Пример #1
0
  GUIContent indicator_ec(Vessel v)
  {
    double amount = Lib.GetResourceAmount(v, "ElectricCharge");
    double capacity = Lib.GetResourceCapacity(v, "ElectricCharge");
    double level = capacity > 0.0 ? amount / capacity : 1.0;

    GUIContent state = new GUIContent();
    state.tooltip = capacity > 0.0 ? "EC: " + (level * 100.0).ToString("F0") + "%" : "";
    state.image = icon_battery_nominal;

    double low_threshold = 0.15;
    foreach(var p in Kerbalism.rules)
    {
      Rule r = p.Value;
      if (r.resource_name == "ElectricCharge")
      {
        low_threshold = r.low_threshold;
        break;
      }
    }

    if (level <= double.Epsilon) state.image = icon_battery_danger;
    else if (level <= low_threshold) state.image = icon_battery_warning;
    return state;
  }
Пример #2
0
 // calculate a cache entry for the vessel
 static vessel_info Compute(Vessel v)
 {
   vessel_info info = new vessel_info();
   info.position = Lib.VesselPosition(v);
   info.sunlight = Sim.RaytraceBody(v, Sim.Sun(), out info.sun_dir, out info.sun_dist);
   info.temperature = Sim.Temperature(v, info.sunlight);
   info.cosmic_radiation = Radiation.CosmicRadiation(v);
   info.belt_radiation = Radiation.BeltRadiation(v);
   info.storm_radiation = Radiation.StormRadiation(v, info.sunlight);
   info.env_radiation = info.cosmic_radiation + info.belt_radiation + info.storm_radiation;
   info.breathable = Sim.Breathable(v);
   foreach(var p in Kerbalism.rules)
   {
     Rule r = p.Value;
     if (r.resource_name.Length > 0)
     {
       var vmon = new vmon_cache();
       vmon.depletion = r.EstimateLifetime(v);
       double amount = Lib.GetResourceAmount(v, r.resource_name);
       double capacity = Lib.GetResourceCapacity(v, r.resource_name);
       vmon.level = capacity > double.Epsilon ? amount / capacity : 1.0; //< level is 1 with no capacity
       info.vmon.Add(p.Value.name, vmon);
     }
   }
   return info;
 }
Пример #3
0
  public static radiation_data analyze_radiation(List<Part> parts, environment_data env, crew_data crew)
  {
    // store data
    radiation_data radiation = new radiation_data();

    // scan the parts
    foreach(Part p in parts)
    {
      // accumulate shielding amount and capacity
      radiation.shielding_amount += Lib.GetResourceAmount(p, "Shielding");
      radiation.shielding_capacity += Lib.GetResourceCapacity(p, "Shielding");
    }

    // calculate radiation data
    double shielding = Radiation.Shielding(radiation.shielding_amount, radiation.shielding_capacity);
    double belt_strength = Settings.BeltRadiation * Radiation.Dynamo(env.body) * 0.5; //< account for the 'ramp'
    if (crew.capacity > 0)
    {
      radiation.life_expectancy = new double[]
      {
        Settings.RadiationFatalThreshold / (Settings.CosmicRadiation * (1.0 - shielding)),
        Settings.RadiationFatalThreshold / (Settings.StormRadiation * (1.0 - shielding)),
        Radiation.HasBelt(env.body) ? Settings.RadiationFatalThreshold / (belt_strength * (1.0 - shielding)) : double.NaN
      };
    }
    else
    {
      radiation.life_expectancy = new double[]{double.NaN, double.NaN, double.NaN};
    }

    // return data
    return radiation;
  }
Пример #4
0
        public static double Shielding(ConnectedLivingSpace.ICLSSpace space)
        {
            double amount   = 0.0;
            double capacity = 0.0;

            foreach (var part in space.Parts)
            {
                amount   += Lib.GetResourceAmount(part.Part, "Shielding");
                capacity += Lib.GetResourceCapacity(part.Part, "Shielding");
            }
            return(Shielding(amount, capacity));
        }
Пример #5
0
  GUIContent indicator_ec(Vessel v)
  {
    // note: if there isn't ec capacity, show danger

    double amount = Lib.GetResourceAmount(v, "ElectricCharge");
    double capacity = Lib.GetResourceCapacity(v, "ElectricCharge");
    double level = capacity > 0.0 ? amount / capacity : 0.0;

    GUIContent state = new GUIContent();
    state.tooltip = "EC: " + (level * 100.0).ToString("F0") + "%";
    if (level <= Settings.ResourceDangerThreshold) state.image = icon_battery_danger;
    else if (level <= Settings.ResourceWarningThreshold) state.image = icon_battery_warning;
    else state.image = icon_battery_nominal;
    return state;
  }
Пример #6
0
 public void Update()
 {
     Animation[] anim = this.part.FindModelAnimators(animation_name);
     if (anim.Length > 0)
     {
         double ls           = Lib.GetResourceAmount(this.part, resource_name);
         double capacity     = Lib.GetResourceCapacity(this.part, resource_name);
         double red_capacity = capacity * threshold;
         if (ls <= red_capacity && green_status)
         {
             anim[0][animation_name].normalizedTime = 0.0f;
             anim[0][animation_name].speed          = Math.Abs(anim[0][animation_name].speed);
             anim[0].Play(animation_name);
             green_status = false;
         }
         if (ls > red_capacity && !green_status)
         {
             anim[0][animation_name].normalizedTime = 1.0f;
             anim[0][animation_name].speed          = -Math.Abs(anim[0][animation_name].speed);
             anim[0].Play(animation_name);
             green_status = true;
         }
     }
 }
Пример #7
0
  GUIContent indicator_supplies(Vessel v, List<Scrubber> scrubbers, List<Greenhouse> greenhouses)
  {
    // get food & oxygen info
    double food_amount = Lib.GetResourceAmount(v, "Food");
    double food_capacity = Lib.GetResourceCapacity(v, "Food");
    double food_level = food_capacity > 0.0 ? food_amount / food_capacity : 1.0;
    double oxygen_amount = Lib.GetResourceAmount(v, "Oxygen");
    double oxygen_capacity = Lib.GetResourceCapacity(v, "Oxygen");
    double oxygen_level = oxygen_capacity > 0.0 ? oxygen_amount / oxygen_capacity : 1.0;
    double level = Math.Min(food_level, oxygen_level);

    // store the icon and tooltip
    GUIContent state = new GUIContent();

    // choose an icon
    if (level <= Settings.ResourceDangerThreshold) state.image = icon_supplies_danger;
    else if (level <= Settings.ResourceWarningThreshold) state.image = icon_supplies_warning;
    else state.image = icon_supplies_nominal;

    // if there is someone on board
    List<string> tooltips = new List<string>();
    int crew_count = Lib.CrewCount(v);
    if (crew_count > 0)
    {
      // get oxygen recycled by scrubbers
      double oxygen_recycled = 0.0;
      double ec_left = Lib.GetResourceAmount(v, "ElectricCharge");
      double co2_left = Lib.GetResourceAmount(v, "CO2");
      foreach(Scrubber scrubber in scrubbers)
      {
        if (scrubber.is_enabled)
        {
          double co2_consumed = Math.Max(co2_left, scrubber.co2_rate);
          ec_left -= scrubber.ec_rate;
          co2_left -= co2_consumed;
          if (ec_left > -double.Epsilon && co2_left > -double.Epsilon) oxygen_recycled += co2_consumed * scrubber.efficiency;
          else break;
        }
      }

      // calculate time until depletion for food
      double food_consumption = (double)crew_count * Settings.FoodPerMeal / Settings.MealFrequency;
      if (food_capacity > double.Epsilon && food_consumption > double.Epsilon)
      {
        double food_depletion = food_amount / food_consumption;
        tooltips.Add(food_amount / food_capacity > Settings.ResourceDangerThreshold
          ? "Food: <b>" + (food_level * 100.0).ToString("F0") + "%, </b>deplete in <b>" + Lib.HumanReadableDuration(food_depletion) + "</b>"
          : "Food: <b>depleted</b>");
      }

      // calculate time until depletion for oxygen
      double oxygen_consumption = !LifeSupport.BreathableAtmosphere(v) ? (double)crew_count * Settings.OxygenPerSecond - oxygen_recycled : 0.0;
      if (oxygen_capacity > double.Epsilon && oxygen_consumption > double.Epsilon)
      {
        double oxygen_depletion = oxygen_amount / oxygen_consumption;
        tooltips.Add(oxygen_amount / oxygen_capacity > Settings.ResourceDangerThreshold
          ? "Oxygen: <b>" + (oxygen_level * 100.0).ToString("F0") + "%, </b>deplete in <b>" + Lib.HumanReadableDuration(oxygen_depletion) + "</b>"
          : "Oxygen: <b>depleted</b>");
      }
    }
    state.tooltip = string.Join("\n", tooltips.ToArray());
    return state;
  }
Пример #8
0
 // return percentage of radiations blocked by shielding
 public static double Shielding(Vessel v)
 {
     return(Shielding(Lib.GetResourceAmount(v, "Shielding"), Lib.GetResourceCapacity(v, "Shielding")));
 }
Пример #9
0
        void resourceWarnings()
        {
            // for each vessel
            foreach (Vessel v in FlightGlobals.Vessels)
            {
                // skip invalid vessels
                if (!Lib.IsVessel(v))
                {
                    continue;
                }

                // skip resque missions
                if (Lib.IsResqueMission(v))
                {
                    continue;
                }

                // skip dead eva kerbal
                if (EVA.IsDead(v))
                {
                    continue;
                }

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

                // get EC amount and capacity
                double ec_amount   = Lib.GetResourceAmount(v, "ElectricCharge");
                double ec_capacity = Lib.GetResourceCapacity(v, "ElectricCharge");
                double ec_perc     = ec_capacity > 0.0 ? ec_amount / ec_capacity : 0.0;

                // if it has EC capacity
                if (ec_capacity > 0.0)
                {
                    // check EC thresholds and show messages
                    if (ec_perc <= Settings.ResourceDangerThreshold && vd.msg_ec < 2)
                    {
                        if (vd.cfg_ec == 1)
                        {
                            Message.Post(Severity.danger, VesselEvent.ec, v);
                        }
                        vd.msg_ec = 2;
                    }
                    else if (ec_perc <= Settings.ResourceWarningThreshold && vd.msg_ec < 1)
                    {
                        if (vd.cfg_ec == 1)
                        {
                            Message.Post(Severity.warning, VesselEvent.ec, v);
                        }
                        vd.msg_ec = 1;
                    }
                    else if (ec_perc > Settings.ResourceWarningThreshold && vd.msg_ec > 0)
                    {
                        if (vd.cfg_ec == 1)
                        {
                            Message.Post(Severity.relax, VesselEvent.ec, v);
                        }
                        vd.msg_ec = 0;
                    }
                }

                // get food amount and capacity
                double food_amount   = Lib.GetResourceAmount(v, "Food");
                double food_capacity = Lib.GetResourceCapacity(v, "Food");
                double food_perc     = food_capacity > 0.0 ? food_amount / food_capacity : 0.0;

                // if it has food capacity
                if (food_capacity > 0.0)
                {
                    // check food thresholds and show messages
                    // note: no warnings at prelaunch
                    if (food_perc <= Settings.ResourceDangerThreshold && vd.msg_food < 2)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.danger, VesselEvent.food, v);
                        }
                        vd.msg_food = 2;
                    }
                    else if (food_perc <= Settings.ResourceWarningThreshold && vd.msg_food < 1)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.warning, VesselEvent.food, v);
                        }
                        vd.msg_food = 1;
                    }
                    else if (food_perc > Settings.ResourceWarningThreshold && vd.msg_food > 0)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.relax, VesselEvent.food, v);
                        }
                        vd.msg_food = 0;
                    }
                }

                // get oxygen amount and capacity
                double oxygen_amount   = Lib.GetResourceAmount(v, "Oxygen");
                double oxygen_capacity = Lib.GetResourceCapacity(v, "Oxygen");
                double oxygen_perc     = oxygen_capacity > 0.0 ? oxygen_amount / oxygen_capacity : 0.0;

                // if it has oxygen capacity
                if (oxygen_capacity > 0.0)
                {
                    // check oxygen thresholds and show messages
                    // note: no warnings at prelaunch
                    if (oxygen_perc <= Settings.ResourceDangerThreshold && vd.msg_oxygen < 2)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.danger, VesselEvent.oxygen, v);
                        }
                        vd.msg_oxygen = 2;
                    }
                    else if (oxygen_perc <= Settings.ResourceWarningThreshold && vd.msg_oxygen < 1)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.warning, VesselEvent.oxygen, v);
                        }
                        vd.msg_oxygen = 1;
                    }
                    else if (oxygen_perc > Settings.ResourceWarningThreshold && vd.msg_oxygen > 0)
                    {
                        if (vd.cfg_supply == 1 && v.situation != Vessel.Situations.PRELAUNCH)
                        {
                            Message.Post(Severity.relax, VesselEvent.oxygen, v);
                        }
                        vd.msg_oxygen = 0;
                    }
                }
            }
        }
Пример #10
0
  // called at every simulation step
  public void FixedUpdate()
  {
    // do nothing if paused
    if (Lib.IsPaused()) return;

    // do nothing if DB isn't ready
    if (!DB.Ready()) return;

    // for each vessel
    foreach(Vessel vessel in FlightGlobals.Vessels)
    {
      // skip invalid vessels
      if (!Lib.IsVessel(vessel)) continue;

      // skip loaded vessels
      if (vessel.loaded) continue;

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

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

      // calculate atmospheric factor (proportion of flux not blocked by atmosphere)
      double atmo_factor = Sim.AtmosphereFactor(vessel.mainBody, info.position, info.sun_dir);

      // for each part
      foreach(ProtoPartSnapshot part in vessel.protoVessel.protoPartSnapshots)
      {
        // get part prefab (required for module properties)
        Part part_prefab = PartLoader.getPartInfoByName(part.partName).partPrefab;

        // store index of ModuleResourceConverter to process
        // rationale: a part can contain multiple resource converters
        int converter_index = 0;

        // for each module
        foreach(ProtoPartModuleSnapshot module in part.modules)
        {
          // something weird is going on, skip this
          if (!part_prefab.Modules.Contains(module.moduleName)) continue;

          // command module
          if (module.moduleName == "ModuleCommand")
          {
            // get module from prefab
            ModuleCommand command = part_prefab.Modules.GetModules<ModuleCommand>()[0];

            // do not consume if this is a MCM with no crew
            // rationale: for consistency, the game doesn't consume resources for MCM without crew in loaded vessels
            //            this make some sense: you left a vessel with some battery and nobody on board, you expect it to not consume EC
            if (command.minimumCrew == 0 || part.protoModuleCrew.Count > 0)
            {
              // for each input resource
              foreach(ModuleResource ir in command.inputResources)
              {
                // consume the resource
                Lib.RequestResource(vessel, ir.name, ir.rate * TimeWarp.fixedDeltaTime);
              }
            }
          }
          // solar panel
          else if (module.moduleName == "ModuleDeployableSolarPanel")
          {
            // determine if extended
            bool extended = module.moduleValues.GetValue("stateString") == ModuleDeployableSolarPanel.panelStates.EXTENDED.ToString();

            // if in sunlight and extended
            if (info.sunlight && extended)
            {
              // get module from prefab
              ModuleDeployableSolarPanel panel = part_prefab.Modules.GetModules<ModuleDeployableSolarPanel>()[0];

              // produce electric charge
              Lib.RequestResource(vessel, "ElectricCharge", -PanelOutput(vessel, part, panel, info.sun_dir, info.sun_dist, atmo_factor) * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
            }
          }
          // generator
          // note: assume generators require all input
          else if (module.moduleName == "ModuleGenerator")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("generatorIsActive"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleGenerator generator = part_prefab.Modules.GetModules<ModuleGenerator>()[0];

              // determine if vessel is full of all output resources
              bool full = true;
              foreach(var or in generator.outputList)
              {
                double amount = Lib.GetResourceAmount(vessel, or.name);
                double capacity = Lib.GetResourceCapacity(vessel, or.name);
                double perc = capacity > 0.0 ? amount / capacity : 0.0;
                full &= (perc >= 1.0 - double.Epsilon);
              }

              // if not full
              if (!full)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in generator.inputList)
                {
                  double required = ir.rate * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.name);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in generator.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.name, ir.rate * worst_input * TimeWarp.fixedDeltaTime);
                }

                // for each output resource
                foreach(var or in generator.outputList)
                {
                  // produce the resource
                  Lib.RequestResource(vessel, or.name, -or.rate * worst_input * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
                }
              }
            }
          }
          // converter
          // note: support multiple resource converters
          // note: ignore stock temperature mechanic of converters
          // note: ignore autoshutdown
          // note: ignore crew experience bonus (seem that stock ignore it too)
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          // note: support PlanetaryBaseSystem converters
          // note: support NearFuture reactors
          else if (module.moduleName == "ModuleResourceConverter" || module.moduleName == "ModuleKPBSConverter" || module.moduleName == "FissionReactor")
          {
            // get module from prefab
            ModuleResourceConverter converter = part_prefab.Modules.GetModules<ModuleResourceConverter>()[converter_index++];

            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // determine if vessel is full of all output resources
              bool full = true;
              foreach(var or in converter.outputList)
              {
                double amount = Lib.GetResourceAmount(vessel, or.ResourceName);
                double capacity = Lib.GetResourceCapacity(vessel, or.ResourceName);
                double perc = capacity > 0.0 ? amount / capacity : 0.0;
                full &= (perc >= converter.FillAmount - double.Epsilon);
              }

              // if not full
              if (!full)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in converter.inputList)
                {
                  double required = ir.Ratio * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.ResourceName);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in converter.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.ResourceName, ir.Ratio * worst_input * TimeWarp.fixedDeltaTime);
                }

                // for each output resource
                foreach(var or in converter.outputList)
                {
                  // produce the resource
                  Lib.RequestResource(vessel, or.ResourceName, -or.Ratio * worst_input * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
                }
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // drill
          // note: ignore stock temperature mechanic of harvesters
          // note: ignore autoshutdown
          // note: ignore depletion (stock seem to do the same)
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          else if (module.moduleName == "ModuleResourceHarvester")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleResourceHarvester harvester = part_prefab.Modules.GetModules<ModuleResourceHarvester>()[0];

              // [disabled] reason: not working
              // deduce crew bonus
              /*double experience_bonus = 0.0;
              if (harvester.UseSpecialistBonus)
              {
                foreach(ProtoCrewMember c in vessel.protoVessel.GetVesselCrew())
                {
                  experience_bonus = Math.Max(experience_bonus, (c.trait == harvester.Specialty) ? (double)c.experienceLevel : 0.0);
                }
              }*/
              const double crew_bonus = 1.0; //harvester.SpecialistBonusBase + (experience_bonus + 1.0) * harvester.SpecialistEfficiencyFactor;

              // detect amount of ore in the ground
              AbundanceRequest request = new AbundanceRequest
              {
                Altitude = vessel.altitude,
                BodyId = vessel.mainBody.flightGlobalsIndex,
                CheckForLock = false,
                Latitude = vessel.latitude,
                Longitude = vessel.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)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in harvester.inputList)
                {
                  double required = ir.Ratio * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.ResourceName);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in harvester.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.ResourceName, ir.Ratio * worst_input * TimeWarp.fixedDeltaTime);
                }

                // determine resource produced
                double res = abundance * harvester.Efficiency * crew_bonus * worst_input * Malfunction.Penalty(part);

                // accumulate ore
                Lib.RequestResource(vessel, harvester.ResourceName, -res * TimeWarp.fixedDeltaTime);
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // asteroid drill
          // note: untested
          // note: ignore stock temperature mechanic of asteroid drills
          // note: ignore autoshutdown
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          else if (module.moduleName == "ModuleAsteroidDrill")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleAsteroidDrill asteroid_drill = part_prefab.Modules.GetModules<ModuleAsteroidDrill>()[0];

              // [disabled] reason: not working
              // deduce crew bonus
              /*double experience_bonus = 0.0;
              if (asteroid_drill.UseSpecialistBonus)
              {
                foreach(ProtoCrewMember c in vessel.protoVessel.GetVesselCrew())
                {
                  experience_bonus = Math.Max(experience_bonus, (c.trait == asteroid_drill.Specialty) ? (double)c.experienceLevel : 0.0);
                }
              }*/
              const double crew_bonus = 1.0; //asteroid_drill.SpecialistBonusBase + (experience_bonus + 1.0) * asteroid_drill.SpecialistEfficiencyFactor;

              // get asteroid data
              ProtoPartModuleSnapshot asteroid_info = null;
              ProtoPartModuleSnapshot asteroid_resource = null;
              foreach(ProtoPartSnapshot p in vessel.protoVessel.protoPartSnapshots)
              {
                if (asteroid_info == null) asteroid_info = p.modules.Find(k => k.moduleName == "ModuleAsteroidInfo");
                if (asteroid_resource == null) asteroid_resource = p.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 = Convert.ToDouble(asteroid_info.moduleValues.GetValue("massThresholdVal"));
                double mass = Convert.ToDouble(asteroid_info.moduleValues.GetValue("currentMassVal"));
                double abundance = Convert.ToDouble(asteroid_resource.moduleValues.GetValue("abundance"));
                string res_name = asteroid_resource.moduleValues.GetValue("resourceName");
                double res_density = PartResourceLibrary.Instance.GetDefinition(res_name).density;

                // if asteroid isn't depleted
                if (mass > mass_threshold && abundance > double.Epsilon)
                {
                  // consume EC
                  double ec_required = asteroid_drill.PowerConsumption * TimeWarp.fixedDeltaTime;
                  double ec_consumed = Lib.RequestResource(vessel, "ElectricCharge", ec_required);
                  double ec_ratio = ec_consumed / ec_required;

                  // determine resource extracted
                  double res_amount = abundance * asteroid_drill.Efficiency * crew_bonus * ec_ratio * TimeWarp.fixedDeltaTime;

                  // produce mined resource
                  Lib.RequestResource(vessel, res_name, -res_amount);

                  // consume asteroid mass
                  asteroid_info.moduleValues.SetValue("currentMassVal", (mass - res_density * res_amount).ToString());
                }
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // science lab
          // note: we are only simulating the EC consumption
          // note: there is no easy way to 'stop' the lab when there isn't enough EC
          else if (module.moduleName == "ModuleScienceConverter")
          {
            // get module from prefab
            ModuleScienceConverter lab = part_prefab.Modules.GetModules<ModuleScienceConverter>()[0];

            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              Lib.RequestResource(vessel, "ElectricCharge", lab.powerRequirement * TimeWarp.fixedDeltaTime);
            }
          }
          // SCANSAT support
          else if (module.moduleName == "SCANsat" || module.moduleName == "ModuleSCANresourceScanner")
          {
            // get ec consumption rate
            PartModule scansat = part_prefab.Modules[module.moduleName];
            double power = Lib.ReflectionValue<float>(scansat, "power");
            double ec_required = power * TimeWarp.fixedDeltaTime;
            bool is_scanning = Lib.GetProtoValue<bool>(module, "scanning");
            bool was_disabled = vd.scansat_id.Contains(part.flightID);

            // if its scanning
            if (Lib.GetProtoValue<bool>(module, "scanning"))
            {
              // consume ec
              double ec_consumed = Lib.RequestResource(vessel, "ElectricCharge", ec_required);

              // if there isn't enough ec
              if (ec_consumed < ec_required * 0.99 && ec_required > double.Epsilon)
              {
                // unregister scanner
                SCANsat.stopScanner(vessel, module, part_prefab);

                // remember disabled scanner
                vd.scansat_id.Add(part.flightID);

                // give the user some feedback
                if (DB.VesselData(vessel.id).cfg_ec == 1)
                  Message.Post("SCANsat sensor was disabled on <b>" + vessel.vesselName + "</b>");
              }
            }
            // if it was disabled
            else if (vd.scansat_id.Contains(part.flightID))
            {
              // if there is enough ec
              double ec_amount = Lib.GetResourceAmount(vessel, "ElectricCharge");
              double ec_capacity = Lib.GetResourceCapacity(vessel, "ElectricCharge");
              if (ec_capacity > double.Epsilon && ec_amount / ec_capacity > 0.25) //< re-enable at 25% EC
              {
                // re-enable the scanner
                SCANsat.resumeScanner(vessel, module, part_prefab);

                // give the user some feedback
                if (DB.VesselData(vessel.id).cfg_ec == 1)
                  Message.Post("SCANsat sensor resumed operations on <b>" + vessel.vesselName + "</b>");
              }
            }

            // forget active scanners
            if (Lib.GetProtoValue<bool>(module, "scanning")) vd.scansat_id.Remove(part.flightID);
          }
          // NearFutureSolar support
          // note: we assume deployed, this is a current limitation
          else if (module.moduleName == "ModuleCurvedSolarPanel")
          {
            // if in sunlight
            if (info.sunlight)
            {
              PartModule curved_panel = part_prefab.Modules[module.moduleName];
              double output = CurvedPanelOutput(vessel, part, part_prefab, curved_panel, info.sun_dir, info.sun_dist, atmo_factor) * Malfunction.Penalty(part);
              Lib.RequestResource(vessel, "ElectricCharge", -output * TimeWarp.fixedDeltaTime);
            }
          }
          // NearFutureElectrical support
          // note: fission generator ignore heat
          // note: radioisotope generator doesn't support easy mode
          else if (module.moduleName == "FissionGenerator")
          {
            PartModule generator = part_prefab.Modules[module.moduleName];
            double power = Lib.ReflectionValue<float>(generator, "PowerGeneration");

            // get fission reactor tweakable, will default to 1.0 for other modules
            var reactor = part.modules.Find(k => k.moduleName == "FissionReactor");
            double tweakable = reactor == null ? 1.0 : Lib.ConfigValue(reactor.moduleValues, "CurrentPowerPercent", 100.0) * 0.01;
            Lib.RequestResource(vessel, "ElectricCharge", -power * tweakable * TimeWarp.fixedDeltaTime);
          }
          else if (module.moduleName == "ModuleRadioisotopeGenerator")
          {
            double mission_time = vessel.missionTime / (3600.0 * Lib.HoursInDay() * Lib.DaysInYear());
            PartModule generator = part_prefab.Modules[module.moduleName];
            double half_life = Lib.ReflectionValue<float>(generator, "HalfLife");
            double remaining = Math.Pow(2.0, (-mission_time) / half_life);
            double power = Lib.ReflectionValue<float>(generator, "BasePower");
            Lib.RequestResource(vessel, "ElectricCharge", -power * remaining * TimeWarp.fixedDeltaTime);
          }
          // KERBALISM modules
          else if (module.moduleName == "Scrubber") { Scrubber.BackgroundUpdate(vessel, part.flightID); }
          else if (module.moduleName == "Greenhouse") { Greenhouse.BackgroundUpdate(vessel, part.flightID); }
          else if (module.moduleName == "GravityRing") { GravityRing.BackgroundUpdate(vessel, part.flightID); }
          else if (module.moduleName == "Malfunction") { Malfunction.BackgroundUpdate(vessel, part.flightID); }
        }
      }
    }
  }
Пример #11
0
  // called at every simulation step
  public void FixedUpdate()
  {
    // do nothing if paused
    if (Lib.IsPaused()) return;

    // do nothing if DB isn't ready
    if (!DB.Ready()) return;

    // for each vessel
    foreach(Vessel vessel in FlightGlobals.Vessels)
    {
      // skip invalid vessels
      if (!Lib.IsVessel(vessel)) continue;

      // skip loaded vessels
      if (vessel.loaded) continue;

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

      // calculate atmospheric factor (proportion of flux not blocked by atmosphere)
      double atmo_factor = Sim.AtmosphereFactor(vessel.mainBody, info.position, info.sun_dir);

      // for each part
      foreach(ProtoPartSnapshot part in vessel.protoVessel.protoPartSnapshots)
      {
        // get part prefab (required for module properties)
        Part part_prefab = PartLoader.getPartInfoByName(part.partName).partPrefab;

        // store index of ModuleResourceConverter to process
        // rationale: a part can contain multiple resource converters
        int converter_index = 0;

        // for each module
        foreach(ProtoPartModuleSnapshot module in part.modules)
        {
          // command module
          if (module.moduleName == "ModuleCommand")
          {
            // get module from prefab
            ModuleCommand command = part_prefab.Modules.GetModules<ModuleCommand>()[0];

            // do not consume if this is a MCM with no crew
            // rationale: for consistency, the game doesn't consume resources for MCM without crew in loaded vessels
            //            this make some sense: you left a vessel with some battery and nobody on board, you expect it to not consume EC
            if (command.minimumCrew == 0 || part.protoModuleCrew.Count > 0)
            {
              // for each input resource
              foreach(ModuleResource ir in command.inputResources)
              {
                // consume the resource
                Lib.RequestResource(vessel, ir.name, ir.rate * TimeWarp.fixedDeltaTime);
              }
            }
          }
          // solar panel
          else if (module.moduleName == "ModuleDeployableSolarPanel")
          {
            // determine if extended
            bool extended = module.moduleValues.GetValue("stateString") == ModuleDeployableSolarPanel.panelStates.EXTENDED.ToString();

            // if in sunlight and extended
            if (info.sunlight && extended)
            {
              // get module from prefab
              ModuleDeployableSolarPanel panel = part_prefab.Modules.GetModules<ModuleDeployableSolarPanel>()[0];

              // produce electric charge
              Lib.RequestResource(vessel, "ElectricCharge", -PanelOutput(vessel, part, panel, info.sun_dir, info.sun_dist, atmo_factor) * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
            }
          }
          // generator
          // note: assume generators require all input
          else if (module.moduleName == "ModuleGenerator")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("generatorIsActive"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleGenerator generator = part_prefab.Modules.GetModules<ModuleGenerator>()[0];

              // determine if vessel is full of all output resources
              bool full = true;
              foreach(var or in generator.outputList)
              {
                double amount = Lib.GetResourceAmount(vessel, or.name);
                double capacity = Lib.GetResourceCapacity(vessel, or.name);
                double perc = capacity > 0.0 ? amount / capacity : 0.0;
                full &= (perc >= 1.0 - double.Epsilon);
              }

              // if not full
              if (!full)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in generator.inputList)
                {
                  double required = ir.rate * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.name);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in generator.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.name, ir.rate * worst_input * TimeWarp.fixedDeltaTime);
                }

                // for each output resource
                foreach(var or in generator.outputList)
                {
                  // produce the resource
                  Lib.RequestResource(vessel, or.name, -or.rate * worst_input * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
                }
              }
            }
          }
          // converter
          // note: support multiple resource converters
          // note: ignore stock temperature mechanic of converters
          // note: ignore autoshutdown
          // note: ignore crew experience bonus (seem that stock ignore it too)
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          else if (module.moduleName == "ModuleResourceConverter")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleResourceConverter converter = part_prefab.Modules.GetModules<ModuleResourceConverter>()[converter_index++];

              // determine if vessel is full of all output resources
              bool full = true;
              foreach(var or in converter.outputList)
              {
                double amount = Lib.GetResourceAmount(vessel, or.ResourceName);
                double capacity = Lib.GetResourceCapacity(vessel, or.ResourceName);
                double perc = capacity > 0.0 ? amount / capacity : 0.0;
                full &= (perc >= converter.FillAmount - double.Epsilon);
              }

              // if not full
              if (!full)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in converter.inputList)
                {
                  double required = ir.Ratio * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.ResourceName);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in converter.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.ResourceName, ir.Ratio * worst_input * TimeWarp.fixedDeltaTime);
                }

                // for each output resource
                foreach(var or in converter.outputList)
                {
                  // produce the resource
                  Lib.RequestResource(vessel, or.ResourceName, -or.Ratio * worst_input * TimeWarp.fixedDeltaTime * Malfunction.Penalty(part));
                }
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // drill
          // note: ignore stock temperature mechanic of harvesters
          // note: ignore autoshutdown
          // note: ignore depletion (stock seem to do the same)
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          else if (module.moduleName == "ModuleResourceHarvester")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleResourceHarvester harvester = part_prefab.Modules.GetModules<ModuleResourceHarvester>()[0];

              // deduce crew bonus
              double experience_bonus = 0.0;
              if (harvester.UseSpecialistBonus)
              {
                foreach(ProtoCrewMember c in vessel.protoVessel.GetVesselCrew())
                {
                  experience_bonus = Math.Max(experience_bonus, (c.trait == harvester.Specialty) ? (double)c.experienceLevel : 0.0);
                }
              }
              double crew_bonus = harvester.SpecialistBonusBase + (experience_bonus + 1.0) * harvester.SpecialistEfficiencyFactor;

              // detect amount of ore in the ground
              AbundanceRequest request = new AbundanceRequest
              {
                Altitude = vessel.altitude,
                BodyId = vessel.mainBody.flightGlobalsIndex,
                CheckForLock = false,
                Latitude = vessel.latitude,
                Longitude = vessel.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)
              {
                // calculate worst required resource percentual
                double worst_input = 1.0;
                foreach(var ir in harvester.inputList)
                {
                  double required = ir.Ratio * TimeWarp.fixedDeltaTime;
                  double amount = Lib.GetResourceAmount(vessel, ir.ResourceName);
                  worst_input = Math.Min(worst_input, amount / required);
                }

                // for each input resource
                foreach(var ir in harvester.inputList)
                {
                  // consume the resource
                  Lib.RequestResource(vessel, ir.ResourceName, ir.Ratio * worst_input * TimeWarp.fixedDeltaTime);
                }

                // determine resource produced
                double res = abundance * harvester.Efficiency * crew_bonus * worst_input * Malfunction.Penalty(part);

                // accumulate ore
                Lib.RequestResource(vessel, harvester.ResourceName, -res * TimeWarp.fixedDeltaTime);
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // asteroid drill
          // note: untested
          // note: ignore stock temperature mechanic of asteroid drills
          // note: ignore autoshutdown
          // note: 'undo' stock behaviour by forcing lastUpdateTime to now (to minimize overlapping calculations from this and stock post-facto simulation)
          else if (module.moduleName == "ModuleAsteroidDrill")
          {
            // determine if active
            bool activated = Convert.ToBoolean(module.moduleValues.GetValue("IsActivated"));

            // if active
            if (activated)
            {
              // get module from prefab
              ModuleAsteroidDrill asteroid_drill = part_prefab.Modules.GetModules<ModuleAsteroidDrill>()[0];

              // deduce crew bonus
              double experience_bonus = 0.0;
              if (asteroid_drill.UseSpecialistBonus)
              {
                foreach(ProtoCrewMember c in vessel.protoVessel.GetVesselCrew())
                {
                  experience_bonus = Math.Max(experience_bonus, (c.trait == asteroid_drill.Specialty) ? (double)c.experienceLevel : 0.0);
                }
              }
              double crew_bonus = asteroid_drill.SpecialistBonusBase + (experience_bonus + 1.0) * asteroid_drill.SpecialistEfficiencyFactor;

              // get asteroid data
              ProtoPartModuleSnapshot asteroid_info = null;
              ProtoPartModuleSnapshot asteroid_resource = null;
              foreach(ProtoPartSnapshot p in vessel.protoVessel.protoPartSnapshots)
              {
                if (asteroid_info == null) asteroid_info = p.modules.Find(k => k.moduleName == "ModuleAsteroidInfo");
                if (asteroid_resource == null) asteroid_resource = p.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 = Convert.ToDouble(asteroid_info.moduleValues.GetValue("massThresholdVal"));
                double mass = Convert.ToDouble(asteroid_info.moduleValues.GetValue("currentMassVal"));
                double abundance = Convert.ToDouble(asteroid_resource.moduleValues.GetValue("abundance"));
                string res_name = asteroid_resource.moduleValues.GetValue("resourceName");
                double res_density = PartResourceLibrary.Instance.GetDefinition(res_name).density;

                // if asteroid isn't depleted
                if (mass > mass_threshold && abundance > double.Epsilon)
                {
                  // consume EC
                  double ec_required = asteroid_drill.PowerConsumption * TimeWarp.fixedDeltaTime;
                  double ec_consumed = Lib.RequestResource(vessel, "ElectricCharge", ec_required);
                  double ec_ratio = ec_consumed / ec_required;

                  // determine resource extracted
                  double res_amount = abundance * asteroid_drill.Efficiency * crew_bonus * ec_ratio * TimeWarp.fixedDeltaTime;

                  // produce mined resource
                  Lib.RequestResource(vessel, res_name, -res_amount);

                  // consume asteroid mass
                  asteroid_info.moduleValues.SetValue("currentMassVal", (mass - res_density * res_amount).ToString());
                }
              }

              // undo stock behaviour by forcing last_update_time to now
              module.moduleValues.SetValue("lastUpdateTime", Planetarium.GetUniversalTime().ToString());
            }
          }
          // SCANSAT support (new version)
          // TODO: enable better SCANsat support
          /*else if (module.moduleName == "SCANsat" || module.moduleName == "ModuleSCANresourceScanner")
          {
            // get ec consumption rate
            PartModule scansat = part_prefab.Modules[module.moduleName];
            double power = Lib.ReflectionValue<float>(scansat, "power");
            double ec_required = power * TimeWarp.fixedDeltaTime;

            // if it was scanning
            if (SCANsat.wasScanning(module))
            {
              // if there is enough ec
              double ec_amount = Lib.GetResourceAmount(vessel, "ElectricCharge");
              double ec_capacity = Lib.GetResourceCapacity(vessel, "ElectricCharge");
              if (ec_capacity > double.Epsilon && ec_amount / ec_capacity > 0.15) //< re-enable at 15% EC
              {
                // re-enable the scanner
                SCANsat.resumeScanner(vessel, module, part_prefab);

                // give the user some feedback
                if (DB.VesselData(vessel.id).cfg_ec == 1)
                  Message.Post(Severity.relax, "SCANsat> sensor on <b>" + vessel.vesselName + "</b> resumed operations", "we got enough ElectricCharge");
              }
            }

            // if it is scanning
            if (SCANsat.isScanning(module))
            {
              // consume ec
              double ec_consumed = Lib.RequestResource(vessel, "ElectricCharge", ec_required);

              // if there isn't enough ec
              if (ec_consumed < ec_required * 0.99 && ec_required > double.Epsilon)
              {
                // unregister scanner, and remember it
                SCANsat.stopScanner(vessel, module, part_prefab);

                // give the user some feedback
                if (DB.VesselData(vessel.id).cfg_ec == 1)
                  Message.Post(Severity.warning, "SCANsat sensor was disabled on <b>" + vessel.vesselName + "</b>", "for lack of ElectricCharge");
              }
            }
          }*/
          // SCANSAT support (old version)
          // note: this one doesn't support re-activation, is a bit slower and less clean
          //       waiting for DMagic to fix a little bug
          else if (module.moduleName == "SCANsat" || module.moduleName == "ModuleSCANresourceScanner")
          {
            // determine if scanning
            bool scanning = Convert.ToBoolean(module.moduleValues.GetValue("scanning"));

            // consume ec
            if (scanning)
            {
              // get ec consumption
              PartModule scansat = part_prefab.Modules[module.moduleName];
              double power = Lib.ReflectionValue<float>(scansat, "power");

              // consume ec
              double ec_required = power * TimeWarp.fixedDeltaTime;
              double ec_consumed = Lib.RequestResource(vessel, "ElectricCharge", ec_required);

              // if there isn't enough ec
              if (ec_consumed < ec_required * 0.99 && ec_required > double.Epsilon)
              {
                // unregister scanner using reflection
                foreach(var a in AssemblyLoader.loadedAssemblies)
                {
                  if (a.name == "SCANsat")
                  {
                    Type controller_type = a.assembly.GetType("SCANsat.SCANcontroller");
                    System.Object controller = controller_type.GetProperty("controller", BindingFlags.Public | BindingFlags.Static).GetValue(null, null);
                    controller_type.InvokeMember("removeVessel", BindingFlags.InvokeMethod | BindingFlags.NonPublic | BindingFlags.Instance, null, controller, new System.Object[]{vessel});
                  }
                }

                // disable scanning
                module.moduleValues.SetValue("scanning", false.ToString());

                // give the user some feedback
                if (DB.VesselData(vessel.id).cfg_ec == 1)
                  Message.Post(Severity.warning, "SCANsat sensor was disabled on <b>" + vessel.vesselName + "</b>", "for lack of ElectricCharge");
              }
            }
          }
          // NearFutureSolar support
          // note: we assume deployed, this is a current limitation
          else if (module.moduleName == "ModuleCurvedSolarPanel")
          {
            // [unused] determine if extended
            //string state = module.moduleValues.GetValue("SavedState");
            //bool extended = state == ModuleDeployableSolarPanel.panelStates.EXTENDED.ToString();

            // if in sunlight
            if (info.sunlight)
            {
              // produce electric charge
              double output = CurvedPanelOutput(vessel, part, part_prefab, info.sun_dir, info.sun_dist, atmo_factor) * Malfunction.Penalty(part);
              Lib.RequestResource(vessel, "ElectricCharge", -output * TimeWarp.fixedDeltaTime);
            }
          }
          // KERBALISM modules
          else if (module.moduleName == "Scrubber") { Scrubber.BackgroundUpdate(vessel, part.flightID); }
          else if (module.moduleName == "Greenhouse") { Greenhouse.BackgroundUpdate(vessel, part.flightID); }
          else if (module.moduleName == "Malfunction") { Malfunction.BackgroundUpdate(vessel, part.flightID); }
        }
      }
    }
  }