Engineer.VesselSimulator.Stage.Dump C# (CSharp) Method

Dump() public method

public Dump ( ) : void
return void
        public void Dump()
        {
            StringBuilder str = new StringBuilder("", 512);
            str.AppendFormat("number        : {0:d}\n", number);
            str.AppendFormat("cost          : {0:g6}\n", cost);
            str.AppendFormat("totalCost     : {0:g6}\n", totalCost);
            str.AppendFormat("time          : {0:g6}\n", time);
            str.AppendFormat("totalTime     : {0:g6}\n", totalTime);
            str.AppendFormat("mass          : {0:g6}\n", mass);
            str.AppendFormat("totalMass     : {0:g6}\n", totalMass);
            str.AppendFormat("isp           : {0:g6}\n", isp);
            str.AppendFormat("thrust        : {0:g6}\n", thrust);
            str.AppendFormat("actualThrust  : {0:g6}\n", actualThrust);
            str.AppendFormat("thrustToWeight: {0:g6}\n", thrustToWeight);
            str.AppendFormat("maxTWR        : {0:g6}\n", maxThrustToWeight);
            str.AppendFormat("actualTWR     : {0:g6}\n", actualThrustToWeight);
            str.AppendFormat("deltaV        : {0:g6}\n", deltaV);
            str.AppendFormat("totalDeltaV   : {0:g6}\n", totalDeltaV);
            str.AppendFormat("invTotDeltaV  : {0:g6}\n", inverseTotalDeltaV);

            MonoBehaviour.print(str);
        }

Usage Example

Example #1
0
        // This function runs the simulation and returns a newly created array of Stage objects
        public Stage[] RunSimulation()
        {
            if (SimManager.logOutput)
            {
                MonoBehaviour.print("RunSimulation started");
            }
            _timer.Start();

            LogMsg log = null;

            if (SimManager.logOutput)
            {
                log = new LogMsg();
            }

            // Start with the last stage to simulate
            // (this is in a member variable so it can be accessed by AllowedToStage and ActivateStage)
            currentStage = lastStage;

            // Work out which engines would be active if just doing the staging and if this is different to the
            // currently active engines then generate an extra stage
            // Loop through all the engines
            bool anyActive = false;

            foreach (EngineSim engine in allEngines)
            {
                if (log != null)
                {
                    log.buf.AppendLine("Testing engine mod of " + engine.partSim.name + ":" + engine.partSim.partId);
                }
                bool bActive = engine.isActive;
                bool bStage  = (engine.partSim.inverseStage >= currentStage);
                if (log != null)
                {
                    log.buf.AppendLine("bActive = " + bActive + "   bStage = " + bStage);
                }
                if (HighLogic.LoadedSceneIsFlight)
                {
                    if (bActive)
                    {
                        anyActive = true;
                    }
                    if (bActive != bStage)
                    {
                        // If the active state is different to the state due to staging
                        if (log != null)
                        {
                            log.buf.AppendLine("Need to do current active engines first");
                        }

                        doingCurrent = true;
                    }
                }
                else
                {
                    if (bStage)
                    {
                        if (log != null)
                        {
                            log.buf.AppendLine("Marking as active");
                        }

                        engine.isActive = true;
                    }
                }
            }

            // If we need to do current because of difference in engine activation and there actually are active engines
            // then we do the extra stage otherwise activate the next stage and don't treat it as current
            if (doingCurrent && anyActive)
            {
                currentStage++;
            }
            else
            {
                ActivateStage();
                doingCurrent = false;
            }

            // Create a list of lists of PartSims that prevent decoupling
            List <List <PartSim> > dontStagePartsLists = BuildDontStageLists(log);

            if (log != null)
            {
                log.Flush();
            }

            // Create the array of stages that will be returned
            Stage[] stages = new Stage[currentStage + 1];

            // Loop through the stages
            while (currentStage >= 0)
            {
                if (log != null)
                {
                    log.buf.AppendLine("Simulating stage " + currentStage);
                    log.buf.AppendLine("ShipMass = " + ShipMass);
                    log.Flush();
                    _timer.Reset();
                    _timer.Start();
                }

                // Update active engines and resource drains
                UpdateResourceDrains();

                // Create the Stage object for this stage
                Stage stage = new Stage();

                stageTime      = 0d;
                vecStageDeltaV = Vector3.zero;
                stageStartMass = ShipMass;
                stepStartMass  = stageStartMass;
                stepEndMass    = 0;

                CalculateThrustAndISP();

                // Store various things in the Stage object
                stage.thrust = totalStageThrust;
                //MonoBehaviour.print("stage.thrust = " + stage.thrust);
                stage.thrustToWeight    = totalStageThrust / (stageStartMass * gravity);
                stage.maxThrustToWeight = stage.thrustToWeight;
                //MonoBehaviour.print("StageMass = " + stageStartMass);
                //MonoBehaviour.print("Initial maxTWR = " + stage.maxThrustToWeight);
                stage.actualThrust         = totalStageActualThrust;
                stage.actualThrustToWeight = totalStageActualThrust / (stageStartMass * gravity);

                // Calculate the cost and mass of this stage and add all engines and tanks that are decoupled
                // in the next stage to the dontStageParts list
                foreach (PartSim partSim in allParts)
                {
                    if (partSim.decoupledInStage == currentStage - 1)
                    {
                        stage.cost += partSim.cost;
                        stage.mass += partSim.GetStartMass();
                    }
                }

                dontStageParts = dontStagePartsLists[currentStage];

                if (log != null)
                {
                    log.buf.AppendLine("Stage setup took " + _timer.ElapsedMilliseconds + "ms");

                    if (dontStageParts.Count > 0)
                    {
                        log.buf.AppendLine("Parts preventing staging:");
                        foreach (PartSim partSim in dontStageParts)
                        {
                            partSim.DumpPartToBuffer(log.buf, "");
                        }
                    }
                    else
                    {
                        log.buf.AppendLine("No parts preventing staging");
                    }

                    log.Flush();
                }

                // Now we will loop until we are allowed to stage
                int loopCounter = 0;
                while (!AllowedToStage())
                {
                    loopCounter++;
                    //MonoBehaviour.print("loop = " + loopCounter);

                    // Calculate how long each draining tank will take to drain and run for the minimum time
                    double  resourceDrainTime = double.MaxValue;
                    PartSim partMinDrain      = null;
                    foreach (PartSim partSim in drainingParts)
                    {
                        double time = partSim.TimeToDrainResource();
                        if (time < resourceDrainTime)
                        {
                            resourceDrainTime = time;
                            partMinDrain      = partSim;
                        }
                    }

                    if (log != null)
                    {
                        MonoBehaviour.print("Drain time = " + resourceDrainTime + " (" + partMinDrain.name + ":" + partMinDrain.partId + ")");
                    }

                    foreach (PartSim partSim in drainingParts)
                    {
                        partSim.DrainResources(resourceDrainTime);
                    }

                    // Get the mass after draining
                    stepEndMass = ShipMass;
                    stageTime  += resourceDrainTime;

                    double stepEndTWR = totalStageThrust / (stepEndMass * gravity);
                    //MonoBehaviour.print("After drain mass = " + stepEndMass);
                    //MonoBehaviour.print("currentThrust = " + totalStageThrust);
                    //MonoBehaviour.print("currentTWR = " + stepEndTWR);
                    if (stepEndTWR > stage.maxThrustToWeight)
                    {
                        stage.maxThrustToWeight = stepEndTWR;
                    }

                    //MonoBehaviour.print("newMaxTWR = " + stage.maxThrustToWeight);

                    // If we have drained anything and the masses make sense then add this step's deltaV to the stage total
                    if (resourceDrainTime > 0d && stepStartMass > stepEndMass && stepStartMass > 0d && stepEndMass > 0d)
                    {
                        vecStageDeltaV += vecThrust * (float)((currentisp * STD_GRAVITY * Math.Log(stepStartMass / stepEndMass)) / simpleTotalThrust);
                    }

                    // Update the active engines and resource drains for the next step
                    UpdateResourceDrains();

                    // Recalculate the current thrust and isp for the next step
                    CalculateThrustAndISP();

                    // Check if we actually changed anything
                    if (stepStartMass == stepEndMass)
                    {
                        //MonoBehaviour.print("No change in mass");
                        break;
                    }

                    // Check to stop rampant looping
                    if (loopCounter == 1000)
                    {
                        MonoBehaviour.print("exceeded loop count");
                        MonoBehaviour.print("stageStartMass = " + stageStartMass);
                        MonoBehaviour.print("stepStartMass = " + stepStartMass);
                        MonoBehaviour.print("StepEndMass   = " + stepEndMass);
                        break;
                    }

                    // The next step starts at the mass this one ended at
                    stepStartMass = stepEndMass;
                }

                // Store more values in the Stage object and stick it in the array

                // Store the magnitude of the deltaV vector
                stage.deltaV = vecStageDeltaV.magnitude;

                // Recalculate effective stage isp from the stage deltaV (flip the standard deltaV calculation around)
                // Note: If the mass doesn't change then this is a divide by zero
                if (stageStartMass != stepStartMass)
                {
                    stage.isp = stage.deltaV / (STD_GRAVITY * Math.Log(stageStartMass / stepStartMass));
                }
                else
                {
                    stage.isp = 0;
                }

                // Zero stage time if more than a day (this should be moved into the window code)
                stage.time           = (stageTime < SECONDS_PER_DAY) ? stageTime : 0d;
                stage.number         = doingCurrent ? -1 : currentStage;        // Set the stage number to -1 if doing current engines
                stages[currentStage] = stage;

                // Now activate the next stage
                currentStage--;
                doingCurrent = false;

                if (log != null)
                {
                    // Log how long the stage took
                    _timer.Stop();
                    MonoBehaviour.print("Simulating stage took " + _timer.ElapsedMilliseconds + "ms");
                    stage.Dump();
                    _timer.Reset();
                    _timer.Start();
                }

                // Activate the next stage
                ActivateStage();

                if (log != null)
                {
                    // Log how long it took to activate
                    _timer.Stop();
                    MonoBehaviour.print("ActivateStage took " + _timer.ElapsedMilliseconds + "ms");
                }
            }

            // Now we add up the various total fields in the stages
            for (int i = 0; i < stages.Length; i++)
            {
                // For each stage we total up the cost, mass, deltaV and time for this stage and all the stages above
                for (int j = i; j >= 0; j--)
                {
                    stages[i].totalCost   += stages[j].cost;
                    stages[i].totalMass   += stages[j].mass;
                    stages[i].totalDeltaV += stages[j].deltaV;
                    stages[i].totalTime   += stages[j].time;
                }
                // We also total up the deltaV for stage and all stages below
                for (int j = i; j < stages.Length; j++)
                {
                    stages[i].inverseTotalDeltaV += stages[j].deltaV;
                }

                // Zero the total time if the value will be huge (24 hours?) to avoid the display going weird
                // (this should be moved into the window code)
                if (stages[i].totalTime > SECONDS_PER_DAY)
                {
                    stages[i].totalTime = 0d;
                }
            }

            if (log != null)
            {
                _timer.Stop();
                MonoBehaviour.print("RunSimulation: " + _timer.ElapsedMilliseconds + "ms");
            }

            return(stages);
        }
All Usage Examples Of Engineer.VesselSimulator.Stage::Dump
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