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* 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. --- <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>
593 lines
23 KiB
C#
593 lines
23 KiB
C#
using System.Linq;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using Content.Shared.CCVar;
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using Content.Shared.Power;
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using Content.Shared.Power.Components;
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using Content.Shared.Power.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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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<AppearanceComponent> _appearanceQuery;
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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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_appearanceQuery = GetEntityQuery<AppearanceComponent>();
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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 void UpdateApcPowerReceiver(float frameTime)
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{
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var enumerator = AllEntityQuery<ApcPowerReceiverComponent>();
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while (enumerator.MoveNext(out var uid, out var apcReceiver))
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{
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var powered = !apcReceiver.PowerDisabled
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&& (!apcReceiver.NeedsPower
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|| apcReceiver.NetworkLoad.ReceivingPower > apcReceiver.Load
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|| MathHelper.CloseToPercent(apcReceiver.NetworkLoad.ReceivingPower,
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apcReceiver.Load));
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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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apcReceiver.SideLoad = 0;
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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.SideLoad = apcBattery.BatteryRechargeRate * apcBattery.BatteryRechargeEfficiency;
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_battery.SetCharge(uid, battery.CurrentCharge + apcBattery.BatteryRechargeRate * apcReceiver.SideLoadFraction * 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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// this is a stopgap measure to allow lights to dim depending on power net load strain, while also avoiding
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// adding an Update() loop to iterate over all the lights in the game world to check their apc receiver's side load furfillment.
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if (apcReceiver.SideLoadFraction != apcReceiver.LastSideLoadFraction &&
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(Math.Abs(apcReceiver.SideLoadFraction - apcReceiver.LastSideLoadFraction) >= 0.01f || apcReceiver.SideLoadFraction is 1 or 0))
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{
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apcReceiver.LastSideLoadFraction = apcReceiver.SideLoadFraction;
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var sev = new SidePowerChangedEvent(apcReceiver.SideLoadFraction);
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RaiseLocalEvent(uid, ref sev);
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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)
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continue;
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metadata ??= MetaData(uid);
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if (Paused(uid, metadata))
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continue;
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apcReceiver.Recalculate = false;
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apcReceiver.Powered = powered;
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Dirty(uid, apcReceiver, metadata);
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var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
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RaiseLocalEvent(uid, ref ev);
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if (_appearanceQuery.TryComp(uid, out var appearance))
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_appearance.SetData(uid, PowerDeviceVisuals.Powered, powered, appearance);
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}
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}
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private void UpdatePowerConsumer()
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{
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var enumerator = EntityQueryEnumerator<PowerConsumerComponent>();
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while (enumerator.MoveNext(out var uid, out var consumer))
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{
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var newRecv = consumer.NetworkLoad.ReceivingPower;
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ref var lastRecv = ref consumer.LastReceived;
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if (MathHelper.CloseToPercent(lastRecv, newRecv))
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continue;
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lastRecv = newRecv;
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var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
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RaiseLocalEvent(uid, ref msg);
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}
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}
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private void UpdateNetworkBattery()
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{
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var enumerator = EntityQueryEnumerator<PowerNetworkBatteryComponent>();
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while (enumerator.MoveNext(out var uid, out var powerNetBattery))
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{
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var lastSupply = powerNetBattery.LastSupply;
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var currentSupply = powerNetBattery.CurrentSupply;
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if (lastSupply == 0f && currentSupply != 0f)
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{
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var ev = new PowerNetBatterySupplyEvent(true);
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RaiseLocalEvent(uid, ref ev);
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}
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else if (lastSupply > 0f && currentSupply == 0f)
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{
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var ev = new PowerNetBatterySupplyEvent(false);
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RaiseLocalEvent(uid, ref ev);
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}
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powerNetBattery.LastSupply = currentSupply;
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}
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}
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private void AllocLoad(PowerState.Load load)
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{
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_powerState.Loads.Allocate(out load.Id) = load;
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}
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private void AllocSupply(PowerState.Supply supply)
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{
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_powerState.Supplies.Allocate(out supply.Id) = supply;
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}
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private void AllocBattery(PowerState.Battery battery)
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{
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_powerState.Batteries.Allocate(out battery.Id) = battery;
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}
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private void AllocNetwork(PowerState.Network network)
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{
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_powerState.Networks.Allocate(out network.Id) = network;
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}
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private void DoReconnectApcNet(ApcNet net)
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{
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.BatterySupplies.Clear();
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netNode.BatteryLoads.Clear();
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netNode.Supplies.Clear();
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foreach (var provider in net.Providers)
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{
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foreach (var receiver in provider.LinkedReceivers)
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{
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netNode.Loads.Add(receiver.NetworkLoad.Id);
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receiver.NetworkLoad.LinkedNetwork = netNode.Id;
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}
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}
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DoReconnectBasePowerNet(net, netNode);
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var batteryQuery = GetEntityQuery<PowerNetworkBatteryComponent>();
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foreach (var apc in net.Apcs)
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{
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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>
|
|
/// 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;
|
|
}
|
|
|
|
}
|