335 lines
12 KiB
C#
335 lines
12 KiB
C#
using System.Collections.Generic;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Power.Pow3r;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.Power.EntitySystems
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{
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/// <summary>
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/// Manages power networks, power state, and all power components.
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/// </summary>
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[UsedImplicitly]
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public class PowerNetSystem : EntitySystem
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{
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private readonly PowerState _powerState = new();
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private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
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private readonly HashSet<ApcNet> _apcNetReconnectQueue = new();
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private readonly BatteryRampPegSolver _solver = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(NodeGroupSystem));
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentInit>(ApcPowerReceiverInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentShutdown>(ApcPowerReceiverShutdown);
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SubscribeLocalEvent<ApcPowerReceiverComponent, EntityPausedEvent>(ApcPowerReceiverPaused);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentInit>(BatteryInit);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, ComponentShutdown>(BatteryShutdown);
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SubscribeLocalEvent<PowerNetworkBatteryComponent, EntityPausedEvent>(BatteryPaused);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentInit>(PowerConsumerInit);
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SubscribeLocalEvent<PowerConsumerComponent, ComponentShutdown>(PowerConsumerShutdown);
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SubscribeLocalEvent<PowerConsumerComponent, EntityPausedEvent>(PowerConsumerPaused);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentInit>(PowerSupplierInit);
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SubscribeLocalEvent<PowerSupplierComponent, ComponentShutdown>(PowerSupplierShutdown);
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SubscribeLocalEvent<PowerSupplierComponent, EntityPausedEvent>(PowerSupplierPaused);
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}
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private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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}
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private void ApcPowerReceiverShutdown(EntityUid uid, ApcPowerReceiverComponent component,
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ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private static void ApcPowerReceiverPaused(
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EntityUid uid,
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ApcPowerReceiverComponent component,
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EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = args.Paused;
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}
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private void BatteryInit(EntityUid uid, PowerNetworkBatteryComponent component, ComponentInit args)
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{
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AllocBattery(component.NetworkBattery);
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}
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private void BatteryShutdown(EntityUid uid, PowerNetworkBatteryComponent component, ComponentShutdown args)
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{
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_powerState.Batteries.Free(component.NetworkBattery.Id);
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}
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private static void BatteryPaused(EntityUid uid, PowerNetworkBatteryComponent component, EntityPausedEvent args)
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{
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component.NetworkBattery.Paused = args.Paused;
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}
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private void PowerConsumerInit(EntityUid uid, PowerConsumerComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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}
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private void PowerConsumerShutdown(EntityUid uid, PowerConsumerComponent component, ComponentShutdown args)
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{
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_powerState.Loads.Free(component.NetworkLoad.Id);
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}
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private static void PowerConsumerPaused(EntityUid uid, PowerConsumerComponent component, EntityPausedEvent args)
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{
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component.NetworkLoad.Paused = args.Paused;
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}
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private void PowerSupplierInit(EntityUid uid, PowerSupplierComponent component, ComponentInit args)
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{
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AllocSupply(component.NetworkSupply);
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}
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private void PowerSupplierShutdown(EntityUid uid, PowerSupplierComponent component, ComponentShutdown args)
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{
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_powerState.Supplies.Free(component.NetworkSupply.Id);
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}
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private static void PowerSupplierPaused(EntityUid uid, PowerSupplierComponent component, EntityPausedEvent args)
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{
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component.NetworkSupply.Paused = args.Paused;
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}
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public void InitPowerNet(PowerNet powerNet)
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{
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AllocNetwork(powerNet.NetworkNode);
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}
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public void DestroyPowerNet(PowerNet powerNet)
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{
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_powerState.Networks.Free(powerNet.NetworkNode.Id);
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}
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public void QueueReconnectPowerNet(PowerNet powerNet)
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{
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_powerNetReconnectQueue.Add(powerNet);
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}
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public void InitApcNet(ApcNet apcNet)
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{
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AllocNetwork(apcNet.NetworkNode);
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}
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public void DestroyApcNet(ApcNet apcNet)
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{
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_powerState.Networks.Free(apcNet.NetworkNode.Id);
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}
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public void QueueReconnectApcNet(ApcNet apcNet)
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{
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_apcNetReconnectQueue.Add(apcNet);
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}
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public PowerStatistics GetStatistics()
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{
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return new()
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{
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CountBatteries = _powerState.Batteries.Count,
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CountLoads = _powerState.Loads.Count,
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CountNetworks = _powerState.Networks.Count,
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CountSupplies = _powerState.Supplies.Count
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};
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Reconnect networks.
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{
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foreach (var apcNet in _apcNetReconnectQueue)
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{
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if (apcNet.Removed)
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continue;
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DoReconnectApcNet(apcNet);
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}
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_apcNetReconnectQueue.Clear();
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foreach (var powerNet in _powerNetReconnectQueue)
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{
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if (powerNet.Removed)
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continue;
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DoReconnectPowerNet(powerNet);
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}
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_powerNetReconnectQueue.Clear();
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}
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// Synchronize batteries
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RaiseLocalEvent(new NetworkBatteryPreSync());
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// Run power solver.
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_solver.Tick(frameTime, _powerState);
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// Synchronize batteries, the other way around.
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RaiseLocalEvent(new NetworkBatteryPostSync());
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// Send events where necessary.
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{
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foreach (var apcReceiver in EntityManager.EntityQuery<ApcPowerReceiverComponent>())
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{
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var recv = apcReceiver.NetworkLoad.ReceivingPower;
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ref var last = ref apcReceiver.LastPowerReceived;
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if (!MathHelper.CloseToPercent(recv, last))
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{
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last = recv;
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apcReceiver.ApcPowerChanged();
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}
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}
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foreach (var consumer in EntityManager.EntityQuery<PowerConsumerComponent>())
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{
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var newRecv = consumer.NetworkLoad.ReceivingPower;
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ref var lastRecv = ref consumer.LastReceived;
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if (!MathHelper.CloseToPercent(lastRecv, newRecv))
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{
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lastRecv = newRecv;
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var msg = new PowerConsumerReceivedChanged(newRecv, consumer.DrawRate);
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RaiseLocalEvent(consumer.Owner.Uid, msg);
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}
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}
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}
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}
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private void AllocLoad(PowerState.Load load)
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{
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_powerState.Loads.Allocate(out load.Id) = load;
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}
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private void AllocSupply(PowerState.Supply supply)
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{
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_powerState.Supplies.Allocate(out supply.Id) = supply;
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}
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private void AllocBattery(PowerState.Battery battery)
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{
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_powerState.Batteries.Allocate(out battery.Id) = battery;
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}
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private void AllocNetwork(PowerState.Network network)
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{
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_powerState.Networks.Allocate(out network.Id) = network;
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}
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private static void DoReconnectApcNet(ApcNet net)
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{
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.BatteriesDischarging.Clear();
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netNode.BatteriesCharging.Clear();
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netNode.Supplies.Clear();
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foreach (var provider in net.Providers)
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{
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foreach (var receiver in provider.LinkedReceivers)
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{
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netNode.Loads.Add(receiver.NetworkLoad.Id);
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receiver.NetworkLoad.LinkedNetwork = netNode.Id;
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}
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}
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foreach (var apc in net.Apcs)
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{
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var netBattery = apc.Owner.GetComponent<PowerNetworkBatteryComponent>();
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netNode.BatteriesDischarging.Add(netBattery.NetworkBattery.Id);
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netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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private static void DoReconnectPowerNet(PowerNet net)
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{
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.Supplies.Clear();
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netNode.BatteriesCharging.Clear();
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netNode.BatteriesDischarging.Clear();
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foreach (var consumer in net.Consumers)
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{
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netNode.Loads.Add(consumer.NetworkLoad.Id);
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consumer.NetworkLoad.LinkedNetwork = netNode.Id;
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}
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foreach (var supplier in net.Suppliers)
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{
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netNode.Supplies.Add(supplier.NetworkSupply.Id);
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supplier.NetworkSupply.LinkedNetwork = netNode.Id;
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}
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foreach (var charger in net.Chargers)
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{
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var battery = charger.Owner.GetComponent<PowerNetworkBatteryComponent>();
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netNode.BatteriesCharging.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
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}
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foreach (var discharger in net.Dischargers)
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{
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var battery = discharger.Owner.GetComponent<PowerNetworkBatteryComponent>();
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netNode.BatteriesDischarging.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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}
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/// <summary>
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/// Raised before power network simulation happens, to synchronize battery state from
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/// components like <see cref="BatteryComponent"/> into <see cref="PowerNetworkBatteryComponent"/>.
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/// </summary>
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public struct NetworkBatteryPreSync
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{
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}
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/// <summary>
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/// Raised after power network simulation happens, to synchronize battery charge changes from
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/// <see cref="PowerNetworkBatteryComponent"/> to components like <see cref="BatteryComponent"/>.
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/// </summary>
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public struct NetworkBatteryPostSync
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{
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}
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/// <summary>
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/// Raised when the amount of receiving power on a <see cref="PowerConsumerComponent"/> changes.
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/// </summary>
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public sealed class PowerConsumerReceivedChanged : EntityEventArgs
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{
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public float ReceivedPower { get; }
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public float DrawRate { get; }
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public PowerConsumerReceivedChanged(float receivedPower, float drawRate)
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{
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ReceivedPower = receivedPower;
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DrawRate = drawRate;
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}
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}
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public struct PowerStatistics
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{
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public int CountNetworks;
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public int CountLoads;
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public int CountSupplies;
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public int CountBatteries;
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}
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}
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