Some work on the mess that is this power code.

Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
This commit is contained in:
Pieter-Jan Briers
2018-05-27 16:44:50 +02:00
parent f1ec10e3e1
commit 147aad5064
24 changed files with 444 additions and 172 deletions

View File

@@ -19,7 +19,7 @@ namespace Content.Server.GameObjects.Components.Power
public override string Name => "PowerProvider";
/// <inheritdoc />
public override DrawTypes Drawtype { get; protected set; } = DrawTypes.Node;
public override DrawTypes DrawType { get; protected set; } = DrawTypes.Node;
/// <summary>
/// Variable that determines the range that the power provider will try to supply power to
@@ -29,12 +29,22 @@ namespace Content.Server.GameObjects.Components.Power
/// <summary>
/// List storing all the power devices that we are currently providing power to
/// </summary>
public SortedSet<PowerDeviceComponent> Deviceloadlist = new SortedSet<PowerDeviceComponent>(new Powernet.DevicePriorityCompare());
public SortedSet<PowerDeviceComponent> DeviceLoadList = new SortedSet<PowerDeviceComponent>(new Powernet.DevicePriorityCompare());
public List<PowerDeviceComponent> DepoweredDevices = new List<PowerDeviceComponent>();
public override Powernet.Priority Priority { get; protected set; } = Powernet.Priority.Provider;
public override void OnRemove()
{
base.OnRemove();
foreach (var device in DeviceLoadList)
{
device.RemoveProvider(this);
}
}
public override void LoadParameters(YamlMappingNode mapping)
{
if (mapping.TryGetNode("Range", out YamlNode node))
@@ -47,78 +57,71 @@ namespace Content.Server.GameObjects.Components.Power
}
}
/// <inheritdoc />
public override void SetPowered(bool value)
internal override void ProcessInternalPower(float frametime)
{
//Let them set us true, we must now power all the devices that rely on us for energy
if (value == true)
// Right now let's just assume that APCs don't have a power demand themselves and as such they're always marked as powered.
InternalPowered = true;
if (!Owner.TryGetComponent<PowerStorageComponent>(out var storage))
{
return;
}
if (ExternalPowered)
{
PowerAllDevices();
return;
}
//A powernet has decided we will not be powered this tick, lets try to power ourselves
if (value == false && Owner.TryGetComponent(out PowerStorageComponent storage))
if (storage.CanDeductCharge(Load))
{
//Can the storage cover powering all our devices and us? If so power all
if (storage.CanDeductCharge(Load))
PowerAllDevices();
storage.DeductCharge(Load);
return;
}
var remainingLoad = storage.AvailableCharge();
var usedLoad = 0f;
foreach (var device in DeviceLoadList)
{
if (device.Load > remainingLoad)
{
storage.DeductCharge(Load);
_powered = true;
return;
device.ExternalPowered = false;
DepoweredDevices.Add(device);
}
//Does the storage even have any power to give us? If so power as much as we can
else if (storage.RequestAllCharge() != 0)
else
{
var depowervalue = storage.RequestAllCharge() - Load;
_powered = true;
//See code in powernet for same functionality
foreach (var device in Deviceloadlist)
if (!device.ExternalPowered)
{
device.Powered = false;
DepoweredDevices.Add(device);
depowervalue -= device.Load;
if (depowervalue < 0)
break;
device.ExternalPowered = true;
DepoweredDevices.Remove(device);
}
return;
}
//Storage doesn't have anything, depower everything
else if (storage.RequestAllCharge() == 0)
{
DepowerAllDevices();
return;
usedLoad += device.Load;
remainingLoad -= device.Load;
}
}
//For some reason above we could not power ourselves, we depower ourselves and all devices
DepowerAllDevices();
return;
storage.DeductCharge(usedLoad);
}
private void PowerAllDevices()
{
_powered = true;
foreach (var device in DepoweredDevices)
{
device.Powered = true;
device.ExternalPowered = true;
}
DepoweredDevices.Clear();
}
private void DepowerAllDevices()
{
_powered = false;
foreach (var device in DepoweredDevices)
foreach (var device in DeviceLoadList)
{
device.Powered = false;
device.ExternalPowered = false;
}
}
private void PowernetConnect(object sender, PowernetEventArgs eventarg)
protected override void PowernetConnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
Connected = DrawTypes.Node;
base.PowernetConnect(sender, eventarg);
//Find devices within range to take under our control
var _emanager = IoCManager.Resolve<IServerEntityManager>();
@@ -132,25 +135,20 @@ namespace Content.Server.GameObjects.Components.Power
var device = entity.GetComponent<PowerDeviceComponent>();
//Make sure the device can accept power providers to give it power
if (device.Drawtype == DrawTypes.Provider || device.Drawtype == DrawTypes.Both)
if (device.DrawType == DrawTypes.Provider || device.DrawType == DrawTypes.Both)
{
device.AddProvider(this);
}
}
}
private void PowernetRegenerate(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.AddDevice(this);
}
private void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
protected override void PowernetDisconnect(object sender, PowernetEventArgs eventarg)
{
eventarg.Powernet.RemoveDevice(this);
Connected = DrawTypes.None;
base.PowernetDisconnect(sender, eventarg);
//We don't want to make the devices under us think we're still a valid provider if we have no powernet to connect to
foreach (var device in Deviceloadlist)
foreach (var device in DeviceLoadList.ToList())
{
device.RemoveProvider(this);
}
@@ -161,7 +159,7 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
public void AddDevice(PowerDeviceComponent device)
{
Deviceloadlist.Add(device);
DeviceLoadList.Add(device);
Load += device.Load;
if (!device.Powered)
DepoweredDevices.Add(device);
@@ -172,7 +170,7 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
public void UpdateDevice(PowerDeviceComponent device, float oldLoad)
{
if (Deviceloadlist.Contains(device))
if (DeviceLoadList.Contains(device))
{
Load -= oldLoad;
Load += device.Load;
@@ -184,10 +182,10 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
public void RemoveDevice(PowerDeviceComponent device)
{
if (Deviceloadlist.Contains(device))
if (DeviceLoadList.Contains(device))
{
Load -= device.Load;
Deviceloadlist.Remove(device);
DeviceLoadList.Remove(device);
if (DepoweredDevices.Contains(device))
DepoweredDevices.Remove(device);
}