# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
601 lines
23 KiB
C#
601 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._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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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, 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 ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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}
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private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
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ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private void ApcPowerReceiverRemove(EntityUid uid, ApcPowerReceiverComponent component, ComponentRemove args)
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{
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component.Provider?.RemoveReceiver(component);
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}
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private static void ApcPowerReceiverPaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void ApcPowerReceiverUnpaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
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{
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AllocBattery(component.NetworkBattery);
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}
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private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
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{
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_powerState.Batteries.Free(component.NetworkBattery.Id);
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}
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private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityPausedEvent args)
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{
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component.NetworkBattery.Paused = true;
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}
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private static void BatteryUnpaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkBattery.Paused = false;
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}
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private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocLoad(component.NetworkLoad);
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}
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private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, ref EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = true;
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}
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private static void PowerConsumerUnpaused(EntityUid uid, PowerConsumerComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkLoad.Paused = false;
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}
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private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
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{
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_powerNetConnector.BaseNetConnectorInit(component);
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AllocSupply(component.NetworkSupply);
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}
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private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
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{
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_powerState.Supplies.Free(component.NetworkSupply.Id);
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}
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private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, ref EntityPausedEvent args)
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{
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component.NetworkSupply.Paused = true;
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}
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private static void PowerSupplierUnpaused(EntityUid uid, PowerSupplierComponent component, ref EntityUnpausedEvent args)
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{
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component.NetworkSupply.Paused = false;
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}
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public void InitPowerNet(PowerNet powerNet)
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{
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AllocNetwork(powerNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyPowerNet(PowerNet powerNet)
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{
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_powerState.Networks.Free(powerNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectPowerNet(PowerNet powerNet)
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{
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_powerNetReconnectQueue.Add(powerNet);
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_powerState.GroupedNets = null;
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}
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public void InitApcNet(ApcNet apcNet)
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{
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AllocNetwork(apcNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyApcNet(ApcNet apcNet)
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{
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_powerState.Networks.Free(apcNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectApcNet(ApcNet apcNet)
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{
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_apcNetReconnectQueue.Add(apcNet);
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_powerState.GroupedNets = null;
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}
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public PowerStatistics GetStatistics()
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{
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return new()
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{
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CountBatteries = _powerState.Batteries.Count,
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CountLoads = _powerState.Loads.Count,
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CountNetworks = _powerState.Networks.Count,
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CountSupplies = _powerState.Supplies.Count
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};
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}
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public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
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{
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// Right, consumption. Now this is a big mess.
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// Start by summing up consumer draw rates.
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// Then deal with batteries.
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// While for consumers we want to use their max draw rates,
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// for batteries we ought to use their current draw rates,
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// because there's all sorts of weirdness with them.
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// A full battery will still have the same max draw rate,
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// but will likely have deliberately limited current draw rate.
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float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
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consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
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// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
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// I suspect it's accounting for current supply rather than theoretical supply.
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float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
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// Battery stuff is more complex.
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// Without stealing PowerState, the most efficient way
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// to grab the necessary discharge data is from
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// PowerNetworkBatteryComponent (has Pow3r reference).
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float supplyBatteriesW = 0.0f;
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float storageCurrentJ = 0.0f;
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float storageMaxJ = 0.0f;
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foreach (var discharger in network.BatterySupplies)
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{
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var nb = _powerState.Batteries[discharger];
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supplyBatteriesW += nb.CurrentSupply;
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storageCurrentJ += nb.CurrentStorage;
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storageMaxJ += nb.Capacity;
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maxSupplyW += nb.MaxSupply;
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}
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// And charging
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float outStorageCurrentJ = 0.0f;
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float outStorageMaxJ = 0.0f;
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foreach (var charger in network.BatteryLoads)
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{
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var nb = _powerState.Batteries[charger];
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outStorageCurrentJ += nb.CurrentStorage;
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outStorageMaxJ += nb.Capacity;
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}
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return new()
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{
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SupplyCurrent = network.LastCombinedMaxSupply,
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SupplyBatteries = supplyBatteriesW,
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SupplyTheoretical = maxSupplyW,
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Consumption = consumptionW,
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InStorageCurrent = storageCurrentJ,
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InStorageMax = storageMaxJ,
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OutStorageCurrent = outStorageCurrentJ,
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OutStorageMax = outStorageMaxJ
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};
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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ReconnectNetworks();
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// Synchronize batteries
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RaiseLocalEvent(new NetworkBatteryPreSync());
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// Run power solver.
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_solver.Tick(frameTime, _powerState, _parMan);
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// Synchronize batteries, the other way around.
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RaiseLocalEvent(new NetworkBatteryPostSync());
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// Send events where necessary.
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// TODO: Instead of querying ALL power components every tick, and then checking if an event needs to be
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// raised, should probably assemble a list of entity Uids during the actual solver steps.
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UpdateApcPowerReceiver(frameTime);
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UpdatePowerConsumer();
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UpdateNetworkBattery();
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}
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private void ReconnectNetworks()
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{
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foreach (var apcNet in _apcNetReconnectQueue)
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{
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if (apcNet.Removed)
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continue;
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DoReconnectApcNet(apcNet);
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}
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_apcNetReconnectQueue.Clear();
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foreach (var powerNet in _powerNetReconnectQueue)
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{
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if (powerNet.Removed)
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continue;
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DoReconnectPowerNet(powerNet);
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}
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_powerNetReconnectQueue.Clear();
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}
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private bool IsPoweredCalculate(ApcPowerReceiverComponent comp)
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{
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return !comp.PowerDisabled
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&& (!comp.NeedsPower
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|| MathHelper.CloseToPercent(comp.NetworkLoad.ReceivingPower,
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comp.Load));
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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 mapId = Transform(uid).MapUid;
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var isAlwaysPowered = HasComp<AlwaysPoweredMapComponent>(mapId);
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var powered = isAlwaysPowered || 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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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.SetCharge(uid, battery.CurrentCharge - apcBattery.IdleLoad * frameTime, battery);
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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.SetCharge(uid, battery.CurrentCharge + apcBattery.BatteryRechargeRate * frameTime, battery);
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}
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// Enable / disable the battery if the state changed
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var enableBattery = requireBattery && battery.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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metadata = MetaData(uid);
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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.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 mapId = Transform(uid).MapUid;
|
|
var isAlwaysPowered = HasComp<AlwaysPoweredMapComponent>(mapId);
|
|
|
|
var newRecv = isAlwaysPowered ? consumer.DrawRate : 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 mapId = Transform(uid).MapUid;
|
|
var isAlwaysPowered = HasComp<AlwaysPoweredMapComponent>(mapId);
|
|
|
|
var lastSupply = powerNetBattery.LastSupply;
|
|
var currentSupply = isAlwaysPowered ? powerNetBattery.MaxSupply : 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;
|
|
}
|
|
|
|
}
|