* Power Supply and Load Stuff (#2505)
# Description
Changes how `ApcPowerReceiverComponent` works a bit.
Separated the `Load` variable into main and side power loads.
If main power demand is not met, the machine is considered unpowered.
Side power demand is "optional", as can be met only partially (or not at
all) and the device will continue to operate.
Depending on the device, this may have different negative effects on its
operaton. such as lights dimming and weapon rechargers not charging at
full speed.
This was first intended to fix an annoying bug with `ChargerComponent`
and `ApcPowerReceiverBatteryComponent`, that made the powernet spaz out
for a while if their power demand was too high.
This is now fixed.
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<details><summary><h1>Media</h1></summary>
<p>
<details><summary>Before (heavy flashing lights)</summary>
<p>
https://github.com/user-attachments/assets/de7fb84f-54d0-4c8a-ba9e-7a97e8489980
</p>
</details>
<details><summary>After</summary>
<p>
https://github.com/user-attachments/assets/9cece608-24f7-4ec9-95cd-0c719c7beddb
</p>
</details>
</p>
</details>
---
# Changelog
🆑
- fix: Chargers and energy turrets no longer make the lights flash
rapidly if their power draw is too high
- add: Lights dim if the powernet they're connected to is overloaded
* больно много жрёт
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
* Station AI overlay
* implement
* Bunch of ports
* Fix a heap of bugs and basic scouting
* helldivers
* Shuffle interactions a bit
* navmap stuff
* Revert "navmap stuff"
This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.
* AI wires implemented
* Fix examines
* Optimise the overlay significantly
* Back to old static
* BUI radial working
* lots of work
* Saving work
* thanks fork
* alright
* pc
* AI upload console
* AI upload
* stuff
* Fix copy-paste shitcode
* AI actions
* navmap work
* Fixes
* first impressions
* a
* reh
* Revert "navmap work"
This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.
* OD
* radar
* weh
* Fix examines
* scoop mine eyes
* fixes
* reh
* Optimise
* Final round of optimisations
* Fixes
* fixes
(cherry picked from commit d8ae58efa903749314e334278c1a47c0fddd2b16)
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
* DamageSpecifier [Obsolete] Total => GetTotal()
* Remove obsolete Total member from DamageSpecifier.
(cherry picked from commit c77eb8691dc08d384a88ddaf3b734f7777d741b5)
Make aghosts and other things that can't take burn damage not burn their
hand when changing lightbolbs
(cherry picked from commit 7aee192d528222b3d5d2a479dd2baec626f0a040)