Files
tbd-station-14/Content.IntegrationTests/Tests/Power/PowerTest.cs
2022-05-13 17:59:03 +10:00

1000 lines
40 KiB
C#

#nullable enable
using System.Threading.Tasks;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Power.Nodes;
using Content.Shared.Coordinates;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.Power
{
[Parallelizable(ParallelScope.Fixtures)]
[TestFixture]
public sealed class PowerTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
id: GeneratorDummy
components:
- type: NodeContainer
nodes:
output:
!type:CableDeviceNode
nodeGroupID: HVPower
- type: PowerSupplier
- type: Transform
anchored: true
- type: entity
id: ConsumerDummy
components:
- type: Transform
anchored: true
- type: NodeContainer
nodes:
input:
!type:CableDeviceNode
nodeGroupID: HVPower
- type: PowerConsumer
- type: entity
id: ChargingBatteryDummy
components:
- type: Transform
anchored: true
- type: NodeContainer
nodes:
output:
!type:CableDeviceNode
nodeGroupID: HVPower
- type: PowerNetworkBattery
- type: Battery
- type: BatteryCharger
- type: entity
id: DischargingBatteryDummy
components:
- type: Transform
anchored: true
- type: NodeContainer
nodes:
output:
!type:CableDeviceNode
nodeGroupID: HVPower
- type: PowerNetworkBattery
- type: Battery
- type: BatteryDischarger
- type: entity
id: FullBatteryDummy
components:
- type: Transform
anchored: true
- type: NodeContainer
nodes:
output:
!type:CableDeviceNode
nodeGroupID: HVPower
input:
!type:CableTerminalPortNode
nodeGroupID: HVPower
- type: PowerNetworkBattery
- type: Battery
- type: BatteryDischarger
node: output
- type: BatteryCharger
node: input
- type: entity
id: SubstationDummy
components:
- type: NodeContainer
nodes:
input:
!type:CableDeviceNode
nodeGroupID: HVPower
output:
!type:CableDeviceNode
nodeGroupID: MVPower
- type: BatteryCharger
voltage: High
- type: BatteryDischarger
voltage: Medium
- type: PowerNetworkBattery
maxChargeRate: 1000
maxSupply: 1000
supplyRampTolerance: 1000
- type: Battery
maxCharge: 1000
startingCharge: 1000
- type: Transform
anchored: true
- type: entity
id: ApcDummy
components:
- type: Battery
maxCharge: 10000
startingCharge: 10000
- type: PowerNetworkBattery
maxChargeRate: 1000
maxSupply: 1000
supplyRampTolerance: 1000
- type: BatteryCharger
voltage: Medium
- type: BatteryDischarger
voltage: Apc
- type: Apc
voltage: Apc
- type: NodeContainer
nodes:
input:
!type:CableDeviceNode
nodeGroupID: MVPower
output:
!type:CableDeviceNode
nodeGroupID: Apc
- type: Transform
anchored: true
- type: UserInterface
interfaces:
- key: enum.ApcUiKey.Key
type: ApcBoundUserInterface
- type: AccessReader
access: [['Engineering']]
- type: entity
id: ApcPowerReceiverDummy
components:
- type: ApcPowerReceiver
- type: ExtensionCableReceiver
- type: Transform
anchored: true
";
private ServerIntegrationInstance _server = default!;
private IMapManager _mapManager = default!;
private IEntityManager _entityManager = default!;
private IGameTiming _gameTiming = default!;
private ExtensionCableSystem _extensionCableSystem = default!;
[OneTimeSetUp]
public async Task Setup()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
_server = StartServer(options);
await _server.WaitIdleAsync();
_mapManager = _server.ResolveDependency<IMapManager>();
_entityManager = _server.ResolveDependency<IEntityManager>();
_gameTiming = _server.ResolveDependency<IGameTiming>();
_extensionCableSystem = _entityManager.EntitySysManager.GetEntitySystem<ExtensionCableSystem>();
}
/// <summary>
/// Test small power net with a simple surplus of power over the loads.
/// </summary>
[Test]
public async Task TestSimpleSurplus()
{
const float loadPower = 200;
PowerSupplierComponent supplier = default!;
PowerConsumerComponent consumer1 = default!;
PowerConsumerComponent consumer2 = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var generatorEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates());
var consumerEnt1 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 1));
var consumerEnt2 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 2));
supplier = _entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
consumer1 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt1);
consumer2 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt2);
// Plenty of surplus and tolerance
supplier.MaxSupply = loadPower * 4;
supplier.SupplyRampTolerance = loadPower * 4;
consumer1.DrawRate = loadPower;
consumer2.DrawRate = loadPower;
});
_server.RunTicks(1); //let run a tick for PowerNet to process power
_server.Assert(() =>
{
// Assert both consumers fully powered
Assert.That(consumer1.ReceivedPower, Is.EqualTo(consumer1.DrawRate).Within(0.1));
Assert.That(consumer2.ReceivedPower, Is.EqualTo(consumer2.DrawRate).Within(0.1));
// Assert that load adds up on supply.
Assert.That(supplier.CurrentSupply, Is.EqualTo(loadPower * 2).Within(0.1));
});
await _server.WaitIdleAsync();
}
/// <summary>
/// Test small power net with a simple deficit of power over the loads.
/// </summary>
[Test]
public async Task TestSimpleDeficit()
{
const float loadPower = 200;
PowerSupplierComponent supplier = default!;
PowerConsumerComponent consumer1 = default!;
PowerConsumerComponent consumer2 = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var generatorEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates());
var consumerEnt1 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 1));
var consumerEnt2 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 2));
supplier = _entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
consumer1 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt1);
consumer2 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt2);
// Too little supply, both consumers should get 33% power.
supplier.MaxSupply = loadPower;
supplier.SupplyRampTolerance = loadPower;
consumer1.DrawRate = loadPower;
consumer2.DrawRate = loadPower * 2;
});
_server.RunTicks(1); //let run a tick for PowerNet to process power
_server.Assert(() =>
{
// Assert both consumers get 33% power.
Assert.That(consumer1.ReceivedPower, Is.EqualTo(consumer1.DrawRate / 3).Within(0.1));
Assert.That(consumer2.ReceivedPower, Is.EqualTo(consumer2.DrawRate / 3).Within(0.1));
// Supply should be maxed out
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.1));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestSupplyRamp()
{
PowerSupplierComponent supplier = default!;
PowerConsumerComponent consumer = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var generatorEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates());
var consumerEnt = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 2));
supplier = _entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
consumer = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
// Supply has enough total power but needs to ramp up to match.
supplier.MaxSupply = 400;
supplier.SupplyRampRate = 400;
supplier.SupplyRampTolerance = 100;
consumer.DrawRate = 400;
});
// Exact values can/will be off by a tick, add tolerance for that.
var tickRate = (float) _gameTiming.TickPeriod.TotalSeconds;
var tickDev = 400 * tickRate * 1.1f;
_server.RunTicks(1);
_server.Assert(() =>
{
// First tick, supply should be delivering 100 W (max tolerance) and start ramping up.
Assert.That(supplier.CurrentSupply, Is.EqualTo(100).Within(0.1));
Assert.That(consumer.ReceivedPower, Is.EqualTo(100).Within(0.1));
});
_server.RunTicks(14);
_server.Assert(() =>
{
// After 15 ticks (0.25 seconds), supply ramp pos should be at 100 W and supply at 100, approx.
Assert.That(supplier.CurrentSupply, Is.EqualTo(200).Within(tickDev));
Assert.That(supplier.SupplyRampPosition, Is.EqualTo(100).Within(tickDev));
Assert.That(consumer.ReceivedPower, Is.EqualTo(200).Within(tickDev));
});
_server.RunTicks(45);
_server.Assert(() =>
{
// After 1 second total, ramp should be at 400 and supply should be at 400, everybody happy.
Assert.That(supplier.CurrentSupply, Is.EqualTo(400).Within(tickDev));
Assert.That(supplier.SupplyRampPosition, Is.EqualTo(400).Within(tickDev));
Assert.That(consumer.ReceivedPower, Is.EqualTo(400).Within(tickDev));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestBatteryRamp()
{
const float startingCharge = 100_000;
PowerNetworkBatteryComponent netBattery = default!;
BatteryComponent battery = default!;
PowerConsumerComponent consumer = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var generatorEnt = _entityManager.SpawnEntity("DischargingBatteryDummy", grid.ToCoordinates());
var consumerEnt = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 2));
netBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(generatorEnt);
battery = _entityManager.GetComponent<BatteryComponent>(generatorEnt);
consumer = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
battery.MaxCharge = startingCharge;
battery.CurrentCharge = startingCharge;
netBattery.MaxSupply = 400;
netBattery.SupplyRampRate = 400;
netBattery.SupplyRampTolerance = 100;
consumer.DrawRate = 400;
});
// Exact values can/will be off by a tick, add tolerance for that.
var tickRate = (float) _gameTiming.TickPeriod.TotalSeconds;
var tickDev = 400 * tickRate * 1.1f;
_server.RunTicks(1);
_server.Assert(() =>
{
// First tick, supply should be delivering 100 W (max tolerance) and start ramping up.
Assert.That(netBattery.CurrentSupply, Is.EqualTo(100).Within(0.1));
Assert.That(consumer.ReceivedPower, Is.EqualTo(100).Within(0.1));
});
_server.RunTicks(14);
_server.Assert(() =>
{
// After 15 ticks (0.25 seconds), supply ramp pos should be at 100 W and supply at 100, approx.
Assert.That(netBattery.CurrentSupply, Is.EqualTo(200).Within(tickDev));
Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(100).Within(tickDev));
Assert.That(consumer.ReceivedPower, Is.EqualTo(200).Within(tickDev));
// Trivial integral to calculate expected power spent.
const double spentExpected = (200 + 100) / 2.0 * 0.25;
Assert.That(battery.CurrentCharge, Is.EqualTo(startingCharge - spentExpected).Within(tickDev));
});
_server.RunTicks(45);
_server.Assert(() =>
{
// After 1 second total, ramp should be at 400 and supply should be at 400, everybody happy.
Assert.That(netBattery.CurrentSupply, Is.EqualTo(400).Within(tickDev));
Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(400).Within(tickDev));
Assert.That(consumer.ReceivedPower, Is.EqualTo(400).Within(tickDev));
// Trivial integral to calculate expected power spent.
const double spentExpected = (400 + 100) / 2.0 * 0.75 + 400 * 0.25;
Assert.That(battery.CurrentCharge, Is.EqualTo(startingCharge - spentExpected).Within(tickDev));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestSimpleBatteryChargeDeficit()
{
PowerSupplierComponent supplier = default!;
BatteryComponent battery = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var generatorEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates());
var batteryEnt = _entityManager.SpawnEntity("ChargingBatteryDummy", grid.ToCoordinates(0, 2));
supplier = _entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
var netBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
battery = _entityManager.GetComponent<BatteryComponent>(batteryEnt);
supplier.MaxSupply = 500;
supplier.SupplyRampTolerance = 500;
battery.MaxCharge = 100000;
netBattery.MaxChargeRate = 1000;
netBattery.Efficiency = 0.5f;
});
_server.RunTicks(30); // 60 TPS, 0.5 seconds
_server.Assert(() =>
{
// half a second @ 500 W = 250
// 50% efficiency, so 125 J stored total.
Assert.That(battery.CurrentCharge, Is.EqualTo(125).Within(0.1));
Assert.That(supplier.CurrentSupply, Is.EqualTo(500).Within(0.1));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestFullBattery()
{
PowerConsumerComponent consumer = default!;
PowerSupplierComponent supplier = default!;
PowerNetworkBatteryComponent netBattery = default!;
BatteryComponent battery = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 4; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 1));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var batteryEnt = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 2));
var supplyEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 0));
var consumerEnt = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 3));
consumer = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
supplier = _entityManager.GetComponent<PowerSupplierComponent>(supplyEnt);
netBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
battery = _entityManager.GetComponent<BatteryComponent>(batteryEnt);
// Consumer needs 1000 W, supplier can only provide 800, battery fills in the remaining 200.
consumer.DrawRate = 1000;
supplier.MaxSupply = 800;
supplier.SupplyRampTolerance = 800;
netBattery.MaxSupply = 400;
netBattery.SupplyRampTolerance = 400;
netBattery.SupplyRampRate = 100_000;
battery.MaxCharge = 100_000;
battery.CurrentCharge = 100_000;
});
// Run some ticks so everything is stable.
_server.RunTicks(60);
// Exact values can/will be off by a tick, add tolerance for that.
var tickRate = (float) _gameTiming.TickPeriod.TotalSeconds;
var tickDev = 400 * tickRate * 1.1f;
_server.Assert(() =>
{
Assert.That(consumer.ReceivedPower, Is.EqualTo(consumer.DrawRate).Within(0.1));
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.1));
// Battery's current supply includes passed-through power from the supply.
// Assert ramp position is correct to make sure it's only supplying 200 W for real.
Assert.That(netBattery.CurrentSupply, Is.EqualTo(1000).Within(0.1));
Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(200).Within(0.1));
const int expectedSpent = 200;
Assert.That(battery.CurrentCharge, Is.EqualTo(battery.MaxCharge - expectedSpent).Within(tickDev));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestFullBatteryEfficiencyPassThrough()
{
PowerConsumerComponent consumer = default!;
PowerSupplierComponent supplier = default!;
PowerNetworkBatteryComponent netBattery = default!;
BatteryComponent battery = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 4; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 1));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var batteryEnt = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 2));
var supplyEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 0));
var consumerEnt = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 3));
consumer = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
supplier = _entityManager.GetComponent<PowerSupplierComponent>(supplyEnt);
netBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
battery = _entityManager.GetComponent<BatteryComponent>(batteryEnt);
// Consumer needs 1000 W, supply and battery can only provide 400 each.
// BUT the battery has 50% input efficiency, so 50% of the power of the supply gets lost.
consumer.DrawRate = 1000;
supplier.MaxSupply = 400;
supplier.SupplyRampTolerance = 400;
netBattery.MaxSupply = 400;
netBattery.SupplyRampTolerance = 400;
netBattery.SupplyRampRate = 100_000;
netBattery.Efficiency = 0.5f;
battery.MaxCharge = 1_000_000;
battery.CurrentCharge = 1_000_000;
});
// Run some ticks so everything is stable.
_server.RunTicks(60);
// Exact values can/will be off by a tick, add tolerance for that.
var tickRate = (float) _gameTiming.TickPeriod.TotalSeconds;
var tickDev = 400 * tickRate * 1.1f;
_server.Assert(() =>
{
Assert.That(consumer.ReceivedPower, Is.EqualTo(600).Within(0.1));
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.1));
Assert.That(netBattery.CurrentSupply, Is.EqualTo(600).Within(0.1));
Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(400).Within(0.1));
const int expectedSpent = 400;
Assert.That(battery.CurrentCharge, Is.EqualTo(battery.MaxCharge - expectedSpent).Within(tickDev));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestFullBatteryEfficiencyDemandPassThrough()
{
PowerConsumerComponent consumer1 = default!;
PowerConsumerComponent consumer2 = default!;
PowerSupplierComponent supplier = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Map layout here is
// C - consumer
// B - battery
// G - generator
// B - battery
// C - consumer
// Connected in the only way that makes sense.
// Power only works when anchored
for (var i = 0; i < 5; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
_entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 2));
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 2));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var batteryEnt1 = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 1));
var batteryEnt2 = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 3));
var supplyEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 2));
var consumerEnt1 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 0));
var consumerEnt2 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 4));
consumer1 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt1);
consumer2 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt2);
supplier = _entityManager.GetComponent<PowerSupplierComponent>(supplyEnt);
var netBattery1 = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt1);
var netBattery2 = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt2);
var battery1 = _entityManager.GetComponent<BatteryComponent>(batteryEnt1);
var battery2 = _entityManager.GetComponent<BatteryComponent>(batteryEnt2);
// There are two loads, 500 W and 1000 W respectively.
// The 500 W load is behind a 50% efficient battery,
// so *effectively* it needs 2x as much power from the supply to run.
// Assert that both are getting 50% power.
// Batteries are empty and only a bridge.
consumer1.DrawRate = 500;
consumer2.DrawRate = 1000;
supplier.MaxSupply = 1000;
supplier.SupplyRampTolerance = 1000;
battery1.MaxCharge = 1_000_000;
battery2.MaxCharge = 1_000_000;
netBattery1.MaxChargeRate = 1_000;
netBattery2.MaxChargeRate = 1_000;
netBattery1.Efficiency = 0.5f;
netBattery1.MaxSupply = 1_000_000;
netBattery2.MaxSupply = 1_000_000;
netBattery1.SupplyRampTolerance = 1_000_000;
netBattery2.SupplyRampTolerance = 1_000_000;
});
// Run some ticks so everything is stable.
_server.RunTicks(10);
_server.Assert(() =>
{
Assert.That(consumer1.ReceivedPower, Is.EqualTo(250).Within(0.1));
Assert.That(consumer2.ReceivedPower, Is.EqualTo(500).Within(0.1));
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.1));
});
await _server.WaitIdleAsync();
}
/// <summary>
/// Test that power is distributed proportionally, even through batteries.
/// </summary>
[Test]
public async Task TestBatteriesProportional()
{
PowerConsumerComponent consumer1 = default!;
PowerConsumerComponent consumer2 = default!;
PowerSupplierComponent supplier = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Map layout here is
// C - consumer
// B - battery
// G - generator
// B - battery
// C - consumer
// Connected in the only way that makes sense.
// Power only works when anchored
for (var i = 0; i < 5; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
_entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 2));
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 2));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var batteryEnt1 = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 1));
var batteryEnt2 = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 3));
var supplyEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 2));
var consumerEnt1 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 0));
var consumerEnt2 = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 4));
consumer1 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt1);
consumer2 = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt2);
supplier = _entityManager.GetComponent<PowerSupplierComponent>(supplyEnt);
var netBattery1 = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt1);
var netBattery2 = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt2);
var battery1 = _entityManager.GetComponent<BatteryComponent>(batteryEnt1);
var battery2 = _entityManager.GetComponent<BatteryComponent>(batteryEnt2);
consumer1.DrawRate = 500;
consumer2.DrawRate = 1000;
supplier.MaxSupply = 1000;
supplier.SupplyRampTolerance = 1000;
battery1.MaxCharge = 1_000_000;
battery2.MaxCharge = 1_000_000;
netBattery1.MaxChargeRate = 20;
netBattery2.MaxChargeRate = 20;
netBattery1.MaxSupply = 1_000_000;
netBattery2.MaxSupply = 1_000_000;
netBattery1.SupplyRampTolerance = 1_000_000;
netBattery2.SupplyRampTolerance = 1_000_000;
});
// Run some ticks so everything is stable.
_server.RunTicks(60);
_server.Assert(() =>
{
// NOTE: MaxChargeRate on batteries actually skews the demand.
// So that's why the tolerance is so high, the charge rate is so *low*,
// and we run so many ticks to stabilize.
Assert.That(consumer1.ReceivedPower, Is.EqualTo(333.333).Within(10));
Assert.That(consumer2.ReceivedPower, Is.EqualTo(666.666).Within(10));
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.1));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task TestBatteryEngineCut()
{
PowerConsumerComponent consumer = default!;
PowerSupplierComponent supplier = default!;
PowerNetworkBatteryComponent netBattery = default!;
_server.Post(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 4; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
}
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 1));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var batteryEnt = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 2));
var supplyEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 0));
var consumerEnt = _entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 3));
consumer = _entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
supplier = _entityManager.GetComponent<PowerSupplierComponent>(supplyEnt);
netBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
var battery = _entityManager.GetComponent<BatteryComponent>(batteryEnt);
// Consumer needs 1000 W, supplier can only provide 800, battery fills in the remaining 200.
consumer.DrawRate = 1000;
supplier.MaxSupply = 1000;
supplier.SupplyRampTolerance = 1000;
netBattery.MaxSupply = 1000;
netBattery.SupplyRampTolerance = 200;
netBattery.SupplyRampRate = 10;
battery.MaxCharge = 100_000;
battery.CurrentCharge = 100_000;
});
// Run some ticks so everything is stable.
_server.RunTicks(5);
_server.Assert(() =>
{
// Supply and consumer are fully loaded/supplied.
Assert.That(consumer.ReceivedPower, Is.EqualTo(consumer.DrawRate).Within(0.5));
Assert.That(supplier.CurrentSupply, Is.EqualTo(supplier.MaxSupply).Within(0.5));
// Cut off the supplier
supplier.Enabled = false;
// Remove tolerance on battery too.
netBattery.SupplyRampTolerance = 5;
});
_server.RunTicks(3);
_server.Assert(() =>
{
// Assert that network drops to 0 power and starts ramping up
Assert.That(consumer.ReceivedPower, Is.LessThan(50).And.GreaterThan(0));
Assert.That(netBattery.CurrentReceiving, Is.EqualTo(0));
Assert.That(netBattery.CurrentSupply, Is.GreaterThan(0));
});
await _server.WaitIdleAsync();
}
/// <summary>
/// Test that <see cref="CableTerminalNode"/> correctly isolates two networks.
/// </summary>
[Test]
public async Task TestTerminalNodeGroups()
{
CableNode leftNode = default!;
CableNode rightNode = default!;
Node batteryInput = default!;
Node batteryOutput = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 4; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
}
var leftEnt = _entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 0));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 1));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 2));
var rightEnt = _entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 3));
var terminal = _entityManager.SpawnEntity("CableTerminal", grid.ToCoordinates(0, 1));
_entityManager.GetComponent<TransformComponent>(terminal).LocalRotation = Angle.FromDegrees(180);
var battery = _entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 2));
var batteryNodeContainer = _entityManager.GetComponent<NodeContainerComponent>(battery);
leftNode = _entityManager.GetComponent<NodeContainerComponent>(leftEnt).GetNode<CableNode>("power");
rightNode = _entityManager.GetComponent<NodeContainerComponent>(rightEnt).GetNode<CableNode>("power");
batteryInput = batteryNodeContainer.GetNode<Node>("input");
batteryOutput = batteryNodeContainer.GetNode<Node>("output");
});
// Run ticks to allow node groups to update.
_server.RunTicks(1);
_server.Assert(() =>
{
Assert.That(batteryInput.NodeGroup, Is.EqualTo(leftNode.NodeGroup));
Assert.That(batteryOutput.NodeGroup, Is.EqualTo(rightNode.NodeGroup));
Assert.That(leftNode.NodeGroup, Is.Not.EqualTo(rightNode.NodeGroup));
});
await _server.WaitIdleAsync();
}
[Test]
public async Task ApcChargingTest()
{
PowerNetworkBatteryComponent substationNetBattery = default!;
BatteryComponent apcBattery = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
}
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 0));
_entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, 1));
_entityManager.SpawnEntity("CableMV", grid.ToCoordinates(0, 1));
_entityManager.SpawnEntity("CableMV", grid.ToCoordinates(0, 2));
var generatorEnt = _entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 0));
var substationEnt = _entityManager.SpawnEntity("SubstationDummy", grid.ToCoordinates(0, 1));
var apcEnt = _entityManager.SpawnEntity("ApcDummy", grid.ToCoordinates(0, 2));
var generatorSupplier = _entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
substationNetBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(substationEnt);
apcBattery = _entityManager.GetComponent<BatteryComponent>(apcEnt);
generatorSupplier.MaxSupply = 1000;
generatorSupplier.SupplyRampTolerance = 1000;
apcBattery.CurrentCharge = 0;
});
_server.RunTicks(5); //let run a few ticks for PowerNets to reevaluate and start charging apc
_server.Assert(() =>
{
Assert.That(substationNetBattery.CurrentSupply, Is.GreaterThan(0)); //substation should be providing power
Assert.That(apcBattery.CurrentCharge, Is.GreaterThan(0)); //apc battery should have gained charge
});
await _server.WaitIdleAsync();
}
[Test]
public async Task ApcNetTest()
{
PowerNetworkBatteryComponent apcNetBattery = default!;
ApcPowerReceiverComponent receiver = default!;
_server.Assert(() =>
{
var map = _mapManager.CreateMap();
var grid = _mapManager.CreateGrid(map);
// Power only works when anchored
for (var i = 0; i < 3; i++)
{
grid.SetTile(new Vector2i(0, i), new Tile(1));
}
var apcEnt = _entityManager.SpawnEntity("ApcDummy", grid.ToCoordinates(0, 0));
var apcExtensionEnt = _entityManager.SpawnEntity("CableApcExtension", grid.ToCoordinates(0, 0));
var powerReceiverEnt = _entityManager.SpawnEntity("ApcPowerReceiverDummy", grid.ToCoordinates(0, 2));
receiver = _entityManager.GetComponent<ApcPowerReceiverComponent>(powerReceiverEnt);
var battery = _entityManager.GetComponent<BatteryComponent>(apcEnt);
apcNetBattery = _entityManager.GetComponent<PowerNetworkBatteryComponent>(apcEnt);
_extensionCableSystem.SetProviderTransferRange(apcExtensionEnt, 5);
_extensionCableSystem.SetReceiverReceptionRange(powerReceiverEnt, 5);
battery.MaxCharge = 10000; //arbitrary nonzero amount of charge
battery.CurrentCharge = battery.MaxCharge; //fill battery
receiver.Load = 1; //arbitrary small amount of power
});
_server.RunTicks(1); //let run a tick for ApcNet to process power
_server.Assert(() =>
{
Assert.That(receiver.Powered);
Assert.That(apcNetBattery.CurrentSupply, Is.EqualTo(1).Within(0.1));
});
await _server.WaitIdleAsync();
}
}
}