Files
Delta-v/Content.Server/Power/EntitySystems/PowerNetSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

599 lines
23 KiB
C#

using System.Linq;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.Power.Components;
using Content.Server.Power.NodeGroups;
using Content.Server.Power.Pow3r;
using Content.Shared.CCVar;
using Content.Shared.Power;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Threading;
namespace Content.Server.Power.EntitySystems
{
/// <summary>
/// Manages power networks, power state, and all power components.
/// </summary>
[UsedImplicitly]
public sealed class PowerNetSystem : SharedPowerNetSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly PowerNetConnectorSystem _powerNetConnector = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IParallelManager _parMan = default!;
[Dependency] private readonly BatterySystem _battery = default!;
private readonly PowerState _powerState = new();
private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
private readonly HashSet<ApcNet> _apcNetReconnectQueue = new();
private EntityQuery<ApcPowerReceiverBatteryComponent> _apcBatteryQuery;
private EntityQuery<BatteryComponent> _batteryQuery;
private BatteryRampPegSolver _solver = new();
public override void Initialize()
{
base.Initialize();
_apcBatteryQuery = GetEntityQuery<ApcPowerReceiverBatteryComponent>();
_batteryQuery = GetEntityQuery<BatteryComponent>();
UpdatesAfter.Add(typeof(NodeGroupSystem));
_solver = new(_cfg.GetCVar(CCVars.DebugPow3rDisableParallel));
SubscribeLocalEvent<ApcPowerReceiverComponent, MapInitEvent>(ApcPowerReceiverMapInit);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentInit>(ApcPowerReceiverInit);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentShutdown>(ApcPowerReceiverShutdown);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentRemove>(ApcPowerReceiverRemove);
SubscribeLocalEvent<ApcPowerReceiverComponent, EntityPausedEvent>(ApcPowerReceiverPaused);
SubscribeLocalEvent<ApcPowerReceiverComponent, EntityUnpausedEvent>(ApcPowerReceiverUnpaused);
SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentInit>(BatteryInit);
SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentShutdown>(BatteryShutdown);
SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityPausedEvent>(BatteryPaused);
SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityUnpausedEvent>(BatteryUnpaused);
SubscribeLocalEvent<PowerConsumerComponent, ComponentInit>(PowerConsumerInit);
SubscribeLocalEvent<PowerConsumerComponent, ComponentShutdown>(PowerConsumerShutdown);
SubscribeLocalEvent<PowerConsumerComponent, EntityPausedEvent>(PowerConsumerPaused);
SubscribeLocalEvent<PowerConsumerComponent, EntityUnpausedEvent>(PowerConsumerUnpaused);
SubscribeLocalEvent<PowerSupplierComponent, ComponentInit>(PowerSupplierInit);
SubscribeLocalEvent<PowerSupplierComponent, ComponentShutdown>(PowerSupplierShutdown);
SubscribeLocalEvent<PowerSupplierComponent, EntityPausedEvent>(PowerSupplierPaused);
SubscribeLocalEvent<PowerSupplierComponent, EntityUnpausedEvent>(PowerSupplierUnpaused);
Subs.CVar(_cfg, CCVars.DebugPow3rDisableParallel, DebugPow3rDisableParallelChanged);
}
private void DebugPow3rDisableParallelChanged(bool val)
{
_solver = new(val);
}
private void ApcPowerReceiverMapInit(Entity<ApcPowerReceiverComponent> ent, ref MapInitEvent args)
{
_appearance.SetData(ent, PowerDeviceVisuals.Powered, ent.Comp.Powered);
}
private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
{
AllocLoad(component.NetworkLoad);
}
private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
ComponentShutdown args)
{
_powerState.Loads.Free(component.NetworkLoad.Id);
}
private void ApcPowerReceiverRemove(EntityUid uid, ApcPowerReceiverComponent component, ComponentRemove args)
{
component.Provider?.RemoveReceiver(component);
}
private static void ApcPowerReceiverPaused(
EntityUid uid,
ApcPowerReceiverComponent component,
ref EntityPausedEvent args)
{
component.NetworkLoad.Paused = true;
}
private static void ApcPowerReceiverUnpaused(
EntityUid uid,
ApcPowerReceiverComponent component,
ref EntityUnpausedEvent args)
{
component.NetworkLoad.Paused = false;
}
private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
{
AllocBattery(component.NetworkBattery);
}
private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
{
_powerState.Batteries.Free(component.NetworkBattery.Id);
}
private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityPausedEvent args)
{
component.NetworkBattery.Paused = true;
}
private static void BatteryUnpaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityUnpausedEvent args)
{
component.NetworkBattery.Paused = false;
}
private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
{
_powerNetConnector.BaseNetConnectorInit(component);
AllocLoad(component.NetworkLoad);
}
private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
{
_powerState.Loads.Free(component.NetworkLoad.Id);
}
private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, ref EntityPausedEvent args)
{
component.NetworkLoad.Paused = true;
}
private static void PowerConsumerUnpaused(EntityUid uid, PowerConsumerComponent component, ref EntityUnpausedEvent args)
{
component.NetworkLoad.Paused = false;
}
private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
{
_powerNetConnector.BaseNetConnectorInit(component);
AllocSupply(component.NetworkSupply);
}
private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
{
_powerState.Supplies.Free(component.NetworkSupply.Id);
}
private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, ref EntityPausedEvent args)
{
component.NetworkSupply.Paused = true;
}
private static void PowerSupplierUnpaused(EntityUid uid, PowerSupplierComponent component, ref EntityUnpausedEvent args)
{
component.NetworkSupply.Paused = false;
}
public void InitPowerNet(PowerNet powerNet)
{
AllocNetwork(powerNet.NetworkNode);
_powerState.GroupedNets = null;
}
public void DestroyPowerNet(PowerNet powerNet)
{
_powerState.Networks.Free(powerNet.NetworkNode.Id);
_powerState.GroupedNets = null;
}
public void QueueReconnectPowerNet(PowerNet powerNet)
{
_powerNetReconnectQueue.Add(powerNet);
_powerState.GroupedNets = null;
}
public void InitApcNet(ApcNet apcNet)
{
AllocNetwork(apcNet.NetworkNode);
_powerState.GroupedNets = null;
}
public void DestroyApcNet(ApcNet apcNet)
{
_powerState.Networks.Free(apcNet.NetworkNode.Id);
_powerState.GroupedNets = null;
}
public void QueueReconnectApcNet(ApcNet apcNet)
{
_apcNetReconnectQueue.Add(apcNet);
_powerState.GroupedNets = null;
}
public PowerStatistics GetStatistics()
{
return new()
{
CountBatteries = _powerState.Batteries.Count,
CountLoads = _powerState.Loads.Count,
CountNetworks = _powerState.Networks.Count,
CountSupplies = _powerState.Supplies.Count
};
}
public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
{
// Right, consumption. Now this is a big mess.
// Start by summing up consumer draw rates.
// Then deal with batteries.
// While for consumers we want to use their max draw rates,
// for batteries we ought to use their current draw rates,
// because there's all sorts of weirdness with them.
// A full battery will still have the same max draw rate,
// but will likely have deliberately limited current draw rate.
float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
// I suspect it's accounting for current supply rather than theoretical supply.
float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
// Battery stuff is more complex.
// Without stealing PowerState, the most efficient way
// to grab the necessary discharge data is from
// PowerNetworkBatteryComponent (has Pow3r reference).
float supplyBatteriesW = 0.0f;
float storageCurrentJ = 0.0f;
float storageMaxJ = 0.0f;
foreach (var discharger in network.BatterySupplies)
{
var nb = _powerState.Batteries[discharger];
supplyBatteriesW += nb.CurrentSupply;
storageCurrentJ += nb.CurrentStorage;
storageMaxJ += nb.Capacity;
maxSupplyW += nb.MaxSupply;
}
// And charging
float outStorageCurrentJ = 0.0f;
float outStorageMaxJ = 0.0f;
foreach (var charger in network.BatteryLoads)
{
var nb = _powerState.Batteries[charger];
outStorageCurrentJ += nb.CurrentStorage;
outStorageMaxJ += nb.Capacity;
}
return new()
{
SupplyCurrent = network.LastCombinedMaxSupply,
SupplyBatteries = supplyBatteriesW,
SupplyTheoretical = maxSupplyW,
Consumption = consumptionW,
InStorageCurrent = storageCurrentJ,
InStorageMax = storageMaxJ,
OutStorageCurrent = outStorageCurrentJ,
OutStorageMax = outStorageMaxJ
};
}
public override void Update(float frameTime)
{
base.Update(frameTime);
ReconnectNetworks();
// Synchronize batteries
RaiseLocalEvent(new NetworkBatteryPreSync());
// Run power solver.
_solver.Tick(frameTime, _powerState, _parMan);
// Synchronize batteries, the other way around.
RaiseLocalEvent(new NetworkBatteryPostSync());
// Send events where necessary.
// TODO: Instead of querying ALL power components every tick, and then checking if an event needs to be
// raised, should probably assemble a list of entity Uids during the actual solver steps.
UpdateApcPowerReceiver(frameTime);
UpdatePowerConsumer();
UpdateNetworkBattery();
}
private void ReconnectNetworks()
{
foreach (var apcNet in _apcNetReconnectQueue)
{
if (apcNet.Removed)
continue;
DoReconnectApcNet(apcNet);
}
_apcNetReconnectQueue.Clear();
foreach (var powerNet in _powerNetReconnectQueue)
{
if (powerNet.Removed)
continue;
DoReconnectPowerNet(powerNet);
}
_powerNetReconnectQueue.Clear();
}
private bool IsPoweredCalculate(ApcPowerReceiverComponent comp)
{
return !comp.PowerDisabled
&& (!comp.NeedsPower
|| MathHelper.CloseToPercent(comp.NetworkLoad.ReceivingPower,
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;
}
}