) < 1.0) { throw new Exception("Shit hit the fan for vessel " + v.vesselName); } // 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; // at the two highest timewarp speed, the number of sun visibility samples drop to the point that // the quantization error first became noticeable, and then exceed 100% // to solve this, we switch to an analytical estimation of the portion of orbit that was in sunlight // - we check against timewarp rate, instead of index, to avoid issues during timewarp blending if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f) { sunlight = 1.0 - Sim.ShadowPeriod(v) / Sim.OrbitalPeriod(v); } // environment stuff atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir); gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude); underwater = Sim.Underwater(v); breathable = Sim.Breathable(v, underwater); landed = Lib.Landed(v); // temperature at vessel position temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux); temp_diff = Sim.TempDiff(temperature, v.mainBody, landed); // radiation radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar); // extended atmosphere thermosphere = Sim.InsideThermosphere(v); exosphere = Sim.InsideExosphere(v); // malfunction stuff malfunction = Reliability.HasMalfunction(v); critical = Reliability.HasCriticalFailure(v); // signal info antenna = new AntennaInfo(v); avoid_inf_recursion.Add(v.id); connection = Signal.connection(v, position, antenna, blackout, avoid_inf_recursion); transmitting = Science.transmitting(v, connection.linked); relaying = Signal.relaying(v, avoid_inf_recursion); avoid_inf_recursion.Remove(v.id); // habitat data volume = Habitat.tot_volume(v); surface = Habitat.tot_surface(v); pressure = Habitat.pressure(v); poisoning = Habitat.poisoning(v); shielding = Habitat.shielding(v); living_space = Habitat.living_space(v); comforts = new Comforts(v, landed, crew_count > 1, connection.linked); // data about greenhouses greenhouses = Greenhouse.Greenhouses(v); // other stuff gravioli = Sim.Graviolis(v); }
private void EvaluateEnvironment(double elapsedSeconds) { UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.EvaluateStatus"); // we use analytic mode if more than 2 minutes of game time has passed since last evaluation (~ x6000 timewarp speed) isAnalytic = elapsedSeconds > 120.0; // get vessel position Vector3d position = Lib.VesselPosition(Vessel); // this should never happen again if (Vector3d.Distance(position, Vessel.mainBody.position) < 1.0) { throw new Exception("Shit hit the fan for vessel " + Vessel.vesselName); } // situation underwater = Sim.Underwater(Vessel); breathable = Sim.Breathable(Vessel, EnvUnderwater); landed = Lib.Landed(Vessel); inAtmosphere = Vessel.mainBody.atmosphere && Vessel.altitude < Vessel.mainBody.atmosphereDepth; zeroG = !EnvLanded && !inAtmosphere; visibleBodies = Sim.GetLargeBodies(position); // get solar info (with multiple stars / Kopernicus support) // get the 'visibleBodies' and 'sunsInfo' lists, the 'mainSun', 'solarFluxTotal' variables. // require the situation variables to be evaluated first UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Sunlight"); SunInfo.UpdateSunsInfo(this, position); UnityEngine.Profiling.Profiler.EndSample(); sunBodyAngle = Sim.SunBodyAngle(Vessel, position, mainSun.SunData.body); // temperature at vessel position UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Temperature"); temperature = Sim.Temperature(Vessel, position, solarFluxTotal, out albedoFlux, out bodyFlux, out totalFlux); tempDiff = Sim.TempDiff(EnvTemperature, Vessel.mainBody, EnvLanded); UnityEngine.Profiling.Profiler.EndSample(); // radiation UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Radiation"); gammaTransparency = Sim.GammaTransparency(Vessel.mainBody, Vessel.altitude); bool new_innerBelt, new_outerBelt, new_magnetosphere; radiation = Radiation.Compute(Vessel, position, EnvGammaTransparency, mainSun.SunlightFactor, out blackout, out new_magnetosphere, out new_innerBelt, out new_outerBelt, out interstellar, out shieldedRadiation); if (new_innerBelt != innerBelt || new_outerBelt != outerBelt || new_magnetosphere != magnetosphere) { innerBelt = new_innerBelt; outerBelt = new_outerBelt; magnetosphere = new_magnetosphere; if (Evaluated) { API.OnRadiationFieldChanged.Notify(Vessel, innerBelt, outerBelt, magnetosphere); } } UnityEngine.Profiling.Profiler.EndSample(); thermosphere = Sim.InsideThermosphere(Vessel); exosphere = Sim.InsideExosphere(Vessel); inStorm = Storm.InProgress(Vessel); vesselSituations.Update(); // other stuff gravioli = Sim.Graviolis(Vessel); UnityEngine.Profiling.Profiler.EndSample(); }
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); }