public void Execute(Vessel v, VesselData vd, VesselResources resources) { // get crew List <ProtoCrewMember> crew = Lib.CrewList(v); // get resource handler ResourceInfo res = resources.GetResource(v, resource); // get data from db SupplyData sd = v.KerbalismData().Supply(resource); // message obey user config bool show_msg = resource == "ElectricCharge" ? vd.cfg_ec : vd.cfg_supply; // messages are shown only if there is some capacity and the vessel is manned // special case: ElectricCharge related messages are shown for unmanned vessels too if (res.Capacity > double.Epsilon && (crew.Count > 0 || resource == "ElectricCharge")) { // manned/probe message variant uint variant = crew.Count > 0 ? 0 : 1u; // manage messages if (res.Level <= double.Epsilon && sd.message < 2) { if (empty_message.Length > 0 && show_msg) { Message.Post(Severity.danger, Lib.ExpandMsg(empty_message, v, null, variant)); } sd.message = 2; } else if (res.Level < low_threshold && sd.message < 1) { if (low_message.Length > 0 && show_msg) { Message.Post(Severity.warning, Lib.ExpandMsg(low_message, v, null, variant)); } sd.message = 1; } else if (res.Level > low_threshold && sd.message > 0) { if (refill_message.Length > 0 && show_msg) { Message.Post(Severity.relax, Lib.ExpandMsg(refill_message, v, null, variant)); } sd.message = 0; } } }
// trigger a random breakdown event public static void Breakdown(Vessel v, ProtoCrewMember c) { // constants const double res_penalty = 0.1; // proportion of food lost on 'depressed' and 'wrong_valve' // get info Rule supply = supply_rules.Count > 0 ? supply_rules[Lib.RandomInt(supply_rules.Count)] : null; resource_info res = supply != null?ResourceCache.Info(v, supply.resource_name) : null; // compile list of events with condition satisfied List <KerbalBreakdown> events = new List <KerbalBreakdown>(); events.Add(KerbalBreakdown.mumbling); //< do nothing, here so there is always something that can happen if (Lib.CrewCount(v) > 1) { events.Add(KerbalBreakdown.argument); //< do nothing, add some variation to messages } if (Lib.HasData(v)) { events.Add(KerbalBreakdown.fat_finger); } if (Reliability.CanMalfunction(v)) { events.Add(KerbalBreakdown.rage); } if (supply != null && res.amount > double.Epsilon) { events.Add(KerbalBreakdown.depressed); events.Add(KerbalBreakdown.wrong_valve); } // choose a breakdown event KerbalBreakdown breakdown = events[Lib.RandomInt(events.Count)]; // generate message string text = ""; string subtext = ""; switch (breakdown) { case KerbalBreakdown.mumbling: text = "$ON_VESSEL$KERBAL has been in space for too long"; subtext = "Mumbling incoherently"; break; case KerbalBreakdown.argument: text = "$ON_VESSEL$KERBAL had an argument with the rest of the crew"; subtext = "Morale is degenerating at an alarming rate"; break; case KerbalBreakdown.fat_finger: text = "$ON_VESSEL$KERBAL is pressing buttons at random on the control panel"; subtext = "Science data has been lost"; break; case KerbalBreakdown.rage: text = "$ON_VESSEL$KERBAL is possessed by a blind rage"; subtext = "A component has been damaged"; break; case KerbalBreakdown.depressed: text = "$ON_VESSEL$KERBAL is not respecting the rationing guidelines"; subtext = supply.resource_name + " has been lost"; break; case KerbalBreakdown.wrong_valve: text = "$ON_VESSEL$KERBAL opened the wrong valve"; subtext = supply.resource_name + " has been lost"; break; } // post message first so this one is shown before malfunction message Message.Post(Severity.breakdown, Lib.ExpandMsg(text, v, c), subtext); // trigger the event switch (breakdown) { case KerbalBreakdown.mumbling: break; // do nothing case KerbalBreakdown.argument: break; // do nothing case KerbalBreakdown.fat_finger: Lib.RemoveData(v); break; case KerbalBreakdown.rage: Reliability.CauseMalfunction(v); break; case KerbalBreakdown.depressed: case KerbalBreakdown.wrong_valve: res.Consume(res.amount * res_penalty); break; } // remove reputation if (HighLogic.CurrentGame.Mode == Game.Modes.CAREER) { Reputation.Instance.AddReputation(-Settings.BreakdownReputationPenalty, TransactionReasons.Any); } }
public void Execute(Vessel v, vessel_info vi, vessel_resources resources, double elapsed_s) { // store list of crew to kill List <ProtoCrewMember> deferred_kills = new List <ProtoCrewMember>(); // get input resource handler resource_info res = input.Length > 0 ? resources.Info(v, input) : null; // determine message variant uint variant = vi.temperature < Settings.SurvivalTemperature ? 0 : 1u; // get product of all environment modifiers double k = Modifiers.evaluate(v, vi, resources, modifiers); // 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); // if continuous double step; if (interval <= double.Epsilon) { // influence consumption by elapsed time step = elapsed_s; } // if interval-based else { // accumulate time rd.time_since += elapsed_s; // determine number of steps step = Math.Floor(rd.time_since / interval); // consume time rd.time_since -= step * interval; // remember if a meal is consumed/produced in this simulation step res.meal_happened |= step > 0.99; if (output.Length > 0) { ResourceCache.Info(v, output).meal_happened |= step > 0.99; } } // if continuous, or if one or more intervals elapsed if (step > double.Epsilon) { // if there is a resource specified if (res != null && rate > double.Epsilon) { // determine amount of resource to consume double required = rate // consumption rate * k // product of environment modifiers * step; // seconds elapsed or number of steps // if there is no output if (output.Length == 0) { // simply consume (that is faster) res.Consume(required); } // if there is an output and output_only is false else if (!output_only) { // transform input into output resource // - rules always dump excess overboard (because it is waste) resource_recipe recipe = new resource_recipe(); recipe.Input(input, required); recipe.Output(output, required * ratio, true); resources.Transform(recipe); } // if output_only then do not consume input resource else { // simply produce (that is faster) resources.Produce(v, output, required); } } // degenerate: // - if the environment modifier is not telling to reset (by being zero) // - if the input threshold is reached if used // - if this rule is resource-less, or if there was not enough resource in the vessel if (input_threshold >= double.Epsilon) { if (res.amount >= double.Epsilon && res.capacity >= double.Epsilon) { trigger = res.amount / res.capacity >= input_threshold; } else { trigger = false; } } else { trigger = input.Length == 0 || res.amount <= double.Epsilon; } if (k > 0.0 && trigger) { rd.problem += degeneration // degeneration rate per-second or per-interval * k // product of environment modifiers * step // seconds elapsed or by number of steps * Variance(c, variance); // kerbal-specific variance } // else slowly recover else { rd.problem *= 1.0 / (1.0 + Math.Max(interval, 1.0) * step * 0.002); rd.problem = Math.Max(rd.problem, 0.0); } } // kill kerbal if necessary if (rd.problem >= fatal_threshold) { if (fatal_message.Length > 0) { Message.Post(breakdown ? Severity.breakdown : Severity.fatality, Lib.ExpandMsg(fatal_message, v, c, variant)); } if (breakdown) { // trigger breakdown event Misc.Breakdown(v, c); // move back between warning and danger level rd.problem = (warning_threshold + danger_threshold) * 0.5; // make sure next danger messagen 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; } } // execute the deferred kills foreach (ProtoCrewMember c in deferred_kills) { Misc.Kill(v, c); } }
// trigger a random breakdown event public static void Breakdown(Vessel v, ProtoCrewMember c) { // constants const double res_penalty = 0.1; // proportion of food lost on 'depressed' and 'wrong_valve' // get a supply resource at random Resource_info res = null; if (Profile.supplies.Count > 0) { Supply supply = Profile.supplies[Lib.RandomInt(Profile.supplies.Count)]; res = ResourceCache.Info(v, supply.resource); } // compile list of events with condition satisfied List <KerbalBreakdown> events = new List <KerbalBreakdown> { KerbalBreakdown.mumbling //< do nothing, here so there is always something that can happen }; if (Lib.HasData(v)) { events.Add(KerbalBreakdown.fat_finger); } if (Reliability.CanMalfunction(v)) { events.Add(KerbalBreakdown.rage); } if (res != null && res.amount > double.Epsilon) { events.Add(KerbalBreakdown.wrong_valve); } // choose a breakdown event KerbalBreakdown breakdown = events[Lib.RandomInt(events.Count)]; // generate message string text = ""; string subtext = ""; switch (breakdown) { case KerbalBreakdown.mumbling: text = "$ON_VESSEL$KERBAL has been in space for too long"; subtext = "Mumbling incoherently"; break; case KerbalBreakdown.fat_finger: text = "$ON_VESSEL$KERBAL is pressing buttons at random on the control panel"; subtext = "Science data has been lost"; break; case KerbalBreakdown.rage: text = "$ON_VESSEL$KERBAL is possessed by a blind rage"; subtext = "A component has been damaged"; break; case KerbalBreakdown.wrong_valve: text = "$ON_VESSEL$KERBAL opened the wrong valve"; subtext = res.resource_name + " has been lost"; break; } // post message first so this one is shown before malfunction message Message.Post(Severity.breakdown, Lib.ExpandMsg(text, v, c), subtext); // trigger the event switch (breakdown) { case KerbalBreakdown.mumbling: break; // do nothing case KerbalBreakdown.fat_finger: Lib.RemoveData(v); break; case KerbalBreakdown.rage: Reliability.CauseMalfunction(v); break; case KerbalBreakdown.wrong_valve: res.Consume(res.amount * res_penalty); break; } // remove reputation if (HighLogic.CurrentGame.Mode == Game.Modes.CAREER) { Reputation.Instance.AddReputation(-PreferencesBasic.Instance.breakdownPenalty, TransactionReasons.Any); } }
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); } }
public void Execute(Vessel v, Vessel_info vi, Vessel_resources resources, double elapsed_s) { // store list of crew to kill List <ProtoCrewMember> deferred_kills = new List <ProtoCrewMember>(); // get input resource handler Resource_info res = input.Length > 0 ? resources.Info(v, input) : null; // determine message variant uint variant = vi.temperature < PreferencesLifeSupport.Instance.survivalTemperature ? 0 : 1u; // get product of all environment modifiers double k = Modifiers.Evaluate(v, vi, resources, modifiers); bool lifetime_enabled = PreferencesBasic.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; // if continuous double step; if (interval <= double.Epsilon) { // influence consumption by elapsed time step = elapsed_s; } // if interval-based else { // accumulate time rd.time_since += elapsed_s; // determine number of steps step = Math.Floor(rd.time_since / interval); // consume time rd.time_since -= step * interval; // remember if a meal is consumed/produced in this simulation step if (step > 0.99) { res.SetMealHappened(); } if (output.Length > 0 && step > 0.99) { ResourceCache.Info(v, output).SetMealHappened(); } } // if continuous, or if one or more intervals elapsed if (step > double.Epsilon) { double r = rate * Variance(name, c, individuality); // kerbal-specific variance // if there is a resource specified if (res != null && r > double.Epsilon) { // determine amount of resource to consume double required = r // consumption rate * k // product of environment modifiers * step; // seconds elapsed or number of steps // if there is no output if (output.Length == 0) { // simply consume (that is faster) res.Consume(required); } // if there is an output and monitor is false else if (!monitor) { // transform input into output resource // - rules always dump excess overboard (because it is waste) Resource_recipe recipe = new Resource_recipe((Part)null); // kerbals are not associated with a part recipe.Input(input, required); recipe.Output(output, required * ratio, true); resources.Transform(recipe); } // if monitor then do not consume input resource and only produce output if resource percentage + monitor_offset is < 100% else if ((res.amount / res.capacity) + monitor_offset < 1.0) { // simply produce (that is faster) resources.Produce(v, output, required * ratio); } } // degenerate: // - if the environment modifier is not telling to reset (by being zero) // - if the input threshold is reached if used // - if this rule is resource-less, or if there was not enough resource in the vessel if (input_threshold >= double.Epsilon) { if (res.amount >= double.Epsilon && res.capacity >= double.Epsilon) { trigger = (res.amount / res.capacity) + monitor_offset >= input_threshold; } else { trigger = false; } } else { trigger = input.Length == 0 || res.amount <= double.Epsilon; } if (k > 0.0 && trigger) { 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 && PreferencesBasic.Instance.stressBreakdowns) { // 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 *= PreferencesBasic.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 (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); } }
public static void applyRules(Vessel v, vessel_info vi, vessel_data vd, vessel_resources resources, double elapsed_s) { // get crew List<ProtoCrewMember> crew = v.loaded ? v.GetVesselCrew() : v.protoVessel.GetVesselCrew(); // get breathable modifier double breathable = vi.breathable ? 0.0 : 1.0; // get temp diff modifier double temp_diff = v.altitude < 2000.0 && v.mainBody == FlightGlobals.GetHomeBody() ? 0.0 : Sim.TempDiff(vi.temperature); // for each rule foreach(Rule r in Kerbalism.rules) { // get resource handler resource_info res = r.resource_name.Length > 0 ? resources.Info(v, r.resource_name) : null; // if a resource is specified if (res != null) { // get data from db vmon_data vmon = DB.VmonData(v.id, r.name); // message obey user config bool show_msg = (r.resource_name == "ElectricCharge" ? vd.cfg_ec > 0 : vd.cfg_supply > 0); // no messages with no capacity if (res.capacity > double.Epsilon) { // manned/probe message variant uint variant = crew.Count > 0 ? 0 : 1u; // manage messages if (res.level <= double.Epsilon && vmon.message < 2) { if (r.empty_message.Length > 0 && show_msg) Message.Post(Severity.danger, Lib.ExpandMsg(r.empty_message, v, null, variant)); vmon.message = 2; } else if (res.level < r.low_threshold && vmon.message < 1) { if (r.low_message.Length > 0 && show_msg) Message.Post(Severity.warning, Lib.ExpandMsg(r.low_message, v, null, variant)); vmon.message = 1; } else if (res.level > r.low_threshold && vmon.message > 0) { if (r.refill_message.Length > 0 && show_msg) Message.Post(Severity.relax, Lib.ExpandMsg(r.refill_message, v, null, variant)); vmon.message = 0; } } } // for each crew foreach(ProtoCrewMember c in crew) { // get kerbal data kerbal_data kd = DB.KerbalData(c.name); // skip resque kerbals if (kd.resque == 1) continue; // skip disabled kerbals if (kd.disabled == 1) continue; // get supply data from db kmon_data kmon = DB.KmonData(c.name, r.name); // get product of all environment modifiers double k = 1.0; foreach(string modifier in r.modifier) { switch(modifier) { case "breathable": k *= breathable; break; case "temperature": k *= temp_diff; break; case "radiation": k *= vi.radiation * (1.0 - kd.shielding); break; case "qol": k /= QualityOfLife.Bonus(kd.living_space, kd.entertainment, vi.landed, vi.link.linked, vi.crew_count == 1); break; } } // if continuous double step; if (r.interval <= double.Epsilon) { // influence consumption by elapsed time step = elapsed_s; } // if interval-based else { // accumulate time kmon.time_since += elapsed_s; // determine number of steps step = Math.Floor(kmon.time_since / r.interval); // consume time kmon.time_since -= step * r.interval; // remember if a meal is consumed in this simulation step res.meal_consumed |= step > 0.99; } // if continuous, or if one or more intervals elapsed if (step > double.Epsilon) { // indicate if we must degenerate bool must_degenerate = true; // if there is a resource specified, and this isn't just a monitoring rule if (res != null && r.rate > double.Epsilon) { // determine amount of resource to consume double required = r.rate // rate per-second or per interval * k // product of environment modifiers * step; // seconds elapsed or number of steps // if there is no waste if (r.waste_name.Length == 0) { // simply consume (that is faster) res.Consume(required); } // if there is waste else { // transform resource into waste resource_recipe recipe = new resource_recipe(resource_recipe.rule_priority); recipe.Input(r.resource_name, required); recipe.Output(r.waste_name, required * r.waste_ratio); resources.Transform(recipe); } // reset degeneration when consumed, or when not required at all // note: evaluating amount from previous simulation step if (required <= double.Epsilon || res.amount > double.Epsilon) { // slowly recover instead of instant reset kmon.problem *= 1.0 / (1.0 + Math.Max(r.interval, 1.0) * step * 0.002); kmon.problem = Math.Max(kmon.problem, 0.0); // do not degenerate must_degenerate = false; } } // degenerate if this rule is resource-less, or if there was not enough resource in the vessel if (must_degenerate) { kmon.problem += r.degeneration // degeneration rate per-second or per-interval * k // product of environment modifiers * step // seconds elapsed or by number of steps * Variance(c, r.variance); // kerbal-specific variance } // determine message variant uint variant = vi.temperature < Settings.SurvivalTemperature ? 0 : 1u; // kill kerbal if necessary if (kmon.problem >= r.fatal_threshold) { if (r.fatal_message.Length > 0) Message.Post(r.breakdown ? Severity.breakdown : Severity.fatality, Lib.ExpandMsg(r.fatal_message, v, c, variant)); if (r.breakdown) { Kerbalism.Breakdown(v, c); kmon.problem = r.danger_threshold * 1.01; //< move back to danger threshold } else { Kerbalism.Kill(v, c); } } // show messages else if (kmon.problem >= r.danger_threshold && kmon.message < 2) { if (r.danger_message.Length > 0) Message.Post(Severity.danger, Lib.ExpandMsg(r.danger_message, v, c, variant)); kmon.message = 2; } else if (kmon.problem >= r.warning_threshold && kmon.message < 1) { if (r.warning_message.Length > 0) Message.Post(Severity.warning, Lib.ExpandMsg(r.warning_message, v, c, variant)); kmon.message = 1; } else if (kmon.problem < r.warning_threshold && kmon.message > 0) { if (r.relax_message.Length > 0) Message.Post(Severity.relax, Lib.ExpandMsg(r.relax_message, v, c, variant)); kmon.message = 0; } } } } }