mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* verb category * voltage toggle comp * move stuff * add simple prototype * implement verb action * switch expression * fixed the node not updating * charge the battery * fixed battery not charging * spawn on battery level system * finally works * swap commentary position * can only anchor the extractor on the station * popup message for trying to anchor outside of station * default placement for unanchored version * ops * fix body type * commentary * update visuals of power consumer * add custom sprite * fix light layer not changing * xenoborg circuit * fix xenoborg circuit * add tag * add hand to hold xenoborg circuits * move to material * add xenoborg circuit material * add recipe to mothership core * add a hand to hold circuits to the mothership core * to not confuse * update * ops * another ops * update mothership * update guidebook * update values * more info * fix stack * can store xenoborg circuits * description * also update description * circuit -> crytal * not modified from anything * update description * Revert "update mothership" This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48. * update empty label * small update to sprite * not necessary code * remove empty line * color * make it explode when destroyed * change values * update sprite * update sprite * make it eletrified * flavor text * simplify to only use charge * subscribe to event * new line * remove popup * no need for the setter * no longer networked * feedback popups * Minor tweaks * better to understand * better now? * double the amount of power per crystal * ajust power levels * make modules cost more * update guidebook with new values * add popup back * i love solving merge issues * remove readonly * use Transform * predict verb * only do stuff if both comps are present * newline * fix popup * remove string.empty * better voltage comment * remove indentation from comment * comment * break the extractor * fix comp * change to protected * add a client system * make the component with the biggest name ever * fix the anchor fail message popup * kill this thing * update the proto * revert changes to PowerNetSystem * ops * make it spawn some gas when it explodes * can't discharge * comment was wrong * swap order of components * set examinable to false * examine text * rename AnchorableSystem to SharedAnchorableSystem * rename file and make it abstract * server side anchor system * ops * client anchor system * use server anchorable system in server * use battery visuals * use a helper method * revert changes to anchorable system * new system * new line * ops, not used * ops * fix battery visuals * set CableDeviceNode as not enabled * set setting on map init * enough feedback for the mothership * new line * locale changes * locale changes to SharedPowerNetworkBatteryChargerVoltageTogglerSystem * change name (again) * update comments * add event * raise a event * use events * use a method instead of just raising the event * more subscriptions to the voltage change event * update locale stuff * upgrade voltage toggler system with stuff from the power switch system * replace power switch with voltage toggle in generator window * replace power switch with voltage toggle in SharedPortableGeneratorSystem * replace power switch with voltage toggle in power sensor * KILL POWER SWITCHABLE COMPONENT AND SYSTEM * replace power switch with voltage toggle in PortableGeneratorSystem * replace all PowerSwitchable for VoltageToggler in the prototypes * nullable switch text * not required anymore * mistake with the yml * fix some issues with locale * opposite * i don't have words * only use delay if it has the delay comp * revert this change * revert this change * revert this change * revert this change * add color * comment * use another component * fix the alert not showing * generic comp for powernetwork battery and power consumer * rename events * fix proto * make it less efficient * change how it displays the rogue power thingy * Comp is evil * comment * use resolve * loc id * error * one line * move this stuff to the voltage toggler system * revert changes to PowerNetConnector * revert changes to NodeContainerSystem * revert changes that mess with PowerSupplierComponent * revert changes to SharedBatterySystem * revert changes to server BatterySystem * revert changes to PowerMonitoringConsoleSystem * remove whitespace * guess it was 2 lines * remove this from PowerNetworkBatteryComponent * PowerConsumerBatteryCharger * remove charging behavior from power sink system * add new component to power sink * extractor now uses power consumer comp * update PowerDeviceVisuals.Powered for power consumers that are recieving power * use PowerDeviceVisuals.Powered instead of BatteryVisuals.Charging * PowerConsumerBatteryChargerEfficiencyVoltageTogglerComponent * change values * Orks micro balance * me when i forget to change the actual value * change values in the guidebook * use a event * move efficiency to the powerconsumer component * ops * revert this random change * remove mapinit * move to one line * remove try comp * update event * this is important * use a entity table * only one line * use the entity table * use the current body crusher proto * update guidebook * say that it changes the efficiency * Improve guidebook wording.xml Co-authored-by: korczoczek <danielkorczok@gmail.com> * remove random whitespace Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * style stuff Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * make AnchorOnlyOnStationComponent networked * better wording Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Prettier Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * fix stack text * give option to be anchored on any station member * use 4 spaces * use stuff from the other PR * revert this change * remove power toggle things * idk * use a update loop * revert locale changes about the voltage toggler * remove mentions of voltage toggling * ops * fix proto * remove white line * revert this * move efficiency to PowerConsumerBatteryCharger * revert rider suggestion * custom sprite for extractor flatpack * use a new enum * make it destructible * cleanup --------- Co-authored-by: beck-thompson <beck314159@hotmail.com> Co-authored-by: korczoczek <danielkorczok@gmail.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
602 lines
23 KiB
C#
602 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 partial class PowerNetSystem : SharedPowerNetSystem
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{
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[Dependency] private AppearanceSystem _appearance = default!;
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[Dependency] private PowerNetConnectorSystem _powerNetConnector = default!;
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[Dependency] private IConfigurationManager _cfg = default!;
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[Dependency] private IParallelManager _parMan = default!;
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[Dependency] private BatterySystem _battery = default!;
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[Dependency] private EntityQuery<ApcPowerReceiverBatteryComponent> _apcBatteryQuery = default!;
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[Dependency] private EntityQuery<PowerNetworkBatteryComponent> _powerNetworkBatteryQuery = default!;
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[Dependency] private EntityQuery<BatteryComponent> _batteryQuery = 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 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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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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// Power is disabled, so unpowered
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if (comp.PowerDisabled)
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return false;
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// Doesn't need power, so always powered
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if (!comp.NeedsPower)
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return true;
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return comp.Load > 0 && MathHelper.CloseToPercent(comp.NetworkLoad.ReceivingPower, comp.Load);
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}
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public override bool IsPoweredCalculate(SharedApcPowerReceiverComponent comp)
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{
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return IsPoweredCalculate((ApcPowerReceiverComponent)comp);
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}
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private void UpdateApcPowerReceiver(float frameTime)
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{
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var enumerator = AllEntityQuery<ApcPowerReceiverComponent>();
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while (enumerator.MoveNext(out var uid, out var apcReceiver))
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{
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var powered = IsPoweredCalculate(apcReceiver);
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MetaDataComponent? metadata = null;
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// TODO: If we get archetypes would be better to split this out.
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// Check if the entity has an internal battery
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if (_apcBatteryQuery.TryComp(uid, out var apcBattery) && _batteryQuery.TryComp(uid, out var battery))
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{
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metadata = MetaData(uid);
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if (Paused(uid, metadata))
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continue;
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apcReceiver.Load = apcBattery.IdleLoad;
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// Try to draw power from the battery if there isn't sufficient external power
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var requireBattery = !powered && !apcReceiver.PowerDisabled;
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if (requireBattery)
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{
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_battery.ChangeCharge((uid, battery), -apcBattery.IdleLoad * frameTime);
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}
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// Otherwise try to charge the battery
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else if (powered && !_battery.IsFull((uid, battery)))
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{
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apcReceiver.Load += apcBattery.BatteryRechargeRate * apcBattery.BatteryRechargeEfficiency;
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_battery.ChangeCharge((uid, battery), apcBattery.BatteryRechargeRate * frameTime);
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}
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// Enable / disable the battery if the state changed
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var currentCharge = _battery.GetCharge((uid, battery));
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var enableBattery = requireBattery && currentCharge > 0;
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if (apcBattery.Enabled != enableBattery)
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{
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apcBattery.Enabled = enableBattery;
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Dirty(uid, apcBattery, metadata);
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var apcBatteryEv = new ApcPowerReceiverBatteryChangedEvent(enableBattery);
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RaiseLocalEvent(uid, ref apcBatteryEv);
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_appearance.SetData(uid, PowerDeviceVisuals.BatteryPowered, enableBattery);
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}
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powered |= enableBattery;
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}
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// If new value is the same as the old, then exit
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if (apcReceiver.Powered == powered)
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continue;
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metadata ??= MetaData(uid);
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if (Paused(uid, metadata))
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continue;
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apcReceiver.Powered = powered;
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Dirty(uid, apcReceiver, metadata);
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var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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private void UpdatePowerConsumer()
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{
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var enumerator = EntityQueryEnumerator<PowerConsumerComponent>();
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while (enumerator.MoveNext(out var uid, out var consumer))
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{
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var newRecv = consumer.NetworkLoad.ReceivingPower;
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ref var lastRecv = ref consumer.LastReceived;
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if (MathHelper.CloseToPercent(lastRecv, newRecv))
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continue;
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lastRecv = newRecv;
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var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
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RaiseLocalEvent(uid, ref msg);
|
|
|
|
_appearance.SetData(uid, PowerConsumerVisuals.Consuming, newRecv > 0);
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
foreach (var apc in net.Apcs)
|
|
{
|
|
var netBattery = _powerNetworkBatteryQuery.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);
|
|
|
|
foreach (var charger in net.Chargers)
|
|
{
|
|
var battery = _powerNetworkBatteryQuery.GetComponent(charger.Owner);
|
|
netNode.BatteryLoads.Add(battery.NetworkBattery.Id);
|
|
battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
|
|
}
|
|
|
|
foreach (var discharger in net.Dischargers)
|
|
{
|
|
var battery = _powerNetworkBatteryQuery.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;
|
|
}
|
|
|
|
}
|