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 | // 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. protected CelestialBody Kerbin; protected IAntennaRelay _nearestRelayCache; protected IAntennaRelay moduleRef; 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; } } /// <summary> /// Gets or sets the nearest relay. /// </summary> /// <value>The nearest relay</value> public IAntennaRelay nearestRelay { get { if (this.searchTimer.IsRunning && this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches) { this._nearestRelayCache = this.FindNearestRelay(); this.searchTimer.Restart(); } return this._nearestRelayCache; } protected set { this._nearestRelayCache = value; } } /// <summary> /// Gets the transmit distance. /// </summary> /// <value>The transmit distance.</value> public double transmitDistance { get { this.nearestRelay = this.FindNearestRelay(); // If there is no available relay nearby... if (this.nearestRelay == null) { // .. return the distance to Kerbin return this.DistanceTo(this.Kerbin); } else { /// ...otherwise, return the distance to the nearest available relay. return this.DistanceTo(nearestRelay); } } } /// <summary> /// The maximum distance at which this relay can operate. /// </summary> /// <value>The max transmit distance.</value> public virtual float maxTransmitDistance { get; set; } /// <summary> /// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during /// the current relay attempt. /// </summary> /// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value> public virtual bool relayChecked { 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() { if (this.transmitDistance > this.maxTransmitDistance) { return false; } else { return true; } } /// <summary> /// Finds the nearest relay. /// </summary> /// <returns>The nearest relay or null, if no relays in range.</returns> public IAntennaRelay FindNearestRelay() { if (this.searchTimer.IsRunning && this.searchTimer.ElapsedMilliseconds < this.millisecondsBetweenSearches) { return this.nearestRelay; } if (this.searchTimer.IsRunning) { this.searchTimer.Stop(); this.searchTimer.Reset(); } this.searchTimer.Start(); Tools.PostDebugMessage(string.Format( "{0}: finding nearest relay for {1} ({2})", this.GetType().Name, this, this.vessel.id )); // Set this vessel as checked, so that we don't check it again. RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true; double nearestDistance = double.PositiveInfinity; IAntennaRelay _nearestRelay = null; /* * 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 that have already been checked for a nearest relay this pass. try { if (RelayDatabase.Instance.CheckedVesselsTable[potentialVessel.id]) { continue; } } catch (KeyNotFoundException) { /* If the key doesn't exist, don't skip it. */} // 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 potentialDistance = (potentialVessel.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude; /* * ...so that we can skip the vessel if it is further away than Kerbin, our transmit distance, or a * vessel we've already checked. * */ if (potentialDistance > Tools.Min(this.maxTransmitDistance, nearestDistance, vessel.DistanceTo(Kerbin))) { continue; } nearestDistance = potentialDistance; foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays()) { if (potentialRelay.CanTransmit()) { _nearestRelay = potentialRelay; Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})", this.GetType().Name, _nearestRelay.ToString(), _nearestRelay.vessel.id )); break; } } } // 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); // Return the nearest available relay, or null if there are no available relays nearby. return _nearestRelay; } /// <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 = 5000; // HACK: This might not be safe in all circumstances, but since AntennaRelays are not built until Start, // we hope it is safe enough. this.Kerbin = FlightGlobals.Bodies.FirstOrDefault(b => b.name == "Kerbin"); } } } |