1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 | // AntennaRange // // AntennaRelay.cs // // Copyright © 2014, toadicus // All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation and/or other // materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its contributors may be used // to endorse or promote products derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. using System; using System.Collections.Generic; using System.Linq; using ToadicusTools; namespace AntennaRange { public class AntennaRelay { // We don't have a Bard, so we'll hide Kerbin here. private static CelestialBody _Kerbin; public static CelestialBody Kerbin { get { if (_Kerbin == null && FlightGlobals.ready) { _Kerbin = FlightGlobals.GetHomeBody(); } return _Kerbin; } } protected bool canTransmit; protected IAntennaRelay moduleRef; private IAntennaRelay nearestRelay; private IAntennaRelay bestOccludedRelay; protected System.Diagnostics.Stopwatch searchTimer; protected long millisecondsBetweenSearches; /// <summary> /// Gets the parent Vessel. /// </summary> /// <value>The parent Vessel.</value> public virtual Vessel vessel { get { return this.moduleRef.vessel; } } public IAntennaRelay targetRelay { get; protected set; } /// <summary> /// Gets the first <see cref="CelestialBody"/> found to be blocking line of sight. /// </summary> public virtual CelestialBody firstOccludingBody { get; protected set; } /// <summary> /// Gets the transmit distance. /// </summary> /// <value>The transmit distance.</value> public double transmitDistance { get { this.FindNearestRelay(); if (this.KerbinDirect || this.targetRelay == null) { return this.DistanceTo(Kerbin); } else { return this.DistanceTo(this.targetRelay); } } } public virtual double nominalTransmitDistance { get; set; } /// <summary> /// The maximum distance at which this relay can operate. /// </summary> /// <value>The max transmit distance.</value> public virtual double maxTransmitDistance { get; set; } public virtual bool KerbinDirect { get; protected set; } /// <summary> /// Determines whether this instance can transmit. /// </summary> /// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns> public virtual bool CanTransmit() { this.FindNearestRelay(); return this.canTransmit; } /// <summary> /// Finds the nearest relay. /// </summary> /// <returns>The nearest relay or null, if no relays in range.</returns> private void FindNearestRelay() { if (!this.searchTimer.IsRunning || this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches) { this.searchTimer.Reset(); } else { return; } // Skip vessels that have already been checked for a nearest relay this pass. if (RelayDatabase.Instance.CheckedVesselsTable.ContainsKey(this.vessel.id)) { return; } if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage(string.Format( "{0}: finding nearest relay for {1}", this.GetType().Name, this.ToString() )); } // Set this vessel as checked, so that we don't check it again. RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true; // Blank everything we're trying to find before the search. this.firstOccludingBody = null; this.bestOccludedRelay = null; this.targetRelay = null; this.nearestRelay = null; CelestialBody bodyOccludingBestOccludedRelay = null; double nearestRelaySqrDistance = double.PositiveInfinity; double bestOccludedSqrDistance = double.PositiveInfinity; double maxTransmitSqrDistance = this.maxTransmitDistance * this.maxTransmitDistance; /* * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too * far away. When we find a candidate, get through its antennae for relays which have not been checked yet * and that can transmit. Once we find a suitable candidate, assign it to nearestRelay for comparison * against future finds. * */ foreach (Vessel potentialVessel in FlightGlobals.Vessels) { // Skip vessels of the wrong type. switch (potentialVessel.vesselType) { case VesselType.Debris: case VesselType.Flag: case VesselType.EVA: case VesselType.SpaceObject: case VesselType.Unknown: continue; default: break; } // Skip vessels with the wrong ID if (potentialVessel.id == vessel.id) { continue; } // Find the distance from here to the vessel... double potentialSqrDistance = this.sqrDistanceTo(potentialVessel); CelestialBody fob = null; // Skip vessels to which we do not have line of sight. if ( ARConfiguration.RequireLineOfSight && !this.vessel.hasLineOfSightTo(potentialVessel, out fob, ARConfiguration.RadiusRatio) ) { this.firstOccludingBody = fob; if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage("{6}: Vessel {0} discarded because we do not have line of sight." + "\npotentialSqrDistance: {1}, bestOccludedSqrDistance: {2}, maxTransmitSqrDistance: {3}" + "\npotentialSqrDistance < bestOccludedSqrDistance: {4}" + "\npotentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance): {5}", potentialVessel.vesselName, potentialSqrDistance, bestOccludedSqrDistance, this.maxTransmitDistance * this.maxTransmitDistance, potentialSqrDistance < bestOccludedSqrDistance, potentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance), this.ToString() ); } if ( (potentialSqrDistance < bestOccludedSqrDistance) && (potentialSqrDistance < maxTransmitSqrDistance) ) { if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage("{0}: Checking {1} relays on {2}.", this.ToString(), potentialVessel.GetAntennaRelays().Count(), potentialVessel ); } foreach (IAntennaRelay occludedRelay in potentialVessel.GetAntennaRelays()) { if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage(this.ToString() + " Checking candidate for bestOccludedRelay: {0}" + "\n\tCanTransmit: {1}", occludedRelay, occludedRelay.CanTransmit()); } if (occludedRelay.CanTransmit()) { this.bestOccludedRelay = occludedRelay; bodyOccludingBestOccludedRelay = fob; bestOccludedSqrDistance = potentialSqrDistance; if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage(this.ToString() + " Found new bestOccludedRelay: {0}" + "\nfirstOccludingBody: {1}" + "\nbestOccludedSqrDistance: {2}", occludedRelay, fob, potentialSqrDistance ); } break; } } } continue; } /* * ...so that we can skip the vessel if it is further away than a vessel we've already checked. * */ if (potentialSqrDistance > nearestRelaySqrDistance) { if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage("{0}: Vessel {1} discarded because it is out of range, or farther than another relay.", this.ToString(), potentialVessel.vesselName ); } continue; } nearestRelaySqrDistance = potentialSqrDistance; foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays()) { if (potentialRelay.CanTransmit() && potentialRelay.targetRelay != this) { this.nearestRelay = potentialRelay; if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id) { Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})", this.ToString(), this.nearestRelay.ToString(), this.nearestRelay.vessel.id )); } break; } } } CelestialBody bodyOccludingKerbin = null; double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius; kerbinSqrDistance *= kerbinSqrDistance; Tools.DebugLogger log = Tools.DebugLogger.New(this); log.AppendFormat("{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name); // If we don't have LOS to Kerbin, focus on relays if (!this.vessel.hasLineOfSightTo(Kerbin, out bodyOccludingKerbin, ARConfiguration.RadiusRatio)) { log.AppendFormat("\n\tKerbin LOS is blocked by {0}.", bodyOccludingKerbin.bodyName); // nearestRelaySqrDistance will be infinity if all relays are occluded or none exist. // Therefore, this will only be true if a valid relay is in range. if (nearestRelaySqrDistance <= maxTransmitSqrDistance) { log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, maxTransmitSqrDistance); this.KerbinDirect = false; this.canTransmit = true; this.targetRelay = this.nearestRelay; } // If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway else { log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, maxTransmitSqrDistance); this.canTransmit = false; // If the best occluded relay is closer than Kerbin, target it. if (bestOccludedSqrDistance < kerbinSqrDistance) { log.AppendFormat("\n\t\tPicking occluded relay {0} as target ({1} < {2}).", this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(), bestOccludedSqrDistance, kerbinSqrDistance); this.KerbinDirect = false; this.targetRelay = this.bestOccludedRelay; this.firstOccludingBody = bodyOccludingBestOccludedRelay; } // Otherwise, target Kerbin and report the first body blocking it. else { log.AppendFormat("\n\t\tPicking Kerbin as target ({0} >= {1}).", bestOccludedSqrDistance, kerbinSqrDistance); this.KerbinDirect = true; this.targetRelay = null; this.firstOccludingBody = bodyOccludingKerbin; } } } // If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin else { log.AppendFormat("\n\tKerbin is in LOS."); // If the nearest relay is closer than Kerbin and in range, transmit to it. if (nearestRelaySqrDistance <= maxTransmitSqrDistance) { log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, maxTransmitSqrDistance); this.canTransmit = true; // If the nearestRelay is closer than Kerbin, use it. if (nearestRelaySqrDistance < kerbinSqrDistance) { log.AppendFormat("\n\tPicking relay {0} over Kerbin ({1} < {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, kerbinSqrDistance); this.KerbinDirect = false; this.targetRelay = this.nearestRelay; } // Otherwise, Kerbin is closer, so use it. else { log.AppendFormat("\n\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, kerbinSqrDistance); this.KerbinDirect = true; this.targetRelay = null; } } // If the nearest relay is out of range, we still need to check on Kerbin. else { log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), nearestRelaySqrDistance, maxTransmitSqrDistance); // If Kerbin is in range, use it. if (kerbinSqrDistance <= maxTransmitSqrDistance) { log.AppendFormat("\n\tCan transmit to Kerbin ({0} <= {1}).", kerbinSqrDistance, maxTransmitSqrDistance); this.canTransmit = true; this.KerbinDirect = true; this.targetRelay = null; } // If Kerbin is out of range and the nearest relay is out of range, pick a second best between // Kerbin and bestOccludedRelay else { log.AppendFormat("\n\tCan't transmit to Kerbin ({0} > {1}).", kerbinSqrDistance, maxTransmitSqrDistance); this.canTransmit = false; // If the best occluded relay is closer than Kerbin, use it. // Since bestOccludedSqrDistance is infinity if there are no occluded relays, // this is safe if (bestOccludedSqrDistance < kerbinSqrDistance) { log.AppendFormat("\n\t\tPicking occluded relay {0} as target ({1} < {2}).", this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(), bestOccludedSqrDistance, kerbinSqrDistance); this.KerbinDirect = false; this.targetRelay = bestOccludedRelay; this.firstOccludingBody = bodyOccludingBestOccludedRelay; } // Otherwise, target Kerbin. Since we have LOS, blank the first occluding body. else { log.AppendFormat("\n\t\tPicking Kerbin as target ({0} >= {1}).", bestOccludedSqrDistance, kerbinSqrDistance); this.KerbinDirect = true; this.targetRelay = null; this.firstOccludingBody = null; } } } } log.AppendFormat("\n{0}: Status determination complete.", this.ToString()); log.Print(); // Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be // used next time. RelayDatabase.Instance.CheckedVesselsTable.Remove(vessel.id); } public override string ToString() { if (this is ProtoAntennaRelay) { return (this as ProtoAntennaRelay).ToString(); } return this.moduleRef.ToString(); } /// <summary> /// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class. /// </summary> /// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param> public AntennaRelay(IAntennaRelay module) { this.moduleRef = module; this.searchTimer = new System.Diagnostics.Stopwatch(); this.millisecondsBetweenSearches = 125L; } } } |