# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
624 lines
24 KiB
C#
624 lines
24 KiB
C#
using System.Diagnostics;
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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._Sunrise.AlwaysPoweredMap;
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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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private readonly Stopwatch _frameStopwatch = new();
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private float _lastFrameTime;
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private float _averageFrameTime;
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private int _frameCount;
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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.
|
|
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)
|
|
{
|
|
_frameStopwatch.Restart();
|
|
|
|
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();
|
|
|
|
_frameStopwatch.Stop();
|
|
_lastFrameTime = (float)_frameStopwatch.Elapsed.TotalMilliseconds;
|
|
_averageFrameTime = (_averageFrameTime * _frameCount + _lastFrameTime) / (_frameCount + 1);
|
|
_frameCount++;
|
|
#if DEBUG
|
|
if (_frameCount % 100 == 0)
|
|
{
|
|
Log.Debug($"PowerNetSystem: Last frame time: {_lastFrameTime:F2}ms, Average frame time: {_averageFrameTime:F2}ms"); // Sunrise-edit
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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 mapId = Transform(uid).MapUid;
|
|
var isAlwaysPowered = HasComp<AlwaysPoweredMapComponent>(mapId);
|
|
|
|
var powered = isAlwaysPowered || 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))
|
|
{
|
|
metadata = MetaData(uid);
|
|
if (Paused(uid, metadata))
|
|
continue;
|
|
|
|
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.ChangeCharge((uid, battery), -apcBattery.IdleLoad * frameTime);
|
|
}
|
|
// Otherwise try to charge the battery
|
|
else if (powered && !_battery.IsFull((uid, battery)))
|
|
{
|
|
apcReceiver.Load += apcBattery.BatteryRechargeRate * apcBattery.BatteryRechargeEfficiency;
|
|
_battery.ChangeCharge((uid, battery), apcBattery.BatteryRechargeRate * frameTime);
|
|
}
|
|
|
|
// Enable / disable the battery if the state changed
|
|
var currentCharge = _battery.GetCharge((uid, battery));
|
|
var enableBattery = requireBattery && currentCharge > 0;
|
|
|
|
if (apcBattery.Enabled != enableBattery)
|
|
{
|
|
apcBattery.Enabled = enableBattery;
|
|
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.Powered == powered)
|
|
continue;
|
|
|
|
metadata ??= MetaData(uid);
|
|
if (Paused(uid, metadata))
|
|
continue;
|
|
|
|
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;
|
|
}
|
|
|
|
}
|