# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
620 lines
24 KiB
C#
620 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(
|
|
EntityUid uid,
|
|
ApcPowerReceiverComponent component,
|
|
ref EntityUnpausedEvent args)
|
|
{
|
|
component.NetworkLoad.Paused = false;
|
|
}
|
|
|
|
private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
|
|
{
|
|
AllocBattery(component.NetworkBattery);
|
|
}
|
|
|
|
private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
|
|
{
|
|
_powerState.Batteries.Free(component.NetworkBattery.Id);
|
|
}
|
|
|
|
private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityPausedEvent args)
|
|
{
|
|
component.NetworkBattery.Paused = true;
|
|
}
|
|
|
|
private static void BatteryUnpaused(EntityUid uid, PowerNetworkBatteryComponent component, ref EntityUnpausedEvent args)
|
|
{
|
|
component.NetworkBattery.Paused = false;
|
|
}
|
|
|
|
private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
|
|
{
|
|
_powerNetConnector.BaseNetConnectorInit(component);
|
|
AllocLoad(component.NetworkLoad);
|
|
}
|
|
|
|
private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
|
|
{
|
|
_powerState.Loads.Free(component.NetworkLoad.Id);
|
|
}
|
|
|
|
private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, ref EntityPausedEvent args)
|
|
{
|
|
component.NetworkLoad.Paused = true;
|
|
}
|
|
|
|
private static void PowerConsumerUnpaused(EntityUid uid, PowerConsumerComponent component, ref EntityUnpausedEvent args)
|
|
{
|
|
component.NetworkLoad.Paused = false;
|
|
}
|
|
|
|
private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
|
|
{
|
|
_powerNetConnector.BaseNetConnectorInit(component);
|
|
AllocSupply(component.NetworkSupply);
|
|
}
|
|
|
|
private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
|
|
{
|
|
_powerState.Supplies.Free(component.NetworkSupply.Id);
|
|
}
|
|
|
|
private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, ref EntityPausedEvent args)
|
|
{
|
|
component.NetworkSupply.Paused = true;
|
|
}
|
|
|
|
private static void PowerSupplierUnpaused(EntityUid uid, PowerSupplierComponent component, ref EntityUnpausedEvent args)
|
|
{
|
|
component.NetworkSupply.Paused = false;
|
|
}
|
|
|
|
public void InitPowerNet(PowerNet powerNet)
|
|
{
|
|
AllocNetwork(powerNet.NetworkNode);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public void DestroyPowerNet(PowerNet powerNet)
|
|
{
|
|
_powerState.Networks.Free(powerNet.NetworkNode.Id);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public void QueueReconnectPowerNet(PowerNet powerNet)
|
|
{
|
|
_powerNetReconnectQueue.Add(powerNet);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public void InitApcNet(ApcNet apcNet)
|
|
{
|
|
AllocNetwork(apcNet.NetworkNode);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public void DestroyApcNet(ApcNet apcNet)
|
|
{
|
|
_powerState.Networks.Free(apcNet.NetworkNode.Id);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public void QueueReconnectApcNet(ApcNet apcNet)
|
|
{
|
|
_apcNetReconnectQueue.Add(apcNet);
|
|
_powerState.GroupedNets = null;
|
|
}
|
|
|
|
public PowerStatistics GetStatistics()
|
|
{
|
|
return new()
|
|
{
|
|
CountBatteries = _powerState.Batteries.Count,
|
|
CountLoads = _powerState.Loads.Count,
|
|
CountNetworks = _powerState.Networks.Count,
|
|
CountSupplies = _powerState.Supplies.Count
|
|
};
|
|
}
|
|
|
|
public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
|
|
{
|
|
// Right, consumption. Now this is a big mess.
|
|
// Start by summing up consumer draw rates.
|
|
// Then deal with batteries.
|
|
// While for consumers we want to use their max draw rates,
|
|
// for batteries we ought to use their current draw rates,
|
|
// because there's all sorts of weirdness with them.
|
|
// A full battery will still have the same max draw rate,
|
|
// but will likely have deliberately limited current draw rate.
|
|
float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
|
|
consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
|
|
|
|
// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
|
|
// I suspect it's accounting for current supply rather than theoretical supply.
|
|
float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
|
|
|
|
// Battery stuff is more complex.
|
|
// Without stealing PowerState, the most efficient way
|
|
// to grab the necessary discharge data is from
|
|
// PowerNetworkBatteryComponent (has Pow3r reference).
|
|
float supplyBatteriesW = 0.0f;
|
|
float storageCurrentJ = 0.0f;
|
|
float storageMaxJ = 0.0f;
|
|
foreach (var discharger in network.BatterySupplies)
|
|
{
|
|
var nb = _powerState.Batteries[discharger];
|
|
supplyBatteriesW += nb.CurrentSupply;
|
|
storageCurrentJ += nb.CurrentStorage;
|
|
storageMaxJ += nb.Capacity;
|
|
maxSupplyW += nb.MaxSupply;
|
|
}
|
|
// And charging
|
|
float outStorageCurrentJ = 0.0f;
|
|
float outStorageMaxJ = 0.0f;
|
|
foreach (var charger in network.BatteryLoads)
|
|
{
|
|
var nb = _powerState.Batteries[charger];
|
|
outStorageCurrentJ += nb.CurrentStorage;
|
|
outStorageMaxJ += nb.Capacity;
|
|
}
|
|
return new()
|
|
{
|
|
SupplyCurrent = network.LastCombinedMaxSupply,
|
|
SupplyBatteries = supplyBatteriesW,
|
|
SupplyTheoretical = maxSupplyW,
|
|
Consumption = consumptionW,
|
|
InStorageCurrent = storageCurrentJ,
|
|
InStorageMax = storageMaxJ,
|
|
OutStorageCurrent = outStorageCurrentJ,
|
|
OutStorageMax = outStorageMaxJ
|
|
};
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
_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 (_frameCount % 100 == 0)
|
|
{
|
|
Logger.Debug($"PowerNetSystem: Last frame time: {_lastFrameTime:F2}ms, Average frame time: {_averageFrameTime:F2}ms"); // Sunrise-edit
|
|
}
|
|
}
|
|
|
|
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))
|
|
{
|
|
apcReceiver.Load = apcBattery.IdleLoad;
|
|
|
|
// Try to draw power from the battery if there isn't sufficient external power
|
|
var requireBattery = !powered && !apcReceiver.PowerDisabled;
|
|
|
|
if (requireBattery)
|
|
{
|
|
_battery.SetCharge(uid, battery.CurrentCharge - apcBattery.IdleLoad * frameTime, battery);
|
|
}
|
|
// Otherwise try to charge the battery
|
|
else if (powered && !_battery.IsFull(uid, battery))
|
|
{
|
|
apcReceiver.Load += apcBattery.BatteryRechargeRate * apcBattery.BatteryRechargeEfficiency;
|
|
_battery.SetCharge(uid, battery.CurrentCharge + apcBattery.BatteryRechargeRate * frameTime, battery);
|
|
}
|
|
|
|
// Enable / disable the battery if the state changed
|
|
var enableBattery = requireBattery && battery.CurrentCharge > 0;
|
|
|
|
if (apcBattery.Enabled != enableBattery)
|
|
{
|
|
apcBattery.Enabled = enableBattery;
|
|
metadata = MetaData(uid);
|
|
Dirty(uid, apcBattery, metadata);
|
|
|
|
var apcBatteryEv = new ApcPowerReceiverBatteryChangedEvent(enableBattery);
|
|
RaiseLocalEvent(uid, ref apcBatteryEv);
|
|
|
|
_appearance.SetData(uid, PowerDeviceVisuals.BatteryPowered, enableBattery);
|
|
}
|
|
|
|
powered |= enableBattery;
|
|
}
|
|
|
|
// If new value is the same as the old, then exit
|
|
if (!apcReceiver.Recalculate && apcReceiver.Powered == powered)
|
|
continue;
|
|
|
|
metadata ??= MetaData(uid);
|
|
if (Paused(uid, metadata))
|
|
continue;
|
|
|
|
apcReceiver.Recalculate = false;
|
|
apcReceiver.Powered = powered;
|
|
Dirty(uid, apcReceiver, metadata);
|
|
|
|
var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
}
|
|
|
|
private void UpdatePowerConsumer()
|
|
{
|
|
var enumerator = EntityQueryEnumerator<PowerConsumerComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var consumer))
|
|
{
|
|
var newRecv = consumer.NetworkLoad.ReceivingPower;
|
|
ref var lastRecv = ref consumer.LastReceived;
|
|
if (MathHelper.CloseToPercent(lastRecv, newRecv))
|
|
continue;
|
|
|
|
lastRecv = newRecv;
|
|
var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
|
|
RaiseLocalEvent(uid, ref msg);
|
|
}
|
|
}
|
|
|
|
private void UpdateNetworkBattery()
|
|
{
|
|
var enumerator = EntityQueryEnumerator<PowerNetworkBatteryComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var powerNetBattery))
|
|
{
|
|
var lastSupply = powerNetBattery.LastSupply;
|
|
var currentSupply = powerNetBattery.CurrentSupply;
|
|
|
|
if (lastSupply == 0f && currentSupply != 0f)
|
|
{
|
|
var ev = new PowerNetBatterySupplyEvent(true);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
else if (lastSupply > 0f && currentSupply == 0f)
|
|
{
|
|
var ev = new PowerNetBatterySupplyEvent(false);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
|
|
powerNetBattery.LastSupply = currentSupply;
|
|
}
|
|
}
|
|
|
|
private void AllocLoad(PowerState.Load load)
|
|
{
|
|
_powerState.Loads.Allocate(out load.Id) = load;
|
|
}
|
|
|
|
private void AllocSupply(PowerState.Supply supply)
|
|
{
|
|
_powerState.Supplies.Allocate(out supply.Id) = supply;
|
|
}
|
|
|
|
private void AllocBattery(PowerState.Battery battery)
|
|
{
|
|
_powerState.Batteries.Allocate(out battery.Id) = battery;
|
|
}
|
|
|
|
private void AllocNetwork(PowerState.Network network)
|
|
{
|
|
_powerState.Networks.Allocate(out network.Id) = network;
|
|
}
|
|
|
|
private void DoReconnectApcNet(ApcNet net)
|
|
{
|
|
var netNode = net.NetworkNode;
|
|
|
|
netNode.Loads.Clear();
|
|
netNode.BatterySupplies.Clear();
|
|
netNode.BatteryLoads.Clear();
|
|
netNode.Supplies.Clear();
|
|
|
|
foreach (var provider in net.Providers)
|
|
{
|
|
foreach (var receiver in provider.LinkedReceivers)
|
|
{
|
|
netNode.Loads.Add(receiver.NetworkLoad.Id);
|
|
receiver.NetworkLoad.LinkedNetwork = netNode.Id;
|
|
}
|
|
}
|
|
|
|
DoReconnectBasePowerNet(net, netNode);
|
|
|
|
var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
|
|
|
|
foreach (var apc in net.Apcs)
|
|
{
|
|
var netBattery = batteryQuery.GetComponent(apc.Owner);
|
|
netNode.BatterySupplies.Add(netBattery.NetworkBattery.Id);
|
|
netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
|
|
}
|
|
}
|
|
|
|
private void DoReconnectPowerNet(PowerNet net)
|
|
{
|
|
var netNode = net.NetworkNode;
|
|
|
|
netNode.Loads.Clear();
|
|
netNode.Supplies.Clear();
|
|
netNode.BatteryLoads.Clear();
|
|
netNode.BatterySupplies.Clear();
|
|
|
|
DoReconnectBasePowerNet(net, netNode);
|
|
|
|
var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
|
|
|
|
foreach (var charger in net.Chargers)
|
|
{
|
|
var battery = batteryQuery.GetComponent(charger.Owner);
|
|
netNode.BatteryLoads.Add(battery.NetworkBattery.Id);
|
|
battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
|
|
}
|
|
|
|
foreach (var discharger in net.Dischargers)
|
|
{
|
|
var battery = batteryQuery.GetComponent(discharger.Owner);
|
|
netNode.BatterySupplies.Add(battery.NetworkBattery.Id);
|
|
battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
|
|
}
|
|
}
|
|
|
|
private void DoReconnectBasePowerNet<TNetType>(BasePowerNet<TNetType> net, PowerState.Network netNode)
|
|
where TNetType : IBasePowerNet
|
|
{
|
|
foreach (var consumer in net.Consumers)
|
|
{
|
|
netNode.Loads.Add(consumer.NetworkLoad.Id);
|
|
consumer.NetworkLoad.LinkedNetwork = netNode.Id;
|
|
}
|
|
|
|
foreach (var supplier in net.Suppliers)
|
|
{
|
|
netNode.Supplies.Add(supplier.NetworkSupply.Id);
|
|
supplier.NetworkSupply.LinkedNetwork = netNode.Id;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate integrity of the power state data. Throws if an error is found.
|
|
/// </summary>
|
|
public void Validate()
|
|
{
|
|
_solver.Validate(_powerState);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before power network simulation happens, to synchronize battery state from
|
|
/// components like <see cref="BatteryComponent"/> into <see cref="PowerNetworkBatteryComponent"/>.
|
|
/// </summary>
|
|
public readonly struct NetworkBatteryPreSync
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised after power network simulation happens, to synchronize battery charge changes from
|
|
/// <see cref="PowerNetworkBatteryComponent"/> to components like <see cref="BatteryComponent"/>.
|
|
/// </summary>
|
|
public readonly struct NetworkBatteryPostSync
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when the amount of receiving power on a <see cref="PowerConsumerComponent"/> changes.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct PowerConsumerReceivedChanged(float ReceivedPower, float DrawRate)
|
|
{
|
|
public readonly float ReceivedPower = ReceivedPower;
|
|
public readonly float DrawRate = DrawRate;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised whenever a <see cref="PowerNetworkBatteryComponent"/> changes from / to 0 CurrentSupply.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct PowerNetBatterySupplyEvent(bool Supply)
|
|
{
|
|
public readonly bool Supply = Supply;
|
|
}
|
|
|
|
public struct PowerStatistics
|
|
{
|
|
public int CountNetworks;
|
|
public int CountLoads;
|
|
public int CountSupplies;
|
|
public int CountBatteries;
|
|
}
|
|
|
|
public struct NetworkPowerStatistics
|
|
{
|
|
public float SupplyCurrent;
|
|
public float SupplyBatteries;
|
|
public float SupplyTheoretical;
|
|
public float Consumption;
|
|
public float InStorageCurrent;
|
|
public float InStorageMax;
|
|
public float OutStorageCurrent;
|
|
public float OutStorageMax;
|
|
}
|
|
|
|
}
|