// ctor
        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
            if (Features.KCommNet)
            {
                antenna = Cache.AntennaInfo(v);
                avoid_inf_recursion.Add(v.id);
            }
            else
            {
                kAntenna = new KAntennaInfo(v);
                avoid_inf_recursion.Add(v.id);
            }
            // TODO: Need to create a Signal integrated with CommNet
            connection   = Signal.Connection(v, position, kAntenna, 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.Total_Volume(v);
            surface      = Habitat.Total_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, true); // TODO: replace 'true' for connection.linked

            // data about greenhouses
            greenhouses = Greenhouse.Greenhouses(v);

            // other stuff
            gravioli = Sim.Graviolis(v);
        }
예제 #2
0
        void FixedUpdate()
        {
            // remove control locks in any case
            Misc.clearLocks();

            // do nothing if paused
            if (Lib.IsPaused())
            {
                return;
            }

            // maintain elapsed_s, converting to double only once
            // and detect warp blending
            double fixedDeltaTime = TimeWarp.fixedDeltaTime;

            if (Math.Abs(fixedDeltaTime - elapsed_s) > double.Epsilon)
            {
                warp_blending = 0;
            }
            else
            {
                ++warp_blending;
            }
            elapsed_s = fixedDeltaTime;

            // evict oldest entry from vessel cache
            Cache.update();

            // store info for oldest unloaded vessel
            double           last_time      = 0.0;
            Vessel           last_v         = null;
            vessel_info      last_vi        = null;
            VesselData       last_vd        = null;
            vessel_resources last_resources = null;

            // for each vessel
            foreach (Vessel v in FlightGlobals.Vessels)
            {
                // get vessel info from the cache
                vessel_info vi = Cache.VesselInfo(v);

                // set locks for active vessel
                if (v.isActiveVessel)
                {
                    Misc.setLocks(v, vi);
                }

                // maintain eva dead animation and helmet state
                if (v.loaded && v.isEVA)
                {
                    EVA.update(v);
                }

                // keep track of resque mission kerbals, and gift resources to their vessels on discovery
                if (v.loaded && vi.is_vessel)
                {
                    // manage resque mission mechanics
                    Misc.manageResqueMission(v);
                }

                // do nothing else for invalid vessels
                if (!vi.is_valid)
                {
                    continue;
                }

                // get vessel data from db
                VesselData vd = DB.Vessel(v);

                // get resource cache
                vessel_resources resources = ResourceCache.Get(v);

                // if loaded
                if (v.loaded)
                {
                    // show belt warnings
                    Radiation.beltWarnings(v, vi, vd);

                    // update storm data
                    Storm.update(v, vi, vd, elapsed_s);

                    // show signal warnings
                    Signal.update(v, vi, vd, elapsed_s);

                    // consume ec for transmission, and transmit science data
                    Science.update(v, vi, vd, resources, elapsed_s);

                    // apply rules
                    Profile.Execute(v, vi, vd, resources, elapsed_s);

                    // apply deferred requests
                    resources.Sync(v, elapsed_s);

                    // call automation scripts
                    vd.computer.automate(v, vi, resources);

                    // remove from unloaded data container
                    unloaded.Remove(vi.id);
                }
                // if unloaded
                else
                {
                    // get unloaded data, or create an empty one
                    unloaded_data ud;
                    if (!unloaded.TryGetValue(vi.id, out ud))
                    {
                        ud = new unloaded_data();
                        unloaded.Add(vi.id, ud);
                    }

                    // accumulate time
                    ud.time += elapsed_s;

                    // maintain oldest entry
                    if (ud.time > last_time)
                    {
                        last_time      = ud.time;
                        last_v         = v;
                        last_vi        = vi;
                        last_vd        = vd;
                        last_resources = resources;
                    }
                }
            }


            // if the oldest unloaded vessel was selected
            if (last_v != null)
            {
                // show belt warnings
                Radiation.beltWarnings(last_v, last_vi, last_vd);

                // update storm data
                Storm.update(last_v, last_vi, last_vd, last_time);

                // show signal warnings
                Signal.update(last_v, last_vi, last_vd, last_time);

                // consume ec for transmission, and transmit science
                Science.update(last_v, last_vi, last_vd, last_resources, last_time);

                // apply rules
                Profile.Execute(last_v, last_vi, last_vd, last_resources, last_time);

                // simulate modules in background
                Background.update(last_v, last_vi, last_vd, last_resources, last_time);

                // apply deferred requests
                last_resources.Sync(last_v, last_time);

                // call automation scripts
                last_vd.computer.automate(last_v, last_vi, last_resources);

                // remove from unloaded data container
                unloaded.Remove(last_vi.id);
            }

            // update storm data for one body per-step
            storm_bodies.ForEach(k => k.time += elapsed_s);
            storm_data sd = storm_bodies[storm_index];

            Storm.update(sd.body, sd.time);
            sd.time     = 0.0;
            storm_index = (storm_index + 1) % storm_bodies.Count;
        }