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 | // AntennaRange © 2014 toadicus // // AntennaRange provides incentive and requirements for the use of the various antenna parts. // Nominally, the breakdown is as follows: // // Communotron 16 - Suitable up to Kerbalsynchronous Orbit // Comms DTS-M1 - Suitable throughout the Kerbin subsystem // Communotron 88-88 - Suitable throughout the Kerbol system. // // This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a // copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ // // This software uses the ModuleManager library © 2013 ialdabaoth, used under a Creative Commons Attribution-ShareAlike // 3.0 Uported License. // // This software uses code from the MuMechLib library, © 2013 r4m0n, used under the GNU GPL version 3. using System; using System.Collections.Generic; using System.Linq; namespace AntennaRange { public class AntennaRelay : IAntennaRelay { // We don't have a Bard, so we'll hide Kerbin here. protected CelestialBody Kerbin; protected System.Diagnostics.Stopwatch searchTimer; protected long millisecondsBetweenSearches; /// <summary> /// Gets the parent Vessel. /// </summary> /// <value>The parent Vessel.</value> public Vessel vessel { get; protected set; } /// <summary> /// Gets or sets the nearest relay. /// </summary> /// <value>The nearest relay</value> public IAntennaRelay nearestRelay { get; protected set; } /// <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 (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 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(); // Set this relay as checked, so that we don't check it again. this.relayChecked = true; // Get a list of vessels within transmission range. List<Vessel> nearbyVessels = FlightGlobals.Vessels .Where(v => (v.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude < this.maxTransmitDistance) .ToList(); nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Debris); Tools.PostDebugMessage(string.Format( "{0}: Non-debris vessels in range: {1}", this.GetType().Name, nearbyVessels.Count )); // Remove this vessel. nearbyVessels.RemoveAll(v => v.id == vessel.id); Tools.PostDebugMessage(string.Format( "{0}: Vessels in range excluding self: {1}", this.GetType().Name, nearbyVessels.Count )); // Get a flattened list of all IAntennaRelay modules and protomodules in transmission range. List<IAntennaRelay> nearbyRelays = nearbyVessels.SelectMany(v => v.GetAntennaRelays()).ToList(); Tools.PostDebugMessage(string.Format( "{0}: Found {1} nearby relays.", this.GetType().Name, nearbyRelays.Count )); // Remove all relays already checked this time. nearbyRelays.RemoveAll(r => r.relayChecked); Tools.PostDebugMessage(string.Format( "{0}: Found {1} nearby relays not already checked.", this.GetType().Name, nearbyRelays.Count )); // Remove all relays that cannot transmit. // This call to r.CanTransmit() starts a depth-first recursive search for relays with a path back to Kerbin. nearbyRelays.RemoveAll(r => !r.CanTransmit()); Tools.PostDebugMessage(string.Format( "{0}: Found {1} nearby relays not already checked that can transmit.", this.GetType().Name, nearbyRelays.Count )); // Sort the available relays by distance. nearbyRelays.Sort(new RelayComparer(this.vessel)); // Get the nearest available relay, or null if there are no available relays nearby. IAntennaRelay _nearestRelay = nearbyRelays.FirstOrDefault(); // If we have a nearby relay... if (_nearestRelay != null) { // ...but that relay is farther than Kerbin... if (this.DistanceTo(_nearestRelay) > this.DistanceTo(Kerbin)) { // ...just use Kerbin. _nearestRelay = null; } } // Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be // used next time. this.relayChecked = false; // Return the nearest available relay, or null if there are no available relays nearby. return _nearestRelay; } public override string ToString() { return string.Format( "Antenna relay on vessel {0}.", vessel ); } /// <summary> /// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class. /// </summary> /// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param> public AntennaRelay(Vessel v) { this.vessel = v; 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"); } /* * Class implementing IComparer<IAntennaRelay> for use in sorting relays by distance. * */ internal class RelayComparer : IComparer<IAntennaRelay> { /// <summary> /// The reference Vessel (usually the active vessel). /// </summary> protected Vessel referenceVessel; // We don't want no stinking public parameterless constructors. private RelayComparer() {} /// <summary> /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay+RelayComparer"/> class for use /// in sorting relays by distance. /// </summary> /// <param name="reference">The reference Vessel</param> public RelayComparer(Vessel reference) { this.referenceVessel = reference; } /// <summary> /// Compare the <see cref="IAntennaRelay"/>s "one" and "two". /// </summary> /// <param name="one">The first IAntennaRelay in the comparison</param> /// <param name="two">The second IAntennaRelay in the comparison</param> public int Compare(IAntennaRelay one, IAntennaRelay two) { double distanceOne; double distanceTwo; distanceOne = one.vessel.DistanceTo(referenceVessel); distanceTwo = two.vessel.DistanceTo(referenceVessel); return distanceOne.CompareTo(distanceTwo); } } } } |