blob:a/AntennaRelay.cs -> blob:b/AntennaRelay.cs

--- a/AntennaRelay.cs +++ b/AntennaRelay.cs @@ -392,18 +392,27 @@ // Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe if (bestOccludedSqrDistance < kerbinSqrDistance) { + log.AppendFormat("\n\tBest occluded relay is closer than Kerbin ({0} < {1})", + bestOccludedRelay, kerbinSqrDistance); + this.KerbinDirect = false; // If the nearest relay is closer than the best occluded relay, pick it. // Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. if (nearestRelaySqrDistance < bestOccludedSqrDistance) { + log.AppendFormat("\n\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", + nearestRelaySqrDistance, bestOccludedSqrDistance); + this.targetRelay = nearestRelay; this.firstOccludingBody = null; } // Otherwise, target the best occluded relay. else { + log.AppendFormat("\n\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", + nearestRelaySqrDistance, bestOccludedSqrDistance); + this.targetRelay = bestOccludedRelay; this.firstOccludingBody = bodyOccludingBestOccludedRelay; } @@ -412,18 +421,27 @@ // Since we have LOS, blank the first occluding body. else { + log.AppendFormat("\n\tKerbin is closer than the best occluded relay ({0} >= {1})", + bestOccludedRelay, kerbinSqrDistance); + this.firstOccludingBody = null; // If the nearest relay is closer than Kerbin, pick it. // Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. if (nearestRelaySqrDistance < kerbinSqrDistance) { + log.AppendFormat("\n\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", + nearestRelaySqrDistance, kerbinSqrDistance); + this.KerbinDirect = false; this.targetRelay = nearestRelay; } // Otherwise, pick Kerbin. else { + log.AppendFormat("\n\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", + nearestRelaySqrDistance, kerbinSqrDistance); + this.KerbinDirect = true; this.targetRelay = null; }