Files
tbd-station-14/Content.Server/Power/Generation/Teg/TegGeneratorComponent.cs
Pieter-Jan Briers a242af506e Adds the thermo-electric generator (#18840)
* Basic TEG start.

Connects via node group.

* Basic TEG test map

* Sensor monitoring basics, TEG circulator flow

* Basic power generation (it doesn't work)

* More sensor monitoring work

* Battery (SMES) monitoring system.

* Sensor monitoring fixes

Make it work properly when mapped.

* Test map improvements

* Revise TEG power output mechanism.

Now uses a fixed supplier with a custom ramping system.

* TEG test map fixes

* Make air alarms and pumps open UI on activate.

* Clean up thermo machines power switch.

Removed separate Enabled bool from the component that always matched the power receiver's state.

This enables adding a PowerSwitch component to give us alt click/verb menu.

* TEG but now fancy

* Make sensor monitoring console obviously WiP to mappers.

* Vending machine sound, because of course.

* Terrible, terrible graph background color

* Examine improvements for the TEG.

* Account for electrical power when equalizing gas mixtures.

* Get rid of the TegCirculatorArrow logic.

Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.

Thanks Julian.

* Put big notice of "not ready, here's why" on the sensor monitoring console.

* TryGetComponent -> TryComp

* Lol there's a HideContextMenu tag

* Test fixes

* Guidebook for TEG

Fixed rotation on GuideEntityEmbed not working correctly.

Added Margin property to GuideEntityEmbed

* Make TEG power bar default to invisible.

So it doesn't appear in the guidebook and spawn menu.
2023-08-12 15:41:55 -05:00

70 lines
2.5 KiB
C#

namespace Content.Server.Power.Generation.Teg;
/// <summary>
/// The centerpiece for the thermo-electric generator (TEG).
/// </summary>
/// <seealso cref="TegSystem"/>
[RegisterComponent]
[Access(typeof(TegSystem))]
public sealed class TegGeneratorComponent : Component
{
/// <summary>
/// When transferring energy from the hot to cold side,
/// determines how much of that energy can be extracted as electricity.
/// </summary>
/// <remarks>
/// A value of 0.9 means that 90% of energy transferred goes to electricity.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)] [DataField("thermal_efficiency")]
public float ThermalEfficiency = 0.65f;
/// <summary>
/// Simple factor that scales effective electricity generation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("power_factor")]
public float PowerFactor = 1;
/// <summary>
/// Amount of energy (Joules) generated by the TEG last atmos tick.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("last_generation")]
public float LastGeneration;
/// <summary>
/// The current target for TEG power generation.
/// Drifts towards actual power draw of the network with <see cref="PowerFactor"/>.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_position")]
public float RampPosition;
/// <summary>
/// Factor by which TEG power generation scales, both up and down.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_factor")]
public float RampFactor = 1.05f;
/// <summary>
/// Minimum position for the ramp. Avoids TEG taking too long to start.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_threshold")]
public float RampMinimum = 5000;
/// <summary>
/// Power output value at which the sprite appearance and sound volume should cap out.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("max_visual_power")]
public float MaxVisualPower = 200_000;
/// <summary>
/// Minimum ambient sound volume, when we're producing just barely any power at all.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("volume_min")]
public float VolumeMin = -9;
/// <summary>
/// Maximum ambient sound volume, when we're producing &gt;= <see cref="MaxVisualPower"/> power.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("volume_max")]
public float VolumeMax = -4;
}