mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
599 lines
23 KiB
C#
599 lines
23 KiB
C#
using System.Linq;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Content.Shared.CCVar;
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using Content.Shared.Power;
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using Content.Shared.Power.Components;
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using Content.Shared.Power.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Threading;
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namespace Content.Server.Power.EntitySystems
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{
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/// <summary>
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/// Manages power networks, power state, and all power components.
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/// </summary>
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[UsedImplicitly]
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public sealed class PowerNetSystem : SharedPowerNetSystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly PowerNetConnectorSystem _powerNetConnector = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IParallelManager _parMan = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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private readonly PowerState _powerState = new();
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private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
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private readonly HashSet<ApcNet> _apcNetReconnectQueue = new();
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private EntityQuery<ApcPowerReceiverBatteryComponent> _apcBatteryQuery;
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private EntityQuery<BatteryComponent> _batteryQuery;
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private BatteryRampPegSolver _solver = new();
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public override void Initialize()
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{
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base.Initialize();
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_apcBatteryQuery = GetEntityQuery<ApcPowerReceiverBatteryComponent>();
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_batteryQuery = GetEntityQuery<BatteryComponent>();
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UpdatesAfter.Add(typeof(NodeGroupSystem));
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_solver = new(_cfg.GetCVar(CCVars.DebugPow3rDisableParallel));
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SubscribeLocalEvent<ApcPowerReceiverComponent, MapInitEvent>(ApcPowerReceiverMapInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentInit>(ApcPowerReceiverInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentShutdown>(ApcPowerReceiverShutdown);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentRemove>(ApcPowerReceiverRemove);
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SubscribeLocalEvent<ApcPowerReceiverComponent, EntityPausedEvent>(ApcPowerReceiverPaused);
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SubscribeLocalEvent<ApcPowerReceiverComponent, EntityUnpausedEvent>(ApcPowerReceiverUnpaused);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentInit>(BatteryInit);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentShutdown>(BatteryShutdown);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityPausedEvent>(BatteryPaused);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityUnpausedEvent>(BatteryUnpaused);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentInit>(PowerConsumerInit);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentShutdown>(PowerConsumerShutdown);
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SubscribeLocalEvent<PowerConsumerComponent, EntityPausedEvent>(PowerConsumerPaused);
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SubscribeLocalEvent<PowerConsumerComponent, EntityUnpausedEvent>(PowerConsumerUnpaused);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentInit>(PowerSupplierInit);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentShutdown>(PowerSupplierShutdown);
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SubscribeLocalEvent<PowerSupplierComponent, EntityPausedEvent>(PowerSupplierPaused);
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SubscribeLocalEvent<PowerSupplierComponent, EntityUnpausedEvent>(PowerSupplierUnpaused);
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Subs.CVar(_cfg, CCVars.DebugPow3rDisableParallel, DebugPow3rDisableParallelChanged);
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}
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private void DebugPow3rDisableParallelChanged(bool val)
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{
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_solver = new(val);
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}
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private void ApcPowerReceiverMapInit(Entity<ApcPowerReceiverComponent> ent, ref MapInitEvent args)
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{
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_appearance.SetData(ent, PowerDeviceVisuals.Powered, ent.Comp.Powered);
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}
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private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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}
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private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
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ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private void ApcPowerReceiverRemove(EntityUid uid, ApcPowerReceiverComponent component, ComponentRemove args)
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{
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component.Provider?.RemoveReceiver(component);
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}
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private static void ApcPowerReceiverPaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void ApcPowerReceiverUnpaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
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{
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AllocBattery(component.NetworkBattery);
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}
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private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
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{
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_powerState.Batteries.Free(component.NetworkBattery.Id);
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}
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private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityPausedEvent args)
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{
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component.NetworkBattery.Paused = true;
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}
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private static void BatteryUnpaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkBattery.Paused = false;
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}
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private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocLoad(component.NetworkLoad);
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}
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private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void PowerConsumerUnpaused(EntityUid uid, PowerConsumerComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocSupply(component.NetworkSupply);
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}
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private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
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{
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_powerState.Supplies.Free(component.NetworkSupply.Id);
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}
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private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, ref EntityPausedEvent args)
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{
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component.NetworkSupply.Paused = true;
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}
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private static void PowerSupplierUnpaused(EntityUid uid, PowerSupplierComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkSupply.Paused = false;
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}
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public void InitPowerNet(PowerNet powerNet)
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{
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AllocNetwork(powerNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyPowerNet(PowerNet powerNet)
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{
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_powerState.Networks.Free(powerNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectPowerNet(PowerNet powerNet)
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{
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_powerNetReconnectQueue.Add(powerNet);
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_powerState.GroupedNets = null;
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}
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public void InitApcNet(ApcNet apcNet)
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{
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AllocNetwork(apcNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyApcNet(ApcNet apcNet)
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{
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_powerState.Networks.Free(apcNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectApcNet(ApcNet apcNet)
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{
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_apcNetReconnectQueue.Add(apcNet);
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_powerState.GroupedNets = null;
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}
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public PowerStatistics GetStatistics()
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{
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return new()
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{
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CountBatteries = _powerState.Batteries.Count,
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CountLoads = _powerState.Loads.Count,
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CountNetworks = _powerState.Networks.Count,
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CountSupplies = _powerState.Supplies.Count
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};
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}
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public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
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{
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// Right, consumption. Now this is a big mess.
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// Start by summing up consumer draw rates.
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// Then deal with batteries.
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// While for consumers we want to use their max draw rates,
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// for batteries we ought to use their current draw rates,
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// because there's all sorts of weirdness with them.
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// A full battery will still have the same max draw rate,
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// but will likely have deliberately limited current draw rate.
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float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
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consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
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// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
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// I suspect it's accounting for current supply rather than theoretical supply.
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float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
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// Battery stuff is more complex.
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// Without stealing PowerState, the most efficient way
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// to grab the necessary discharge data is from
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// PowerNetworkBatteryComponent (has Pow3r reference).
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float supplyBatteriesW = 0.0f;
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float storageCurrentJ = 0.0f;
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float storageMaxJ = 0.0f;
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foreach (var discharger in network.BatterySupplies)
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{
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var nb = _powerState.Batteries[discharger];
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supplyBatteriesW += nb.CurrentSupply;
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storageCurrentJ += nb.CurrentStorage;
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storageMaxJ += nb.Capacity;
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maxSupplyW += nb.MaxSupply;
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}
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// And charging
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float outStorageCurrentJ = 0.0f;
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float outStorageMaxJ = 0.0f;
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foreach (var charger in network.BatteryLoads)
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{
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var nb = _powerState.Batteries[charger];
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outStorageCurrentJ += nb.CurrentStorage;
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outStorageMaxJ += nb.Capacity;
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}
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return new()
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{
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SupplyCurrent = network.LastCombinedMaxSupply,
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SupplyBatteries = supplyBatteriesW,
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SupplyTheoretical = maxSupplyW,
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Consumption = consumptionW,
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InStorageCurrent = storageCurrentJ,
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InStorageMax = storageMaxJ,
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OutStorageCurrent = outStorageCurrentJ,
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OutStorageMax = outStorageMaxJ
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};
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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ReconnectNetworks();
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// Synchronize batteries
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RaiseLocalEvent(new NetworkBatteryPreSync());
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// Run power solver.
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_solver.Tick(frameTime, _powerState, _parMan);
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// Synchronize batteries, the other way around.
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RaiseLocalEvent(new NetworkBatteryPostSync());
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// Send events where necessary.
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// TODO: Instead of querying ALL power components every tick, and then checking if an event needs to be
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// raised, should probably assemble a list of entity Uids during the actual solver steps.
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UpdateApcPowerReceiver(frameTime);
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UpdatePowerConsumer();
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UpdateNetworkBattery();
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}
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private void ReconnectNetworks()
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{
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foreach (var apcNet in _apcNetReconnectQueue)
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{
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if (apcNet.Removed)
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continue;
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DoReconnectApcNet(apcNet);
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}
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_apcNetReconnectQueue.Clear();
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foreach (var powerNet in _powerNetReconnectQueue)
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{
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if (powerNet.Removed)
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continue;
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DoReconnectPowerNet(powerNet);
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}
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_powerNetReconnectQueue.Clear();
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}
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private bool IsPoweredCalculate(ApcPowerReceiverComponent comp)
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{
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return !comp.PowerDisabled
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&& (!comp.NeedsPower
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|| MathHelper.CloseToPercent(comp.NetworkLoad.ReceivingPower,
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comp.Load));
|
|
}
|
|
|
|
public override bool IsPoweredCalculate(SharedApcPowerReceiverComponent comp)
|
|
{
|
|
return IsPoweredCalculate((ApcPowerReceiverComponent)comp);
|
|
}
|
|
|
|
private void UpdateApcPowerReceiver(float frameTime)
|
|
{
|
|
var enumerator = AllEntityQuery<ApcPowerReceiverComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var apcReceiver))
|
|
{
|
|
var powered = IsPoweredCalculate(apcReceiver);
|
|
|
|
MetaDataComponent? metadata = null;
|
|
|
|
// TODO: If we get archetypes would be better to split this out.
|
|
// Check if the entity has an internal battery
|
|
if (_apcBatteryQuery.TryComp(uid, out var apcBattery) && _batteryQuery.TryComp(uid, out var battery))
|
|
{
|
|
apcReceiver.Load = apcBattery.IdleLoad;
|
|
|
|
// Try to draw power from the battery if there isn't sufficient external power
|
|
var requireBattery = !powered && !apcReceiver.PowerDisabled;
|
|
|
|
if (requireBattery)
|
|
{
|
|
_battery.SetCharge(uid, battery.CurrentCharge - apcBattery.IdleLoad * frameTime, battery);
|
|
}
|
|
// Otherwise try to charge the battery
|
|
else if (powered && !_battery.IsFull(uid, battery))
|
|
{
|
|
apcReceiver.Load += apcBattery.BatteryRechargeRate * apcBattery.BatteryRechargeEfficiency;
|
|
_battery.SetCharge(uid, battery.CurrentCharge + apcBattery.BatteryRechargeRate * frameTime, battery);
|
|
}
|
|
|
|
// Enable / disable the battery if the state changed
|
|
var enableBattery = requireBattery && battery.CurrentCharge > 0;
|
|
|
|
if (apcBattery.Enabled != enableBattery)
|
|
{
|
|
apcBattery.Enabled = enableBattery;
|
|
metadata = MetaData(uid);
|
|
Dirty(uid, apcBattery, metadata);
|
|
|
|
var apcBatteryEv = new ApcPowerReceiverBatteryChangedEvent(enableBattery);
|
|
RaiseLocalEvent(uid, ref apcBatteryEv);
|
|
|
|
_appearance.SetData(uid, PowerDeviceVisuals.BatteryPowered, enableBattery);
|
|
}
|
|
|
|
powered |= enableBattery;
|
|
}
|
|
|
|
// If new value is the same as the old, then exit
|
|
if (!apcReceiver.Recalculate && apcReceiver.Powered == powered)
|
|
continue;
|
|
|
|
metadata ??= MetaData(uid);
|
|
if (Paused(uid, metadata))
|
|
continue;
|
|
|
|
apcReceiver.Recalculate = false;
|
|
apcReceiver.Powered = powered;
|
|
Dirty(uid, apcReceiver, metadata);
|
|
|
|
var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
}
|
|
|
|
private void UpdatePowerConsumer()
|
|
{
|
|
var enumerator = EntityQueryEnumerator<PowerConsumerComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var consumer))
|
|
{
|
|
var newRecv = consumer.NetworkLoad.ReceivingPower;
|
|
ref var lastRecv = ref consumer.LastReceived;
|
|
if (MathHelper.CloseToPercent(lastRecv, newRecv))
|
|
continue;
|
|
|
|
lastRecv = newRecv;
|
|
var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
|
|
RaiseLocalEvent(uid, ref msg);
|
|
}
|
|
}
|
|
|
|
private void UpdateNetworkBattery()
|
|
{
|
|
var enumerator = EntityQueryEnumerator<PowerNetworkBatteryComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var powerNetBattery))
|
|
{
|
|
var lastSupply = powerNetBattery.LastSupply;
|
|
var currentSupply = powerNetBattery.CurrentSupply;
|
|
|
|
if (lastSupply == 0f && currentSupply != 0f)
|
|
{
|
|
var ev = new PowerNetBatterySupplyEvent(true);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
else if (lastSupply > 0f && currentSupply == 0f)
|
|
{
|
|
var ev = new PowerNetBatterySupplyEvent(false);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
|
|
powerNetBattery.LastSupply = currentSupply;
|
|
}
|
|
}
|
|
|
|
private void AllocLoad(PowerState.Load load)
|
|
{
|
|
_powerState.Loads.Allocate(out load.Id) = load;
|
|
}
|
|
|
|
private void AllocSupply(PowerState.Supply supply)
|
|
{
|
|
_powerState.Supplies.Allocate(out supply.Id) = supply;
|
|
}
|
|
|
|
private void AllocBattery(PowerState.Battery battery)
|
|
{
|
|
_powerState.Batteries.Allocate(out battery.Id) = battery;
|
|
}
|
|
|
|
private void AllocNetwork(PowerState.Network network)
|
|
{
|
|
_powerState.Networks.Allocate(out network.Id) = network;
|
|
}
|
|
|
|
private void DoReconnectApcNet(ApcNet net)
|
|
{
|
|
var netNode = net.NetworkNode;
|
|
|
|
netNode.Loads.Clear();
|
|
netNode.BatterySupplies.Clear();
|
|
netNode.BatteryLoads.Clear();
|
|
netNode.Supplies.Clear();
|
|
|
|
foreach (var provider in net.Providers)
|
|
{
|
|
foreach (var receiver in provider.LinkedReceivers)
|
|
{
|
|
netNode.Loads.Add(receiver.NetworkLoad.Id);
|
|
receiver.NetworkLoad.LinkedNetwork = netNode.Id;
|
|
}
|
|
}
|
|
|
|
DoReconnectBasePowerNet(net, netNode);
|
|
|
|
var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
|
|
|
|
foreach (var apc in net.Apcs)
|
|
{
|
|
var netBattery = batteryQuery.GetComponent(apc.Owner);
|
|
netNode.BatterySupplies.Add(netBattery.NetworkBattery.Id);
|
|
netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
|
|
}
|
|
}
|
|
|
|
private void DoReconnectPowerNet(PowerNet net)
|
|
{
|
|
var netNode = net.NetworkNode;
|
|
|
|
netNode.Loads.Clear();
|
|
netNode.Supplies.Clear();
|
|
netNode.BatteryLoads.Clear();
|
|
netNode.BatterySupplies.Clear();
|
|
|
|
DoReconnectBasePowerNet(net, netNode);
|
|
|
|
var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
|
|
|
|
foreach (var charger in net.Chargers)
|
|
{
|
|
var battery = batteryQuery.GetComponent(charger.Owner);
|
|
netNode.BatteryLoads.Add(battery.NetworkBattery.Id);
|
|
battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
|
|
}
|
|
|
|
foreach (var discharger in net.Dischargers)
|
|
{
|
|
var battery = batteryQuery.GetComponent(discharger.Owner);
|
|
netNode.BatterySupplies.Add(battery.NetworkBattery.Id);
|
|
battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
|
|
}
|
|
}
|
|
|
|
private void DoReconnectBasePowerNet<TNetType>(BasePowerNet<TNetType> net, PowerState.Network netNode)
|
|
where TNetType : IBasePowerNet
|
|
{
|
|
foreach (var consumer in net.Consumers)
|
|
{
|
|
netNode.Loads.Add(consumer.NetworkLoad.Id);
|
|
consumer.NetworkLoad.LinkedNetwork = netNode.Id;
|
|
}
|
|
|
|
foreach (var supplier in net.Suppliers)
|
|
{
|
|
netNode.Supplies.Add(supplier.NetworkSupply.Id);
|
|
supplier.NetworkSupply.LinkedNetwork = netNode.Id;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate integrity of the power state data. Throws if an error is found.
|
|
/// </summary>
|
|
public void Validate()
|
|
{
|
|
_solver.Validate(_powerState);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before power network simulation happens, to synchronize battery state from
|
|
/// components like <see cref="BatteryComponent"/> into <see cref="PowerNetworkBatteryComponent"/>.
|
|
/// </summary>
|
|
public readonly struct NetworkBatteryPreSync
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised after power network simulation happens, to synchronize battery charge changes from
|
|
/// <see cref="PowerNetworkBatteryComponent"/> to components like <see cref="BatteryComponent"/>.
|
|
/// </summary>
|
|
public readonly struct NetworkBatteryPostSync
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when the amount of receiving power on a <see cref="PowerConsumerComponent"/> changes.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct PowerConsumerReceivedChanged(float ReceivedPower, float DrawRate)
|
|
{
|
|
public readonly float ReceivedPower = ReceivedPower;
|
|
public readonly float DrawRate = DrawRate;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised whenever a <see cref="PowerNetworkBatteryComponent"/> changes from / to 0 CurrentSupply.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct PowerNetBatterySupplyEvent(bool Supply)
|
|
{
|
|
public readonly bool Supply = Supply;
|
|
}
|
|
|
|
public struct PowerStatistics
|
|
{
|
|
public int CountNetworks;
|
|
public int CountLoads;
|
|
public int CountSupplies;
|
|
public int CountBatteries;
|
|
}
|
|
|
|
public struct NetworkPowerStatistics
|
|
{
|
|
public float SupplyCurrent;
|
|
public float SupplyBatteries;
|
|
public float SupplyTheoretical;
|
|
public float Consumption;
|
|
public float InStorageCurrent;
|
|
public float InStorageMax;
|
|
public float OutStorageCurrent;
|
|
public float OutStorageMax;
|
|
}
|
|
|
|
}
|