using System.Linq;
using System.Collections.Generic;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.Power.Components;
using Content.Server.Power.NodeGroups;
using Content.Server.Power.Pow3r;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Server.Power.EntitySystems
{
///
/// Manages power networks, power state, and all power components.
///
[UsedImplicitly]
public class PowerNetSystem : EntitySystem
{
private readonly PowerState _powerState = new();
private readonly HashSet _powerNetReconnectQueue = new();
private readonly HashSet _apcNetReconnectQueue = new();
private readonly Dictionary _lastSupply = new();
private readonly BatteryRampPegSolver _solver = new();
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(NodeGroupSystem));
SubscribeLocalEvent(ApcPowerReceiverInit);
SubscribeLocalEvent(ApcPowerReceiverShutdown);
SubscribeLocalEvent(ApcPowerReceiverPaused);
SubscribeLocalEvent(BatteryInit);
SubscribeLocalEvent(BatteryShutdown);
SubscribeLocalEvent(BatteryPaused);
SubscribeLocalEvent(PowerConsumerInit);
SubscribeLocalEvent(PowerConsumerShutdown);
SubscribeLocalEvent(PowerConsumerPaused);
SubscribeLocalEvent(PowerSupplierInit);
SubscribeLocalEvent(PowerSupplierShutdown);
SubscribeLocalEvent(PowerSupplierPaused);
}
private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
{
AllocLoad(component.NetworkLoad);
}
private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
ComponentShutdown args)
{
_powerState.Loads.Free(component.NetworkLoad.Id);
}
private static void ApcPowerReceiverPaused(
EntityUid uid,
ApcPowerReceiverComponent component,
EntityPausedEvent args)
{
component.NetworkLoad.Paused = args.Paused;
}
private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
{
AllocBattery(component.NetworkBattery);
}
private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
{
_powerState.Batteries.Free(component.NetworkBattery.Id);
}
private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, EntityPausedEvent args)
{
component.NetworkBattery.Paused = args.Paused;
}
private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
{
AllocLoad(component.NetworkLoad);
}
private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
{
_powerState.Loads.Free(component.NetworkLoad.Id);
}
private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, EntityPausedEvent args)
{
component.NetworkLoad.Paused = args.Paused;
}
private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
{
AllocSupply(component.NetworkSupply);
}
private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
{
_powerState.Supplies.Free(component.NetworkSupply.Id);
}
private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, EntityPausedEvent args)
{
component.NetworkSupply.Paused = args.Paused;
}
public void InitPowerNet(PowerNet powerNet)
{
AllocNetwork(powerNet.NetworkNode);
}
public void DestroyPowerNet(PowerNet powerNet)
{
_powerState.Networks.Free(powerNet.NetworkNode.Id);
}
public void QueueReconnectPowerNet(PowerNet powerNet)
{
_powerNetReconnectQueue.Add(powerNet);
}
public void InitApcNet(ApcNet apcNet)
{
AllocNetwork(apcNet.NetworkNode);
}
public void DestroyApcNet(ApcNet apcNet)
{
_powerState.Networks.Free(apcNet.NetworkNode.Id);
}
public void QueueReconnectApcNet(ApcNet apcNet)
{
_apcNetReconnectQueue.Add(apcNet);
}
public PowerStatistics GetStatistics()
{
return new()
{
CountBatteries = _powerState.Batteries.Count,
CountLoads = _powerState.Loads.Count,
CountNetworks = _powerState.Networks.Count,
CountSupplies = _powerState.Supplies.Count
};
}
public NetworkPowerStatistics GetNetworkStatistics(PowerState.Network network)
{
// Right, consumption. Now this is a big mess.
// Start by summing up consumer draw rates.
// Then deal with batteries.
// While for consumers we want to use their max draw rates,
// for batteries we ought to use their current draw rates,
// because there's all sorts of weirdness with them.
// A full battery will still have the same max draw rate,
// but will likely have deliberately limited current draw rate.
float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
consumptionW += network.BatteriesCharging.Sum(s => _powerState.Batteries[s].CurrentReceiving);
// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
// I suspect it's accounting for current supply rather than theoretical supply.
float maxSupplyW = network.Supplies.Sum(s => _powerState.Supplies[s].MaxSupply);
// Battery stuff is more complex.
// Without stealing PowerState, the most efficient way
// to grab the necessary discharge data is from
// PowerNetworkBatteryComponent (has Pow3r reference).
float supplyBatteriesW = 0.0f;
float storageCurrentJ = 0.0f;
float storageMaxJ = 0.0f;
foreach (var discharger in network.BatteriesDischarging)
{
var nb = _powerState.Batteries[discharger];
supplyBatteriesW += nb.CurrentSupply;
storageCurrentJ += nb.CurrentStorage;
storageMaxJ += nb.Capacity;
maxSupplyW += nb.MaxSupply;
}
// And charging
float outStorageCurrentJ = 0.0f;
float outStorageMaxJ = 0.0f;
foreach (var charger in network.BatteriesCharging)
{
var nb = _powerState.Batteries[charger];
outStorageCurrentJ += nb.CurrentStorage;
outStorageMaxJ += nb.Capacity;
}
return new()
{
SupplyCurrent = network.LastMaxSupplySum,
SupplyBatteries = supplyBatteriesW,
SupplyTheoretical = maxSupplyW,
Consumption = consumptionW,
InStorageCurrent = storageCurrentJ,
InStorageMax = storageMaxJ,
OutStorageCurrent = outStorageCurrentJ,
OutStorageMax = outStorageMaxJ
};
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Setup for events.
{
foreach (var powerNetBattery in EntityManager.EntityQuery())
{
_lastSupply[powerNetBattery] = powerNetBattery.CurrentSupply;
}
}
// Reconnect networks.
{
foreach (var apcNet in _apcNetReconnectQueue)
{
if (apcNet.Removed)
continue;
DoReconnectApcNet(apcNet);
}
_apcNetReconnectQueue.Clear();
foreach (var powerNet in _powerNetReconnectQueue)
{
if (powerNet.Removed)
continue;
DoReconnectPowerNet(powerNet);
}
_powerNetReconnectQueue.Clear();
}
// Synchronize batteries
RaiseLocalEvent(new NetworkBatteryPreSync());
// Run power solver.
_solver.Tick(frameTime, _powerState);
// Synchronize batteries, the other way around.
RaiseLocalEvent(new NetworkBatteryPostSync());
// Send events where necessary.
{
foreach (var apcReceiver in EntityManager.EntityQuery())
{
var recv = apcReceiver.NetworkLoad.ReceivingPower;
ref var last = ref apcReceiver.LastPowerReceived;
if (!MathHelper.CloseToPercent(recv, last))
{
last = recv;
apcReceiver.ApcPowerChanged();
}
}
foreach (var consumer in EntityManager.EntityQuery())
{
var newRecv = consumer.NetworkLoad.ReceivingPower;
ref var lastRecv = ref consumer.LastReceived;
if (!MathHelper.CloseToPercent(lastRecv, newRecv))
{
lastRecv = newRecv;
var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
RaiseLocalEvent(consumer.Owner, msg);
}
}
foreach (var powerNetBattery in EntityManager.EntityQuery())
{
if (!_lastSupply.TryGetValue(powerNetBattery, out var lastPowerSupply))
{
lastPowerSupply = 0f;
}
var currentSupply = powerNetBattery.CurrentSupply;
if (lastPowerSupply == 0f && currentSupply != 0f)
{
RaiseLocalEvent(powerNetBattery.Owner, new PowerNetBatterySupplyEvent {Supply = true});
}
else if (lastPowerSupply > 0f && currentSupply == 0f)
{
RaiseLocalEvent(powerNetBattery.Owner, new PowerNetBatterySupplyEvent {Supply = false});
}
}
_lastSupply.Clear();
}
}
private void AllocLoad(PowerState.Load load)
{
_powerState.Loads.Allocate(out load.Id) = load;
}
private void AllocSupply(PowerState.Supply supply)
{
_powerState.Supplies.Allocate(out supply.Id) = supply;
}
private void AllocBattery(PowerState.Battery battery)
{
_powerState.Batteries.Allocate(out battery.Id) = battery;
}
private void AllocNetwork(PowerState.Network network)
{
_powerState.Networks.Allocate(out network.Id) = network;
}
private static void DoReconnectApcNet(ApcNet net)
{
var netNode = net.NetworkNode;
netNode.Loads.Clear();
netNode.BatteriesDischarging.Clear();
netNode.BatteriesCharging.Clear();
netNode.Supplies.Clear();
foreach (var provider in net.Providers)
{
foreach (var receiver in provider.LinkedReceivers)
{
netNode.Loads.Add(receiver.NetworkLoad.Id);
receiver.NetworkLoad.LinkedNetwork = netNode.Id;
}
}
foreach (var consumer in net.Consumers)
{
netNode.Loads.Add(consumer.NetworkLoad.Id);
consumer.NetworkLoad.LinkedNetwork = netNode.Id;
}
foreach (var apc in net.Apcs)
{
var netBattery = IoCManager.Resolve().GetComponent(apc.Owner);
netNode.BatteriesDischarging.Add(netBattery.NetworkBattery.Id);
netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
}
}
private static void DoReconnectPowerNet(PowerNet net)
{
var netNode = net.NetworkNode;
netNode.Loads.Clear();
netNode.Supplies.Clear();
netNode.BatteriesCharging.Clear();
netNode.BatteriesDischarging.Clear();
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;
}
foreach (var charger in net.Chargers)
{
var battery = IoCManager.Resolve().GetComponent(charger.Owner);
netNode.BatteriesCharging.Add(battery.NetworkBattery.Id);
battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
}
foreach (var discharger in net.Dischargers)
{
var battery = IoCManager.Resolve().GetComponent(discharger.Owner);
netNode.BatteriesDischarging.Add(battery.NetworkBattery.Id);
battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
}
}
}
///
/// Raised before power network simulation happens, to synchronize battery state from
/// components like into .
///
public struct NetworkBatteryPreSync
{
}
///
/// Raised after power network simulation happens, to synchronize battery charge changes from
/// to components like .
///
public struct NetworkBatteryPostSync
{
}
///
/// Raised when the amount of receiving power on a changes.
///
public sealed class PowerConsumerReceivedChanged : EntityEventArgs
{
public float ReceivedPower { get; }
public float DrawRate { get; }
public PowerConsumerReceivedChanged(float receivedPower, float drawRate)
{
ReceivedPower = receivedPower;
DrawRate = drawRate;
}
}
///
/// Raised whenever a changes from / to 0 CurrentSupply.
///
public sealed class PowerNetBatterySupplyEvent : EntityEventArgs
{
public bool Supply { get; init; }
}
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;
}
}