This commit is contained in:
Pieter-Jan Briers
2018-08-31 08:52:48 +02:00
committed by GitHub
parent bb5a278fdb
commit d414ea55f5
10 changed files with 632 additions and 59 deletions

View File

@@ -70,6 +70,7 @@
<ItemGroup>
<Compile Include="EntryPoint.cs" />
<Compile Include="GameObjects\Components\Inventory\ClientInventoryComponent.cs" />
<Compile Include="GameObjects\Components\Power\ApcBoundUserInterface.cs" />
<Compile Include="GameObjects\Components\Storage\ClientStorageComponent.cs" />
<Compile Include="Input\ContentContexts.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />

View File

@@ -0,0 +1,75 @@
using System;
using Content.Shared.GameObjects.Components.Power;
using SS14.Client.GameObjects.Components.UserInterface;
using SS14.Client.UserInterface.Controls;
using SS14.Client.UserInterface.CustomControls;
using SS14.Shared.GameObjects.Components.UserInterface;
using SS14.Shared.Utility;
namespace Content.Client.GameObjects.Components.Power
{
public class ApcBoundUserInterface : BoundUserInterface
{
private SS14Window _window;
private BaseButton _breakerButton;
private Label _externalPowerStateLabel;
private ProgressBar _chargeBar;
protected override void Open()
{
base.Open();
_window = new ApcWindow();
_window.OnClose += Close;
_breakerButton = _window.Contents.GetChild<BaseButton>("Rows/Breaker/Breaker");
_breakerButton.OnPressed += _ => SendMessage(new ApcToggleMainBreakerMessage());
_externalPowerStateLabel = _window.Contents.GetChild<Label>("Rows/ExternalStatus/Status");
_chargeBar = _window.Contents.GetChild<ProgressBar>("Rows/Charge/Charge");
_window.AddToScreen();
}
public ApcBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
var castState = (ApcBoundInterfaceState) state;
_breakerButton.Pressed = castState.MainBreaker;
switch (castState.ApcExternalPower)
{
case ApcExternalPowerState.None:
_externalPowerStateLabel.Text = "None";
break;
case ApcExternalPowerState.Low:
_externalPowerStateLabel.Text = "Low";
break;
case ApcExternalPowerState.Good:
_externalPowerStateLabel.Text = "Good";
break;
default:
throw new ArgumentOutOfRangeException();
}
_chargeBar.Value = castState.Charge;
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window.Dispose();
}
}
private class ApcWindow : SS14Window
{
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Power/Apc.tscn");
}
}
}

View File

@@ -1,23 +1,42 @@
using Content.Shared.GameObjects.Components.Power;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Power;
using SS14.Server.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Server.GameObjects.Components.UserInterface;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.GameObjects.Components.UserInterface;
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Power
{
public class ApcComponent : Component
public sealed class ApcComponent : SharedApcComponent, IAttackHand
{
public override string Name => "Apc";
PowerStorageComponent Storage;
AppearanceComponent Appearance;
private PowerProviderComponent _provider;
ApcChargeState LastChargeState;
private float _lastCharge = 0f;
private ApcExternalPowerState _lastExternalPowerState;
private BoundUserInterface _userInterface;
private bool _uiDirty = true;
public override void Initialize()
{
base.Initialize();
Storage = Owner.GetComponent<PowerStorageComponent>();
Appearance = Owner.GetComponent<AppearanceComponent>();
_provider = Owner.GetComponent<PowerProviderComponent>();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(ApcUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
private void UserInterfaceOnOnReceiveMessage(BoundUserInterfaceMessage obj)
{
if (obj is ApcToggleMainBreakerMessage)
{
_provider.MainBreaker = !_provider.MainBreaker;
_uiDirty = true;
}
}
public void OnUpdate()
@@ -28,23 +47,68 @@ namespace Content.Server.GameObjects.Components.Power
LastChargeState = newState;
Appearance.SetData(ApcVisuals.ChargeState, newState);
}
var newCharge = Storage.Charge;
if (newCharge != _lastCharge)
{
_lastCharge = newCharge;
_uiDirty = true;
}
ApcChargeState CalcChargeState()
var extPowerState = CalcExtPowerState();
if (extPowerState != _lastExternalPowerState)
{
_lastExternalPowerState = extPowerState;
_uiDirty = true;
}
if (_uiDirty)
{
_userInterface.SetState(new ApcBoundInterfaceState(_provider.MainBreaker, extPowerState, newCharge / Storage.Capacity));
_uiDirty = false;
}
}
private ApcChargeState CalcChargeState()
{
var storageCharge = Storage.GetChargeState();
if (storageCharge == ChargeState.Discharging)
switch (storageCharge)
{
case ChargeState.Discharging:
return ApcChargeState.Lack;
}
if (storageCharge == ChargeState.Charging)
{
case ChargeState.Charging:
return ApcChargeState.Charging;
}
default:
// Still.
return Storage.Full ? ApcChargeState.Full : ApcChargeState.Lack;
}
}
private ApcExternalPowerState CalcExtPowerState()
{
if (!Owner.TryGetComponent(out PowerNodeComponent node) || node.Parent == null)
{
return ApcExternalPowerState.None;
}
var net = node.Parent;
if (net.LastTotalAvailable <= 0)
{
return ApcExternalPowerState.None;
}
return net.Lack > 0 ? ApcExternalPowerState.Low : ApcExternalPowerState.Good;
}
bool IAttackHand.Attackhand(IEntity user)
{
if (!user.TryGetComponent(out IActorComponent actor))
{
return false;
}
_userInterface.Open(actor.playerSession);
return true;
}
}
}

View File

@@ -3,7 +3,6 @@ using System.Text;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Power;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.Map;
@@ -32,7 +31,22 @@ namespace Content.Server.GameObjects.Components.Power
}
else
{
builder.AppendFormat(" Powernet: {0}\n", node.Parent.Uid);
var net = node.Parent;
builder.AppendFormat(@" Powernet: {0}
Wires: {1}, Nodes: {2}
Generators: {3}, Loaders: {4},
StorageS: {5}, StorageC: {6},
Load: {7}, Supply: {8},
LAvail: {9}, LDraw: {10},
LDemand: {11}, LDemandWS: {12},
",
net.Uid,
net.NodeList.Count, net.WireList.Count,
net.GeneratorCount, net.DeviceCount,
net.PowerStorageSupplierCount, net.PowerStorageConsumerCount,
net.Load, net.Supply,
net.LastTotalAvailable, net.LastTotalDraw,
net.LastTotalDemand, net.LastTotalDemandWithSuppliers);
}
}

View File

@@ -31,12 +31,14 @@ namespace Content.Server.GameObjects.Components.Power
get => _range;
private set => _range = value;
}
private int _range = 0;
/// <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());
/// <summary>
/// List of devices in range that we "advertised" to.
@@ -47,6 +49,46 @@ namespace Content.Server.GameObjects.Components.Power
public override Powernet.Priority Priority { get; protected set; } = Powernet.Priority.Provider;
private bool _mainBreaker = true;
public bool MainBreaker
{
get => _mainBreaker;
set
{
if (_mainBreaker == value)
{
return;
}
_mainBreaker = value;
if (!value)
{
DepowerAllDevices();
Load = 0;
}
else
{
Load = TheoreticalLoad;
}
}
}
private float _theoreticalLoad = 0f;
public float TheoreticalLoad
{
get => _theoreticalLoad;
set
{
_theoreticalLoad = value;
if (MainBreaker)
{
Load = value;
}
}
}
public PowerProviderComponent()
{
Load = 0;
@@ -60,6 +102,7 @@ namespace Content.Server.GameObjects.Components.Power
{
device.RemoveProvider(this);
}
AdvertisedDevices.Clear();
}
@@ -79,17 +122,21 @@ namespace Content.Server.GameObjects.Components.Power
return;
}
if (!MainBreaker)
{
return;
}
if (ExternalPowered)
{
PowerAllDevices();
return;
}
if (storage.CanDeductCharge(Load * frametime))
if (storage.CanDeductCharge(TheoreticalLoad * frametime))
{
PowerAllDevices();
storage.DeductCharge(Load * frametime);
storage.DeductCharge(TheoreticalLoad * frametime);
return;
}
@@ -110,6 +157,7 @@ namespace Content.Server.GameObjects.Components.Power
DepoweredDevices.Remove(device);
device.ExternalPowered = true;
}
usedEnergy += deviceLoad;
remainingEnergy -= deviceLoad;
}
@@ -117,12 +165,14 @@ namespace Content.Server.GameObjects.Components.Power
storage.DeductCharge(usedEnergy);
}
private void PowerAllDevices()
{
foreach (var device in DepoweredDevices)
{
device.ExternalPowered = true;
}
DepoweredDevices.Clear();
}
@@ -131,6 +181,7 @@ namespace Content.Server.GameObjects.Components.Power
foreach (var device in DeviceLoadList)
{
device.ExternalPowered = false;
DepoweredDevices.Add(device);
}
}
@@ -171,6 +222,7 @@ namespace Content.Server.GameObjects.Components.Power
{
device.RemoveProvider(this);
}
AdvertisedDevices.Clear();
}
@@ -180,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Power
public void AddDevice(PowerDeviceComponent device)
{
DeviceLoadList.Add(device);
Load += device.Load;
TheoreticalLoad += device.Load;
if (!device.Powered)
DepoweredDevices.Add(device);
}
@@ -192,8 +244,8 @@ namespace Content.Server.GameObjects.Components.Power
{
if (DeviceLoadList.Contains(device))
{
Load -= oldLoad;
Load += device.Load;
TheoreticalLoad -= oldLoad;
TheoreticalLoad += device.Load;
}
}
@@ -204,14 +256,15 @@ namespace Content.Server.GameObjects.Components.Power
{
if (DeviceLoadList.Contains(device))
{
Load -= device.Load;
TheoreticalLoad -= device.Load;
DeviceLoadList.Remove(device);
if (DepoweredDevices.Contains(device))
DepoweredDevices.Remove(device);
}
else
{
Logger.WarningS("power", "We tried to remove device {0} twice from the same {1}, somehow.", device.Owner, Owner);
Logger.WarningS("power", "We tried to remove device {0} twice from the same {1}, somehow.",
device.Owner, Owner);
}
}
}

View File

@@ -8,7 +8,7 @@ using System.Collections.Generic;
namespace Content.Server.GameObjects.Components.Power
{
/// <summary>
/// Master class for group of powertransfercomponents, takes in and distributes power via nodes
/// Master class for group of <see cref="PowerTransferComponent"/>, takes in and distributes power via nodes
/// </summary>
public class Powernet
{
@@ -38,12 +38,18 @@ namespace Content.Server.GameObjects.Components.Power
/// <summary>
/// Subset of nodelist that adds a continuous power supply to the network
/// </summary>
private readonly Dictionary<PowerGeneratorComponent, float> GeneratorList = new Dictionary<PowerGeneratorComponent, float>();
private readonly Dictionary<PowerGeneratorComponent, float> GeneratorList =
new Dictionary<PowerGeneratorComponent, float>();
public int GeneratorCount => GeneratorList.Count;
/// <summary>
/// Subset of nodelist that draw power, stores information on current continuous powernet load
/// </summary>
private readonly SortedSet<PowerDeviceComponent> DeviceLoadList = new SortedSet<PowerDeviceComponent>(new DevicePriorityCompare());
private readonly SortedSet<PowerDeviceComponent> DeviceLoadList =
new SortedSet<PowerDeviceComponent>(new DevicePriorityCompare());
public int DeviceCount => DeviceLoadList.Count;
/// <summary>
/// All the devices that have been depowered by this powernet or depowered prior to being absorted into this powernet
@@ -55,11 +61,15 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
private readonly List<PowerStorageComponent> PowerStorageSupplierList = new List<PowerStorageComponent>();
public int PowerStorageSupplierCount => PowerStorageSupplierList.Count;
/// <summary>
/// A list of energy storage components that will never feed the powernet, will try to draw energy to feed themselves if possible
/// </summary>
private readonly List<PowerStorageComponent> PowerStorageConsumerList = new List<PowerStorageComponent>();
public int PowerStorageConsumerCount => PowerStorageConsumerList.Count;
/// <summary>
/// Static counter of all continuous load placed from devices on this power network.
/// In Watts.
@@ -67,7 +77,7 @@ namespace Content.Server.GameObjects.Components.Power
public float Load { get; private set; } = 0;
/// <summary>
/// Static counter of all continiuous supply from generators on this power network.
/// Static counter of all continuous supply from generators on this power network.
/// In Watts.
/// </summary>
public float Supply { get; private set; } = 0;
@@ -77,47 +87,108 @@ namespace Content.Server.GameObjects.Components.Power
/// </summary>
public bool Dirty { get; set; } = false;
// These are stats for power monitoring equipment such as APCs.
/// <summary>
/// The total supply that was available to us last tick.
/// This does not mean it was used.
/// </summary>
public float LastTotalAvailable { get; private set; }
/// <summary>
/// The total power drawn last tick.
/// This is how much power was actually, in practice, drawn.
/// Not how much SHOULD have been drawn.
/// If avail &lt; demand, this will be just &lt;= than the actual avail
/// (e.g. if all machines need 100 W but there's 20 W excess, the 20 W will be avail but not drawn.)
/// </summary>
public float LastTotalDraw { get; private set; }
/// <summary>
/// The amount of power that was demanded last tick.
/// This does not mean it was full filled in practice.
/// This does not include the demand from storage suppliers until the suppliers are actually capable of drawing power.
/// As such, this will quite abruptly shoot up if available rises to cover supplier charge demand too.
/// </summary>
/// <seealso cref="LastTotalDemandWithSuppliers"/>
public float LastTotalDemand { get; private set; }
/// <summary>
/// The amount of power that was demanded last tick, ALWAYS including storage supplier draw.
/// This does not mean it was full filled in practice.
/// See <see cref="LastTotalDemand"/> for the difference.
/// </summary>
public float LastTotalDemandWithSuppliers { get; private set; }
/// <summary>
/// The amount of power that we are lacking to properly power everything (excluding storage supplier charging).
/// </summary>
public float Lack => Math.Max(0, LastTotalDemand - LastTotalAvailable);
/// <summary>
/// The total amount of power that wasn't used last tick.
/// This does not necessarily mean it went to waste, unused supply from storage is also counted.
/// It is ALSO not implied that if this is &gt; 0, that we have sufficient power for everything.
/// See the doc comment on <see cref="LastTotalDraw"/>.
/// </summary>
public float Excess => Math.Max(0, LastTotalAvailable - LastTotalDraw);
public void Update(float frameTime)
{
float activesupply = Supply * frameTime;
float activeload = Load * frameTime;
float storageconsumerdemand = 0;
// The amount of energy that is supplied from generators that do not care if it's used or not.
var activeSupply = Supply * frameTime;
// The total load we need to fill for machines.
var activeLoad = Load * frameTime;
// The total load from storage consumers (batteries that do not supply like an SMES)
float storageConsumerDemand = 0;
foreach (var supply in PowerStorageConsumerList)
{
storageconsumerdemand += supply.RequestCharge(frameTime);
storageConsumerDemand += supply.RequestCharge(frameTime);
}
float storagesupply = 0;
float storagesupplierdemand = 0;
// The total supply from storage suppliers.
float storageSupply = 0;
// The total load from storage suppliers (batteries that DO supply like an SMES)
float storageSupplierDemand = 0;
foreach (var supply in PowerStorageSupplierList)
{
storagesupply += supply.AvailableCharge(frameTime);
storagesupplierdemand += supply.RequestCharge(frameTime);
storageSupply += supply.AvailableCharge(frameTime);
storageSupplierDemand += supply.RequestCharge(frameTime);
}
LastTotalAvailable = (storageSupply + activeSupply) / frameTime;
LastTotalDemandWithSuppliers = (activeLoad + storageConsumerDemand + storageSupplierDemand) / frameTime;
// The happy case.
// If we have enough power to feed all load and storage demand, then feed everything
if (activesupply > activeload + storageconsumerdemand + storagesupplierdemand)
if (activeSupply > activeLoad + storageConsumerDemand + storageSupplierDemand)
{
PowerAllDevices();
ChargeStorageConsumers(frameTime);
ChargeStorageSuppliers(frameTime);
LastTotalDraw = LastTotalDemand = LastTotalDemandWithSuppliers;
return;
}
LastTotalDemand = (activeLoad + storageConsumerDemand) / frameTime;
// We don't have enough power for the storage powernet suppliers, ignore powering them
else if (activesupply > activeload + storageconsumerdemand)
// TODO: This is technically incorrect, it's totally possible to power *some* suppliers here,
// just not all.
if (activeSupply > activeLoad + storageConsumerDemand)
{
PowerAllDevices();
ChargeStorageConsumers(frameTime);
LastTotalDraw = LastTotalDemand;
return;
}
// The complex case: There is too little power to power everything without using storage suppliers (SMES).
// We have to keep track of power draw as to not incorrectly detract too much from storage suppliers.
float totalRemaining = activesupply + storagesupply;
// Calculate the total potential supply, then go through every normal load and detract.
var totalRemaining = activeSupply + storageSupply;
foreach (var device in DeviceLoadList)
{
var deviceLoad = device.Load * frameTime;
@@ -137,25 +208,35 @@ namespace Content.Server.GameObjects.Components.Power
}
}
// What we have left goes into storage consumers.
if (totalRemaining > 0)
{
// What we have left (if any) goes into storage consumers.
foreach (var consumer in PowerStorageConsumerList)
{
if (totalRemaining < 0)
{
break;
}
var demand = consumer.RequestCharge(frameTime);
if (demand == 0)
{
continue;
}
var taken = Math.Min(demand, totalRemaining);
totalRemaining -= taken;
consumer.AddCharge(taken);
}
}
var supplierUsed = storagesupply - totalRemaining;
LastTotalDraw = (activeSupply + storageSupply - totalRemaining) / frameTime;
// activeSupply is free to use, but storageSupply is not.
// Calculate how much of storageSupply, and deduct it from the storage suppliers.
var supplierUsed = storageSupply - totalRemaining;
// And deduct!
foreach (var supplier in PowerStorageSupplierList)
{
var load = supplier.AvailableCharge(frameTime);
@@ -163,6 +244,7 @@ namespace Content.Server.GameObjects.Components.Power
{
continue;
}
var added = Math.Min(load, supplierUsed);
supplierUsed -= added;
supplier.DeductCharge(added);
@@ -179,6 +261,7 @@ namespace Content.Server.GameObjects.Components.Power
{
device.ExternalPowered = true;
}
DepoweredDevices.Clear();
}
@@ -208,6 +291,7 @@ namespace Content.Server.GameObjects.Components.Power
{
NodeList[0].DisconnectFromPowernet();
}
GeneratorList.Clear();
DeviceLoadList.Clear();
DepoweredDevices.Clear();
@@ -228,6 +312,7 @@ namespace Content.Server.GameObjects.Components.Power
{
wire.Parent = this;
}
WireList.AddRange(toMerge.WireList);
toMerge.WireList.Clear();
@@ -235,6 +320,7 @@ namespace Content.Server.GameObjects.Components.Power
{
node.Parent = this;
}
NodeList.AddRange(toMerge.NodeList);
toMerge.NodeList.Clear();
@@ -242,6 +328,7 @@ namespace Content.Server.GameObjects.Components.Power
{
GeneratorList.Add(generator.Key, generator.Value);
}
Supply += toMerge.Supply;
toMerge.Supply = 0;
toMerge.GeneratorList.Clear();
@@ -250,6 +337,7 @@ namespace Content.Server.GameObjects.Components.Power
{
DeviceLoadList.Add(device);
}
Load += toMerge.Load;
toMerge.Load = 0;
toMerge.DeviceLoadList.Clear();
@@ -362,7 +450,8 @@ namespace Content.Server.GameObjects.Components.Power
}
else
{
Logger.WarningS("power", "We tried to remove generator {0} twice from {1}, somehow.", generator.Owner, this);
Logger.WarningS("power", "We tried to remove generator {0} twice from {1}, somehow.", generator.Owner,
this);
}
}
@@ -402,11 +491,13 @@ namespace Content.Server.GameObjects.Components.Power
{
PowerStorageSupplierList.Remove(storage);
}
if (PowerStorageConsumerList.Contains(storage))
{
PowerStorageSupplierList.Remove(storage);
}
}
#endregion Registration
public override string ToString()
@@ -441,6 +532,7 @@ namespace Content.Server.GameObjects.Components.Power
{
return y.Owner.Uid.CompareTo(x.Owner.Uid);
}
return compare;
}
}

View File

@@ -1,8 +1,15 @@
using System;
using SS14.Shared.GameObjects;
using SS14.Shared.GameObjects.Components.UserInterface;
using SS14.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Power
{
public abstract class SharedApcComponent : Component
{
public sealed override string Name => "Apc";
}
[Serializable, NetSerializable]
public enum ApcVisuals
{
@@ -27,4 +34,37 @@ namespace Content.Shared.GameObjects.Components.Power
/// </summary>
Full,
}
[Serializable, NetSerializable]
public sealed class ApcBoundInterfaceState : BoundUserInterfaceState
{
public readonly bool MainBreaker;
public readonly ApcExternalPowerState ApcExternalPower;
public readonly float Charge;
public ApcBoundInterfaceState(bool mainBreaker, ApcExternalPowerState apcExternalPower, float charge)
{
MainBreaker = mainBreaker;
ApcExternalPower = apcExternalPower;
Charge = charge;
}
}
[Serializable, NetSerializable]
public sealed class ApcToggleMainBreakerMessage : BoundUserInterfaceMessage
{
}
public enum ApcExternalPowerState
{
None,
Low,
Good,
}
[NetSerializable, Serializable]
public enum ApcUiKey
{
Key,
}
}

View File

@@ -81,6 +81,10 @@
- type: Appearance
visuals:
- type: ApcVisualizer2D
- type: UserInterface
interfaces:
- key: enum.ApcUiKey.Key
type: ApcBoundUserInterface
- type: entity
id: SMES

View File

@@ -0,0 +1,230 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://Scenes/SS14Window/SS14Window.tscn" type="PackedScene" id=1]
[node name="SS14Window" index="0" instance=ExtResource( 1 )]
margin_right = 426.0
margin_bottom = 270.0
rect_clip_content = false
[node name="Contents" parent="." index="0"]
rect_clip_content = false
[node name="Rows" type="VBoxContainer" parent="Contents" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
alignment = 0
[node name="StatusHeader" type="Label" parent="Contents/Rows" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 306.0
margin_bottom = 14.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "Power Status:"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="Breaker" type="HBoxContainer" parent="Contents/Rows" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 18.0
margin_right = 306.0
margin_bottom = 58.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
alignment = 0
[node name="Label" type="Label" parent="Contents/Rows/Breaker" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 13.0
margin_right = 100.0
margin_bottom = 27.0
rect_min_size = Vector2( 100, 0 )
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "Main Breaker:"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Rect" ]
[node name="Breaker" type="CheckButton" parent="Contents/Rows/Breaker" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 104.0
margin_right = 180.0
margin_bottom = 40.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = true
pressed = true
enabled_focus_mode = 2
shortcut = null
group = null
flat = false
align = 0
[node name="ExternalStatus" type="HBoxContainer" parent="Contents/Rows" index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 62.0
margin_right = 306.0
margin_bottom = 76.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
alignment = 0
[node name="Label" type="Label" parent="Contents/Rows/ExternalStatus" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 100.0
margin_bottom = 14.0
rect_min_size = Vector2( 100, 0 )
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "External Power:"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Rect" ]
[node name="Status" type="Label" parent="Contents/Rows/ExternalStatus" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 104.0
margin_right = 138.0
margin_bottom = 14.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "Good"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="Charge" type="HBoxContainer" parent="Contents/Rows" index="3"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 80.0
margin_right = 306.0
margin_bottom = 94.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
alignment = 0
[node name="Label" type="Label" parent="Contents/Rows/Charge" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 100.0
margin_bottom = 14.0
rect_min_size = Vector2( 100, 0 )
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "Charge:"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Rect" ]
[node name="Charge" type="ProgressBar" parent="Contents/Rows/Charge" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 104.0
margin_right = 306.0
margin_bottom = 14.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 3
size_flags_vertical = 0
min_value = 0.0
max_value = 1.0
step = 1.0
page = 0.0
value = 0.5
exp_edit = false
rounded = false
allow_greater = false
allow_lesser = false
percent_visible = true
_sections_unfolded = [ "Percent" ]
[node name="Header" parent="." index="1"]
editor/display_folded = true
rect_clip_content = false
[node name="Header Text" parent="Header" index="0"]
rect_clip_content = false
[node name="CloseButton" parent="Header" index="1"]
rect_clip_content = false

2
engine

Submodule engine updated: b5bbbd9dde...a1f3c5fdbb