Files
tbd-station-14/Content.Server/Power/Pow3r/BatteryRampPegSolver.cs
Vera Aguilera Puerto ed3bf94a3b Electrocution. (#4958)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-10-25 16:21:56 +02:00

309 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Utility;
using static Content.Server.Power.Pow3r.PowerState;
namespace Content.Server.Power.Pow3r
{
public sealed class BatteryRampPegSolver : IPowerSolver
{
private sealed class HeightComparer : IComparer<Network>
{
public static HeightComparer Instance { get; } = new();
public int Compare(Network? x, Network? y)
{
if (ReferenceEquals(x, y)) return 0;
if (ReferenceEquals(null, y)) return 1;
if (ReferenceEquals(null, x)) return -1;
return x.Height.CompareTo(y.Height);
}
}
private Network[] _sortBuffer = Array.Empty<Network>();
public void Tick(float frameTime, PowerState state)
{
// Clear loads and supplies.
foreach (var load in state.Loads.Values)
{
if (load.Paused)
continue;
load.ReceivingPower = 0;
}
foreach (var supply in state.Supplies.Values)
{
if (supply.Paused)
continue;
supply.CurrentSupply = 0;
supply.SupplyRampTarget = 0;
}
// Run a pass to estimate network tree graph height.
// This is so that we can run networks before their children,
// to avoid draining batteries for a tick if their passing-supply gets cut off.
// It's not a big loss if this doesn't work (it won't, in some scenarios), but it's a nice-to-have.
foreach (var network in state.Networks.Values)
{
network.HeightTouched = false;
network.Height = -1;
}
foreach (var network in state.Networks.Values)
{
if (network.BatteriesDischarging.Count != 0)
continue;
EstimateNetworkDepth(state, network);
}
if (_sortBuffer.Length != state.Networks.Count)
_sortBuffer = new Network[state.Networks.Count];
var i = 0;
foreach (var network in state.Networks.Values)
{
_sortBuffer[i++] = network;
}
Array.Sort(_sortBuffer, HeightComparer.Instance);
// Go over every network.
foreach (var network in _sortBuffer)
{
// Add up demand in network.
var demand = 0f;
foreach (var loadId in network.Loads)
{
var load = state.Loads[loadId];
if (!load.Enabled || load.Paused)
continue;
DebugTools.Assert(load.DesiredPower >= 0);
demand += load.DesiredPower;
}
// TODO: Consider having battery charge loads be processed "after" pass-through loads.
// This would mean that charge rate would have no impact on throughput rate like it does currently.
// Would require a second pass over the network, or something. Not sure.
// Loading batteries.
foreach (var batteryId in network.BatteriesCharging)
{
var battery = state.Batteries[batteryId];
if (!battery.Enabled || !battery.CanCharge || battery.Paused)
continue;
var batterySpace = (battery.Capacity - battery.CurrentStorage) * (1 / battery.Efficiency);
batterySpace = Math.Max(0, batterySpace);
var scaledSpace = batterySpace / frameTime;
var chargeRate = battery.MaxChargeRate + battery.LoadingNetworkDemand / battery.Efficiency;
var batDemand = Math.Min(chargeRate, scaledSpace);
DebugTools.Assert(batDemand >= 0);
battery.DesiredPower = batDemand;
demand += batDemand;
}
DebugTools.Assert(demand >= 0);
// Add up supply in network.
var availableSupplySum = 0f;
var maxSupplySum = 0f;
foreach (var supplyId in network.Supplies)
{
var supply = state.Supplies[supplyId];
if (!supply.Enabled || supply.Paused)
continue;
var rampMax = supply.SupplyRampPosition + supply.SupplyRampTolerance;
var effectiveSupply = Math.Min(rampMax, supply.MaxSupply);
DebugTools.Assert(effectiveSupply >= 0);
DebugTools.Assert(supply.MaxSupply >= 0);
supply.EffectiveMaxSupply = effectiveSupply;
availableSupplySum += effectiveSupply;
maxSupplySum += supply.MaxSupply;
}
var unmet = Math.Max(0, demand - availableSupplySum);
DebugTools.Assert(availableSupplySum >= 0);
DebugTools.Assert(maxSupplySum >= 0);
// Supplying batteries.
// Batteries need to go after local supplies so that local supplies are prioritized.
// Also, it makes demand-pulling of batteries
// Because all batteries will will desire the unmet demand of their loading network,
// there will be a "rush" of input current when a network powers on,
// before power stabilizes in the network.
// This is fine.
foreach (var batteryId in network.BatteriesDischarging)
{
var battery = state.Batteries[batteryId];
if (!battery.Enabled || !battery.CanDischarge || battery.Paused)
continue;
var scaledSpace = battery.CurrentStorage / frameTime;
var supplyCap = Math.Min(battery.MaxSupply,
battery.SupplyRampPosition + battery.SupplyRampTolerance);
var supplyAndPassthrough = supplyCap + battery.CurrentReceiving * battery.Efficiency;
var tempSupply = Math.Min(scaledSpace, supplyAndPassthrough);
// Clamp final supply to the unmet demand, so that batteries refrain from taking power away from supplies.
var clampedSupply = Math.Min(unmet, tempSupply);
DebugTools.Assert(clampedSupply >= 0);
battery.TempMaxSupply = clampedSupply;
availableSupplySum += clampedSupply;
// TODO: Calculate this properly.
maxSupplySum += clampedSupply;
battery.LoadingNetworkDemand = unmet;
battery.LoadingDemandMarked = true;
}
network.LastAvailableSupplySum = availableSupplySum;
network.LastMaxSupplySum = maxSupplySum;
var met = Math.Min(demand, availableSupplySum);
if (met != 0)
{
// Distribute supply to loads.
foreach (var loadId in network.Loads)
{
var load = state.Loads[loadId];
if (!load.Enabled || load.DesiredPower == 0 || load.Paused)
continue;
var ratio = load.DesiredPower / demand;
load.ReceivingPower = ratio * met;
}
// Loading batteries
foreach (var batteryId in network.BatteriesCharging)
{
var battery = state.Batteries[batteryId];
if (!battery.Enabled || battery.DesiredPower == 0 || battery.Paused)
continue;
var ratio = battery.DesiredPower / demand;
battery.CurrentReceiving = ratio * met;
var receivedPower = frameTime * battery.CurrentReceiving;
receivedPower *= battery.Efficiency;
battery.CurrentStorage = Math.Min(
battery.Capacity,
battery.CurrentStorage + receivedPower);
battery.LoadingMarked = true;
}
// Load to supplies
foreach (var supplyId in network.Supplies)
{
var supply = state.Supplies[supplyId];
if (!supply.Enabled || supply.EffectiveMaxSupply == 0 || supply.Paused)
continue;
var ratio = supply.EffectiveMaxSupply / availableSupplySum;
supply.CurrentSupply = ratio * met;
if (supply.MaxSupply != 0)
{
var maxSupplyRatio = supply.MaxSupply / maxSupplySum;
supply.SupplyRampTarget = maxSupplyRatio * demand;
}
else
{
supply.SupplyRampTarget = 0;
}
}
// Supplying batteries
foreach (var batteryId in network.BatteriesDischarging)
{
var battery = state.Batteries[batteryId];
if (!battery.Enabled || battery.TempMaxSupply == 0 || battery.Paused)
continue;
var ratio = battery.TempMaxSupply / availableSupplySum;
battery.CurrentSupply = ratio * met;
battery.CurrentStorage = Math.Max(
0,
battery.CurrentStorage - frameTime * battery.CurrentSupply);
battery.SupplyRampTarget = battery.CurrentSupply - battery.CurrentReceiving * battery.Efficiency;
/*var maxSupplyRatio = supply.MaxSupply / maxSupplySum;
supply.SupplyRampTarget = maxSupplyRatio * demand;*/
battery.SupplyingMarked = true;
}
}
}
// Clear supplying/loading on any batteries that haven't been marked by usage.
// Because we need this data while processing ramp-pegging, we can't clear it at the start.
foreach (var battery in state.Batteries.Values)
{
if (battery.Paused)
continue;
if (!battery.SupplyingMarked)
battery.CurrentSupply = 0;
if (!battery.LoadingMarked)
battery.CurrentReceiving = 0;
if (!battery.LoadingDemandMarked)
battery.LoadingNetworkDemand = 0;
battery.SupplyingMarked = false;
battery.LoadingMarked = false;
battery.LoadingDemandMarked = false;
}
PowerSolverShared.UpdateRampPositions(frameTime, state);
}
private static void EstimateNetworkDepth(PowerState state, Network network)
{
network.HeightTouched = true;
if (network.BatteriesCharging.Count == 0)
{
network.Height = 1;
return;
}
var max = 0;
foreach (var batteryId in network.BatteriesCharging)
{
var battery = state.Batteries[batteryId];
if (battery.LinkedNetworkDischarging == default)
continue;
var subNet = state.Networks[battery.LinkedNetworkDischarging];
if (!subNet.HeightTouched)
EstimateNetworkDepth(state, subNet);
max = Math.Max(subNet.Height, max);
}
network.Height = 1 + max;
}
}
}