Pow3r: stage 1 (#4208)

Co-authored-by: 20kdc <asdd2808@gmail.com>
This commit is contained in:
Pieter-Jan Briers
2021-07-04 18:11:52 +02:00
committed by GitHub
parent ea60a81fdf
commit 103bc19508
212 changed files with 8584 additions and 4426 deletions

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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;
}
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;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using static Content.Server.Power.Pow3r.PowerState;
namespace Content.Server.Power.Pow3r
{
/// <summary>
/// Partial implementation of full-graph-walking power solving under pow3r.
/// Concept described at https://hackmd.io/@ss14/lowpower
/// </summary>
/// <remarks>
/// Many features like batteries, cycle detection, join handling, etc... are not implemented at all.
/// Seriously, this implementation barely works. Ah well.
/// <see cref="BatteryRampPegSolver"/> is better.
/// </remarks>
public class GraphWalkSolver : IPowerSolver
{
public void Tick(float frameTime, PowerState state)
{
foreach (var load in state.Loads.Values)
{
load.ReceivingPower = 0;
}
foreach (var supply in state.Supplies.Values)
{
supply.CurrentSupply = 0;
}
foreach (var network in state.Networks.Values)
{
// Clear some stuff.
network.LocalDemandMet = 0;
// Add up demands in network.
network.LocalDemandTotal = network.Loads
.Select(l => state.Loads[l])
.Where(c => c.Enabled)
.Sum(c => c.DesiredPower);
// Add up supplies in network.
var availableSupplySum = 0f;
var maxSupplySum = 0f;
foreach (var supplyId in network.Supplies)
{
var supply = state.Supplies[supplyId];
if (!supply.Enabled)
continue;
var rampMax = supply.SupplyRampPosition + supply.SupplyRampTolerance;
var effectiveSupply = Math.Min(rampMax, supply.MaxSupply);
supply.EffectiveMaxSupply = effectiveSupply;
availableSupplySum += effectiveSupply;
maxSupplySum += supply.MaxSupply;
}
network.AvailableSupplyTotal = availableSupplySum;
network.TheoreticalSupplyTotal = maxSupplySum;
}
// Sort networks by tree height so that suppliers that have less possible loads go FIRST.
// Idea being that a backup generator on a small subnet should do more work
// so that a larger generator that covers more networks can put its power elsewhere.
var sortedByHeight = state.Networks.Values.OrderBy(v => TotalSubLoadCount(state, v)).ToArray();
// Go over every network with supply to send power.
foreach (var network in sortedByHeight)
{
// Find all loads recursively, and sum them up.
var subNets = new List<Network>();
var totalDemand = 0f;
GetLoadingNetworksRecursively(state, network, subNets, ref totalDemand);
if (totalDemand == 0)
continue;
// Calculate power delivered.
var power = Math.Min(totalDemand, network.AvailableSupplyTotal);
// Distribute load across supplies in network.
foreach (var supplyId in network.Supplies)
{
var supply = state.Supplies[supplyId];
if (!supply.Enabled)
continue;
if (supply.EffectiveMaxSupply != 0)
{
var ratio = supply.EffectiveMaxSupply / network.AvailableSupplyTotal;
supply.CurrentSupply = ratio * power;
}
else
{
supply.CurrentSupply = 0;
}
if (supply.MaxSupply != 0)
{
var ratio = supply.MaxSupply / network.TheoreticalSupplyTotal;
supply.SupplyRampTarget = ratio * totalDemand;
}
else
{
supply.SupplyRampTarget = 0;
}
}
// Distribute supply across subnet loads.
foreach (var subNet in subNets)
{
var rem = subNet.RemainingDemand;
var ratio = rem / totalDemand;
subNet.LocalDemandMet += ratio * power;
}
}
// Distribute power across loads in networks.
foreach (var network in state.Networks.Values)
{
if (network.LocalDemandMet == 0)
continue;
foreach (var loadId in network.Loads)
{
var load = state.Loads[loadId];
if (!load.Enabled)
continue;
var ratio = load.DesiredPower / network.LocalDemandTotal;
load.ReceivingPower = ratio * network.LocalDemandMet;
}
}
PowerSolverShared.UpdateRampPositions(frameTime, state);
}
private int TotalSubLoadCount(PowerState state, Network network)
{
// TODO: Cycle detection.
var height = network.Loads.Count;
foreach (var batteryId in network.BatteriesCharging)
{
var battery = state.Batteries[batteryId];
if (battery.LinkedNetworkDischarging != default)
{
height += TotalSubLoadCount(state, state.Networks[battery.LinkedNetworkDischarging]);
}
}
return height;
}
private void GetLoadingNetworksRecursively(
PowerState state,
Network network,
List<Network> networks,
ref float totalDemand)
{
networks.Add(network);
totalDemand += network.LocalDemandTotal - network.LocalDemandMet;
foreach (var batteryId in network.BatteriesCharging)
{
var battery = state.Batteries[batteryId];
if (battery.LinkedNetworkDischarging != default)
{
GetLoadingNetworksRecursively(
state,
state.Networks[battery.LinkedNetworkDischarging],
networks,
ref totalDemand);
}
}
}
}
}

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namespace Content.Server.Power.Pow3r
{
public interface IPowerSolver
{
void Tick(float frameTime, PowerState state);
}
}

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namespace Content.Server.Power.Pow3r
{
public sealed class NoOpSolver : IPowerSolver
{
public void Tick(float frameTime, PowerState state)
{
// Literally nothing.
}
}
}

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using System;
namespace Content.Server.Power.Pow3r
{
public static class PowerSolverShared
{
public static void UpdateRampPositions(float frameTime, PowerState state)
{
// Update supplies to move their ramp position towards target, if necessary.
foreach (var supply in state.Supplies.Values)
{
if (supply.Paused)
continue;
if (!supply.Enabled)
{
// If disabled, set ramp to 0.
supply.SupplyRampPosition = 0;
continue;
}
var rampDev = supply.SupplyRampTarget - supply.SupplyRampPosition;
if (Math.Abs(rampDev) > 0.001f)
{
float newPos;
if (rampDev > 0)
{
// Position below target, go up.
newPos = Math.Min(
supply.SupplyRampTarget,
supply.SupplyRampPosition + supply.SupplyRampRate * frameTime);
}
else
{
// Other way around, go down
newPos = Math.Max(
supply.SupplyRampTarget,
supply.SupplyRampPosition - supply.SupplyRampRate * frameTime);
}
supply.SupplyRampPosition = Math.Clamp(newPos, 0, supply.MaxSupply);
}
else
{
supply.SupplyRampPosition = supply.SupplyRampTarget;
}
}
// Batteries too.
foreach (var battery in state.Batteries.Values)
{
if (battery.Paused)
continue;
if (!battery.Enabled)
{
// If disabled, set ramp to 0.
battery.SupplyRampPosition = 0;
continue;
}
var rampDev = battery.SupplyRampTarget - battery.SupplyRampPosition;
if (Math.Abs(rampDev) > 0.001f)
{
float newPos;
if (rampDev > 0)
{
// Position below target, go up.
newPos = Math.Min(
battery.SupplyRampTarget,
battery.SupplyRampPosition + battery.SupplyRampRate * frameTime);
}
else
{
// Other way around, go down
newPos = Math.Max(
battery.SupplyRampTarget,
battery.SupplyRampPosition - battery.SupplyRampRate * frameTime);
}
battery.SupplyRampPosition = Math.Clamp(newPos, 0, battery.MaxSupply);
}
else
{
battery.SupplyRampPosition = battery.SupplyRampTarget;
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Text.Json;
using System.Text.Json.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.Power.Pow3r
{
public sealed class PowerState
{
public const int MaxTickData = 180;
public static readonly JsonSerializerOptions SerializerOptions = new()
{
IncludeFields = true,
Converters = {new NodeIdJsonConverter()}
};
public Dictionary<NodeId, Supply> Supplies = new();
public Dictionary<NodeId, Network> Networks = new();
public Dictionary<NodeId, Load> Loads = new();
public Dictionary<NodeId, Battery> Batteries = new();
public readonly struct NodeId : IEquatable<NodeId>
{
public readonly int Id;
public NodeId(int id)
{
Id = id;
}
public bool Equals(NodeId other)
{
return Id == other.Id;
}
public override bool Equals(object? obj)
{
return obj is NodeId other && Equals(other);
}
public override int GetHashCode()
{
return Id;
}
public static bool operator ==(NodeId left, NodeId right)
{
return left.Equals(right);
}
public static bool operator !=(NodeId left, NodeId right)
{
return !left.Equals(right);
}
public override string ToString()
{
return Id.ToString();
}
}
public sealed class NodeIdJsonConverter : JsonConverter<NodeId>
{
public override NodeId Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
return new(reader.GetInt32());
}
public override void Write(Utf8JsonWriter writer, NodeId value, JsonSerializerOptions options)
{
writer.WriteNumberValue(value.Id);
}
}
public sealed class Supply
{
[ViewVariables] public NodeId Id;
// == Static parameters ==
[ViewVariables(VVAccess.ReadWrite)] public bool Enabled = true;
[ViewVariables(VVAccess.ReadWrite)] public bool Paused;
[ViewVariables(VVAccess.ReadWrite)] public float MaxSupply;
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampRate;
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampTolerance;
// == Runtime parameters ==
// Actual power supplied last network update.
[ViewVariables(VVAccess.ReadWrite)] public float CurrentSupply;
// The amount of power we WANT to be supplying to match grid load.
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public float SupplyRampTarget;
// Position of the supply ramp.
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampPosition;
[ViewVariables] [JsonIgnore] public NodeId LinkedNetwork;
// In-tick max supply thanks to ramp. Used during calculations.
[JsonIgnore] public float EffectiveMaxSupply;
}
public sealed class Load
{
[ViewVariables] public NodeId Id;
// == Static parameters ==
[ViewVariables(VVAccess.ReadWrite)] public bool Enabled = true;
[ViewVariables(VVAccess.ReadWrite)] public bool Paused;
[ViewVariables(VVAccess.ReadWrite)] public float DesiredPower;
// == Runtime parameters ==
[ViewVariables(VVAccess.ReadWrite)] public float ReceivingPower;
[ViewVariables] [JsonIgnore] public NodeId LinkedNetwork;
}
public sealed class Battery
{
[ViewVariables] public NodeId Id;
// == Static parameters ==
[ViewVariables(VVAccess.ReadWrite)] public bool Enabled = true;
[ViewVariables(VVAccess.ReadWrite)] public bool Paused;
[ViewVariables(VVAccess.ReadWrite)] public bool CanDischarge = true;
[ViewVariables(VVAccess.ReadWrite)] public bool CanCharge = true;
[ViewVariables(VVAccess.ReadWrite)] public float Capacity;
[ViewVariables(VVAccess.ReadWrite)] public float MaxChargeRate;
[ViewVariables(VVAccess.ReadWrite)] public float MaxThroughput; // 0 = infinite cuz imgui
[ViewVariables(VVAccess.ReadWrite)] public float MaxSupply;
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampTolerance;
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampRate;
[ViewVariables(VVAccess.ReadWrite)] public float Efficiency = 1;
// == Runtime parameters ==
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampPosition;
[ViewVariables(VVAccess.ReadWrite)] public float CurrentSupply;
[ViewVariables(VVAccess.ReadWrite)] public float CurrentStorage;
[ViewVariables(VVAccess.ReadWrite)] public float CurrentReceiving;
[ViewVariables(VVAccess.ReadWrite)] public float LoadingNetworkDemand;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public bool SupplyingMarked;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public bool LoadingMarked;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public bool LoadingDemandMarked;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public float TempMaxSupply;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public float DesiredPower;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public float SupplyRampTarget;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public NodeId LinkedNetworkCharging;
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
public NodeId LinkedNetworkDischarging;
}
// Readonly breaks json serialization.
[SuppressMessage("ReSharper", "FieldCanBeMadeReadOnly.Local")]
public sealed class Network
{
[ViewVariables] public NodeId Id;
[ViewVariables] public List<NodeId> Supplies = new();
[ViewVariables] public List<NodeId> Loads = new();
// "Loading" means the network is connected to the INPUT port of the battery.
[ViewVariables] public List<NodeId> BatteriesCharging = new();
// "Supplying" means the network is connected to the OUTPUT port of the battery.
[ViewVariables] public List<NodeId> BatteriesDischarging = new();
// Calculation parameters used by GraphWalkSolver.
// Unused by BatteryRampPegSolver.
[JsonIgnore] public float LocalDemandTotal;
[JsonIgnore] public float LocalDemandMet;
[JsonIgnore] public float GroupDemandTotal;
[JsonIgnore] public float GroupDemandMet;
[ViewVariables] [JsonIgnore] public int Height;
[JsonIgnore] public bool HeightTouched;
// Supply available this tick.
[JsonIgnore] public float AvailableSupplyTotal;
// Max theoretical supply assuming max ramp.
[JsonIgnore] public float TheoreticalSupplyTotal;
public float RemainingDemand => LocalDemandTotal - LocalDemandMet;
}
}
}