Bonk power allocations (#2392)
linq bad. Last one on my hit list is PVS but that needs a full rewrite. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -90,17 +90,20 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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{
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if (!apc.MainBreakerEnabled)
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if (!apc.MainBreakerEnabled)
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continue;
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continue;
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totalCharge += battery.CurrentCharge;
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totalCharge += battery.CurrentCharge;
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totalMaxCharge += battery.MaxCharge;
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totalMaxCharge += battery.MaxCharge;
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}
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}
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var availablePowerFraction = totalCharge / totalMaxCharge;
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foreach (var receiver in _providerReceivers.SelectMany(kvp => kvp.Value))
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{
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if (!receiver.NeedsPower || receiver.PowerDisabled)
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continue;
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receiver.HasApcPower = TryUsePower(receiver.Load * frameTime);
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foreach (var (_, receivers) in _providerReceivers)
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{
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foreach (var receiver in receivers)
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{
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if (!receiver.NeedsPower || receiver.PowerDisabled)
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continue;
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receiver.HasApcPower = TryUsePower(receiver.Load * frameTime);
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}
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}
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}
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}
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}
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@@ -110,7 +113,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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{
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if (!apc.MainBreakerEnabled)
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if (!apc.MainBreakerEnabled)
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continue;
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continue;
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if (battery.TryUseCharge(neededCharge)) //simplification - all power needed must come from one battery
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if (battery.TryUseCharge(neededCharge)) //simplification - all power needed must come from one battery
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{
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{
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return true;
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return true;
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