* Predict two-way levers Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately. * space * a
389 lines
14 KiB
C#
389 lines
14 KiB
C#
using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.Audio;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Examine;
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using Content.Shared.Power.Generation.Teg;
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using Content.Shared.Rounding;
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using Robust.Server.GameObjects;
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namespace Content.Server.Power.Generation.Teg;
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/// <summary>
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/// Handles processing logic for the thermo-electric generator (TEG).
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/// </summary>
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/// <remarks>
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/// <para>
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/// The TEG generates power by exchanging heat between gases flowing through its two sides.
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/// The gas flows through a "circulator" entity on each side, which have both an inlet and an outlet port.
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/// </para>
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/// <remarks>
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/// Connecting the TEG core to its circulators is implemented via a node group. See <see cref="TegNodeGroup"/>.
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/// </remarks>
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/// <para>
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/// The TEG center does HV power output, and must also be connected to an LV wire for the TEG to function.
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/// </para>
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/// <para>
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/// Unlike in SS13, the TEG actually adjusts gas heat exchange to match the energy demand of the power network.
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/// To achieve this, the TEG implements its own ramping logic instead of using the built-in Pow3r ramping.
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/// The TEG actually has a maximum output of +n% more than was really generated,
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/// which allows Pow3r to draw more power to "signal" that there is more network load.
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/// The ramping is also exponential instead of linear like in normal Pow3r.
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/// This system does mean a fully-loaded TEG creates +n% power out of thin air, but this is considered acceptable.
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/// </para>
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/// </remarks>
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/// <seealso cref="TegGeneratorComponent"/>
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/// <seealso cref="TegCirculatorComponent"/>
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/// <seealso cref="TegNodeGroup"/>
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/// <seealso cref="TegSensorData"/>
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public sealed class TegSystem : EntitySystem
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{
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/// <summary>
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/// Node name for the TEG part connection nodes (<see cref="TegNodeGroup"/>).
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/// </summary>
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private const string NodeNameTeg = "teg";
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/// <summary>
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/// Node name for the inlet pipe of a circulator.
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/// </summary>
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private const string NodeNameInlet = "inlet";
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/// <summary>
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/// Node name for the outlet pipe of a circulator.
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/// </summary>
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private const string NodeNameOutlet = "outlet";
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/// <summary>
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/// Device network command to have the TEG output a <see cref="TegSensorData"/> object for its last statistics.
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/// </summary>
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public const string DeviceNetworkCommandSyncData = "teg_sync_data";
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly AmbientSoundSystem _ambientSound = default!;
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private EntityQuery<NodeContainerComponent> _nodeContainerQuery;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TegGeneratorComponent, AtmosDeviceUpdateEvent>(GeneratorUpdate);
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SubscribeLocalEvent<TegGeneratorComponent, PowerChangedEvent>(GeneratorPowerChange);
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SubscribeLocalEvent<TegGeneratorComponent, DeviceNetworkPacketEvent>(DeviceNetworkPacketReceived);
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SubscribeLocalEvent<TegGeneratorComponent, ExaminedEvent>(GeneratorExamined);
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_nodeContainerQuery = GetEntityQuery<NodeContainerComponent>();
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}
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private void GeneratorExamined(EntityUid uid, TegGeneratorComponent component, ExaminedEvent args)
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{
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if (GetNodeGroup(uid) is not { IsFullyBuilt: true })
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{
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args.PushMarkup(Loc.GetString("teg-generator-examine-connection"));
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}
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else
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{
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var supplier = Comp<PowerSupplierComponent>(uid);
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args.PushMarkup(Loc.GetString("teg-generator-examine-power", ("power", supplier.CurrentSupply)));
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}
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}
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private void GeneratorUpdate(EntityUid uid, TegGeneratorComponent component, ref AtmosDeviceUpdateEvent args)
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{
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var tegGroup = GetNodeGroup(uid);
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if (tegGroup is not { IsFullyBuilt: true })
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return;
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var supplier = Comp<PowerSupplierComponent>(uid);
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var powerReceiver = Comp<ApcPowerReceiverComponent>(uid);
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if (!powerReceiver.Powered)
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{
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supplier.MaxSupply = 0;
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return;
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}
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var circA = tegGroup.CirculatorA!.Owner;
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var circB = tegGroup.CirculatorB!.Owner;
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var (inletA, outletA) = GetPipes(circA);
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var (inletB, outletB) = GetPipes(circB);
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var (airA, δpA) = GetCirculatorAirTransfer(inletA.Air, outletA.Air);
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var (airB, δpB) = GetCirculatorAirTransfer(inletB.Air, outletB.Air);
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var cA = _atmosphere.GetHeatCapacity(airA, true);
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var cB = _atmosphere.GetHeatCapacity(airB, true);
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// Shift ramp position based on demand and generation from previous tick.
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var curRamp = component.RampPosition;
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var lastDraw = supplier.CurrentSupply;
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// Limit amount lost/gained based on power factor.
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curRamp = MathHelper.Clamp(lastDraw, curRamp / component.RampFactor, curRamp * component.RampFactor);
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curRamp = MathF.Max(curRamp, component.RampMinimum);
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component.RampPosition = curRamp;
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var electricalEnergy = 0f;
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if (airA.Pressure > 0 && airB.Pressure > 0)
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{
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var hotA = airA.Temperature > airB.Temperature;
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var cHot = hotA ? cA : cB;
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// Calculate maximum amount of energy to generate this tick based on ramping above.
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// This clamps the thermal energy transfer as well.
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var targetEnergy = curRamp / _atmosphere.AtmosTickRate;
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var transferMax = targetEnergy / (component.ThermalEfficiency * component.PowerFactor);
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// Calculate thermal and electrical energy transfer between the two sides.
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var δT = MathF.Abs(airA.Temperature - airB.Temperature);
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var transfer = Math.Min(δT * cA * cB / (cA + cB - cHot * component.ThermalEfficiency), transferMax);
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electricalEnergy = transfer * component.ThermalEfficiency * component.PowerFactor;
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var outTransfer = transfer * (1 - component.ThermalEfficiency);
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// Adjust thermal energy in transferred gas mixtures.
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if (hotA)
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{
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// A -> B
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airA.Temperature -= transfer / cA;
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airB.Temperature += outTransfer / cB;
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}
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else
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{
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// B -> A
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airA.Temperature += outTransfer / cA;
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airB.Temperature -= transfer / cB;
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}
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}
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component.LastGeneration = electricalEnergy;
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// Turn energy (at atmos tick rate) into wattage.
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var power = electricalEnergy * _atmosphere.AtmosTickRate;
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// Add ramp factor. This magics slight power into existence, but allows us to ramp up.
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supplier.MaxSupply = power * component.RampFactor;
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var circAComp = Comp<TegCirculatorComponent>(circA);
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var circBComp = Comp<TegCirculatorComponent>(circB);
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circAComp.LastPressureDelta = δpA;
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circAComp.LastMolesTransferred = airA.TotalMoles;
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circBComp.LastPressureDelta = δpB;
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circBComp.LastMolesTransferred = airB.TotalMoles;
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_atmosphere.Merge(outletA.Air, airA);
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_atmosphere.Merge(outletB.Air, airB);
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UpdateAppearance(uid, component, powerReceiver, tegGroup);
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}
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private void UpdateAppearance(
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EntityUid uid,
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TegGeneratorComponent component,
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ApcPowerReceiverComponent powerReceiver,
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TegNodeGroup nodeGroup)
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{
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int powerLevel;
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if (powerReceiver.Powered)
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{
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powerLevel = ContentHelpers.RoundToLevels(
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component.RampPosition - component.RampMinimum,
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component.MaxVisualPower - component.RampMinimum,
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12);
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}
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else
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{
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powerLevel = 0;
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}
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_ambientSound.SetAmbience(uid, powerLevel >= 1);
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// TODO: Ok so this introduces popping which is a major shame big rip.
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// _ambientSound.SetVolume(uid, MathHelper.Lerp(component.VolumeMin, component.VolumeMax, MathHelper.Clamp01(component.RampPosition / component.MaxVisualPower)));
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_appearance.SetData(uid, TegVisuals.PowerOutput, powerLevel);
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if (nodeGroup.IsFullyBuilt)
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{
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UpdateCirculatorAppearance(nodeGroup.CirculatorA!.Owner, powerReceiver.Powered);
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UpdateCirculatorAppearance(nodeGroup.CirculatorB!.Owner, powerReceiver.Powered);
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}
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}
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[Access(typeof(TegNodeGroup))]
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public void UpdateGeneratorConnectivity(
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EntityUid uid,
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TegNodeGroup group,
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TegGeneratorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var powerReceiver = Comp<ApcPowerReceiverComponent>(uid);
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powerReceiver.PowerDisabled = !group.IsFullyBuilt;
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UpdateAppearance(uid, component, powerReceiver, group);
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}
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[Access(typeof(TegNodeGroup))]
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public void UpdateCirculatorConnectivity(
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EntityUid uid,
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TegNodeGroup group,
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TegCirculatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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// If the group IS fully built, the generator will update its circulators.
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// Otherwise, make sure circulator is set to nothing.
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if (!group.IsFullyBuilt)
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{
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UpdateCirculatorAppearance(uid, false);
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}
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}
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private void UpdateCirculatorAppearance(EntityUid uid, bool powered)
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{
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var circ = Comp<TegCirculatorComponent>(uid);
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TegCirculatorSpeed speed;
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if (powered && circ.LastPressureDelta > 0 && circ.LastMolesTransferred > 0)
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{
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if (circ.LastPressureDelta > circ.VisualSpeedDelta)
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speed = TegCirculatorSpeed.SpeedFast;
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else
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speed = TegCirculatorSpeed.SpeedSlow;
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}
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else
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{
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speed = TegCirculatorSpeed.SpeedStill;
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}
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_appearance.SetData(uid, TegVisuals.CirculatorSpeed, speed);
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_appearance.SetData(uid, TegVisuals.CirculatorPower, powered);
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if (_pointLight.TryGetLight(uid, out var pointLight))
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{
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_pointLight.SetEnabled(uid, powered, pointLight);
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_pointLight.SetColor(uid, speed == TegCirculatorSpeed.SpeedFast ? circ.LightColorFast : circ.LightColorSlow, pointLight);
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}
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}
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private void GeneratorPowerChange(EntityUid uid, TegGeneratorComponent component, ref PowerChangedEvent args)
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{
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// TODO: I wish power events didn't go out on shutdown.
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if (TerminatingOrDeleted(uid))
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return;
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var nodeGroup = GetNodeGroup(uid);
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if (nodeGroup == null)
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return;
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UpdateAppearance(uid, component, Comp<ApcPowerReceiverComponent>(uid), nodeGroup);
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}
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/// <returns>Null if the node group is not yet available. This can happen during initialization.</returns>
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private TegNodeGroup? GetNodeGroup(EntityUid uidGenerator)
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{
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NodeContainerComponent? nodeContainer = null;
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if (!_nodeContainerQuery.Resolve(uidGenerator, ref nodeContainer))
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return null;
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if (!nodeContainer.Nodes.TryGetValue(NodeNameTeg, out var tegNode))
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return null;
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if (tegNode.NodeGroup is not TegNodeGroup tegGroup)
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return null;
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return tegGroup;
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}
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private static (GasMixture, float δp) GetCirculatorAirTransfer(GasMixture airInlet, GasMixture airOutlet)
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{
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var n1 = airInlet.TotalMoles;
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var n2 = airOutlet.TotalMoles;
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var p1 = airInlet.Pressure;
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var p2 = airOutlet.Pressure;
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var V1 = airInlet.Volume;
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var V2 = airOutlet.Volume;
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var T1 = airInlet.Temperature;
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var T2 = airOutlet.Temperature;
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var δp = p1 - p2;
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var denom = T1 * V2 + T2 * V1;
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if (δp > 0 && p1 > 0 && denom > 0)
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{
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var transferMoles = n1 - (n1 + n2) * T2 * V1 / denom;
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return (airInlet.Remove(transferMoles), δp);
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}
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return (new GasMixture(), δp);
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}
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private (PipeNode inlet, PipeNode outlet) GetPipes(EntityUid uidCirculator)
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{
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var nodeContainer = _nodeContainerQuery.GetComponent(uidCirculator);
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var inlet = (PipeNode) nodeContainer.Nodes[NodeNameInlet];
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var outlet = (PipeNode) nodeContainer.Nodes[NodeNameOutlet];
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return (inlet, outlet);
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}
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private void DeviceNetworkPacketReceived(
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EntityUid uid,
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TegGeneratorComponent component,
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DeviceNetworkPacketEvent args)
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{
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if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? cmd))
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return;
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switch (cmd)
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{
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case DeviceNetworkCommandSyncData:
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var group = GetNodeGroup(uid);
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if (group is not { IsFullyBuilt: true })
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return;
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var supplier = Comp<PowerSupplierComponent>(uid);
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = DeviceNetworkCommandSyncData,
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[DeviceNetworkCommandSyncData] = new TegSensorData
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{
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CirculatorA = GetCirculatorSensorData(group.CirculatorA!.Owner),
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CirculatorB = GetCirculatorSensorData(group.CirculatorB!.Owner),
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LastGeneration = component.LastGeneration,
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PowerOutput = supplier.CurrentSupply,
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RampPosition = component.RampPosition
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}
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};
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_deviceNetwork.QueuePacket(uid, args.SenderAddress, payload);
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break;
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}
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}
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private TegSensorData.Circulator GetCirculatorSensorData(EntityUid circulator)
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{
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var (inlet, outlet) = GetPipes(circulator);
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return new TegSensorData.Circulator(
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inlet.Air.Pressure,
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outlet.Air.Pressure,
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inlet.Air.Temperature,
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outlet.Air.Temperature);
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}
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}
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