@@ -0,0 +1,73 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates and maintains a set of <see cref="Node"/>s.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class NodeContainerComponent : Component
|
||||
{
|
||||
public override string Name => "NodeContainer";
|
||||
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<Node> Nodes => _nodes;
|
||||
private List<Node> _nodes = new List<Node>();
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly INodeFactory _nodeFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
/// <summary>
|
||||
/// A set of <see cref="NodeGroupID"/>s and <see cref="Node"/> implementation names
|
||||
/// to be created and held in this container.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
private Dictionary<NodeGroupID, List<string>> _nodeTypes;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _nodeTypes, "nodeTypes", new Dictionary<NodeGroupID, List<string>> { });
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
foreach (var nodeType in _nodeTypes)
|
||||
{
|
||||
var nodeGroupID = nodeType.Key;
|
||||
foreach (var nodeName in nodeType.Value)
|
||||
{
|
||||
_nodes.Add(MakeNewNode(nodeName, nodeGroupID, Owner));
|
||||
}
|
||||
}
|
||||
foreach (var node in _nodes)
|
||||
{
|
||||
node.OnContainerInitialize();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
foreach (var node in _nodes)
|
||||
{
|
||||
node.OnContainerRemove();
|
||||
}
|
||||
_nodes = null;
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
private Node MakeNewNode(string nodeName, NodeGroupID groupID, IEntity owner)
|
||||
{
|
||||
return _nodeFactory.MakeNode(nodeName, groupID, owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,122 @@
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
public interface IApcNet
|
||||
{
|
||||
void AddApc(ApcComponent apc);
|
||||
|
||||
void RemoveApc(ApcComponent apc);
|
||||
|
||||
void AddPowerProvider(PowerProviderComponent provider);
|
||||
|
||||
void RemovePowerProvider(PowerProviderComponent provider);
|
||||
|
||||
void UpdatePowerProviderReceivers(PowerProviderComponent provider);
|
||||
|
||||
void Update(float frameTime);
|
||||
}
|
||||
|
||||
[NodeGroup(NodeGroupID.Apc)]
|
||||
public class ApcNetNodeGroup : BaseNetConnectorNodeGroup<BaseApcNetComponent, IApcNet>, IApcNet
|
||||
{
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<ApcComponent, BatteryComponent> _apcBatteries = new Dictionary<ApcComponent, BatteryComponent>();
|
||||
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<PowerProviderComponent, List<PowerReceiverComponent>> _providerReceivers = new Dictionary<PowerProviderComponent, List<PowerReceiverComponent>>();
|
||||
|
||||
//Debug property
|
||||
[ViewVariables]
|
||||
private int TotalReceivers => _providerReceivers.SelectMany(kvp => kvp.Value).Count();
|
||||
|
||||
private IEnumerable<BatteryComponent> AvailableBatteries => _apcBatteries.Where(kvp => kvp.Key.MainBreakerEnabled).Select(kvp => kvp.Value);
|
||||
|
||||
public static readonly IApcNet NullNet = new NullApcNet();
|
||||
|
||||
#region IApcNet Methods
|
||||
|
||||
protected override void SetNetConnectorNet(BaseApcNetComponent netConnectorComponent)
|
||||
{
|
||||
netConnectorComponent.Net = this;
|
||||
}
|
||||
|
||||
public void AddApc(ApcComponent apc)
|
||||
{
|
||||
_apcBatteries.Add(apc, apc.Battery);
|
||||
}
|
||||
|
||||
public void RemoveApc(ApcComponent apc)
|
||||
{
|
||||
_apcBatteries.Remove(apc);
|
||||
if (!_apcBatteries.Any())
|
||||
{
|
||||
foreach (var receiver in _providerReceivers.SelectMany(kvp => kvp.Value))
|
||||
{
|
||||
receiver.HasApcPower = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddPowerProvider(PowerProviderComponent provider)
|
||||
{
|
||||
_providerReceivers.Add(provider, provider.LinkedReceivers.ToList());
|
||||
}
|
||||
|
||||
public void RemovePowerProvider(PowerProviderComponent provider)
|
||||
{
|
||||
_providerReceivers.Remove(provider);
|
||||
}
|
||||
|
||||
public void UpdatePowerProviderReceivers(PowerProviderComponent provider)
|
||||
{
|
||||
Debug.Assert(_providerReceivers.ContainsKey(provider));
|
||||
_providerReceivers[provider] = provider.LinkedReceivers.ToList();
|
||||
}
|
||||
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
var totalCharge = 0.0;
|
||||
var totalMaxCharge = 0;
|
||||
foreach (var battery in AvailableBatteries)
|
||||
{
|
||||
totalCharge += battery.CurrentCharge;
|
||||
totalMaxCharge += battery.MaxCharge;
|
||||
}
|
||||
var availablePowerFraction = totalCharge / totalMaxCharge;
|
||||
foreach (var receiver in _providerReceivers.SelectMany(kvp => kvp.Value))
|
||||
{
|
||||
receiver.HasApcPower = TryUsePower(receiver.Load * frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryUsePower(float neededCharge)
|
||||
{
|
||||
foreach (var battery in AvailableBatteries)
|
||||
{
|
||||
if (battery.TryUseCharge(neededCharge)) //simplification - all power needed must come from one battery
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private class NullApcNet : IApcNet
|
||||
{
|
||||
public void AddApc(ApcComponent apc) { }
|
||||
public void AddPowerProvider(PowerProviderComponent provider) { }
|
||||
public void RemoveApc(ApcComponent apc) { }
|
||||
public void RemovePowerProvider(PowerProviderComponent provider) { }
|
||||
public void UpdatePowerProviderReceivers(PowerProviderComponent provider) { }
|
||||
public void Update(float frameTime) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
public abstract class BaseNetConnectorNodeGroup<TNetConnector, TNetType> : BaseNodeGroup where TNetConnector : BaseNetConnectorComponent<TNetType>
|
||||
{
|
||||
private readonly Dictionary<Node, List<TNetConnector>> _netConnectorComponents = new Dictionary<Node, List<TNetConnector>>();
|
||||
|
||||
protected override void OnAddNode(Node node)
|
||||
{
|
||||
var newNetConnectorComponents = node.Owner
|
||||
.GetAllComponents<TNetConnector>()
|
||||
.Where(powerComp => (NodeGroupID) powerComp.Voltage == node.NodeGroupID)
|
||||
.ToList();
|
||||
_netConnectorComponents.Add(node, newNetConnectorComponents);
|
||||
foreach (var netConnectorComponent in newNetConnectorComponents)
|
||||
{
|
||||
SetNetConnectorNet(netConnectorComponent);
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void SetNetConnectorNet(TNetConnector netConnectorComponent);
|
||||
|
||||
protected override void OnRemoveNode(Node node)
|
||||
{
|
||||
foreach (var netConnectorComponent in _netConnectorComponents[node])
|
||||
{
|
||||
netConnectorComponent.ClearNet();
|
||||
}
|
||||
_netConnectorComponents.Remove(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
/// <summary>
|
||||
/// Maintains a collection of <see cref="Node"/>s, and performs operations requiring a list of
|
||||
/// all connected <see cref="Node"/>s.
|
||||
/// </summary>
|
||||
public interface INodeGroup
|
||||
{
|
||||
public IReadOnlyList<Node> Nodes { get; }
|
||||
|
||||
void AddNode(Node node);
|
||||
|
||||
void RemoveNode(Node node);
|
||||
|
||||
void CombineGroup(INodeGroup newGroup);
|
||||
|
||||
void BeforeCombine();
|
||||
|
||||
void AfterCombine();
|
||||
|
||||
void BeforeRemakeSpread();
|
||||
|
||||
void AfterRemakeSpread();
|
||||
}
|
||||
|
||||
[NodeGroup(NodeGroupID.Default)]
|
||||
public class BaseNodeGroup : INodeGroup
|
||||
{
|
||||
[ViewVariables]
|
||||
public IReadOnlyList<Node> Nodes => _nodes;
|
||||
private readonly List<Node> _nodes = new List<Node>();
|
||||
|
||||
[ViewVariables]
|
||||
public int NodeCount => Nodes.Count;
|
||||
|
||||
public static readonly INodeGroup NullGroup = new NullNodeGroup();
|
||||
|
||||
public void AddNode(Node node)
|
||||
{
|
||||
_nodes.Add(node);
|
||||
OnAddNode(node);
|
||||
}
|
||||
|
||||
public void RemoveNode(Node node)
|
||||
{
|
||||
_nodes.Remove(node);
|
||||
OnRemoveNode(node);
|
||||
RemakeGroup();
|
||||
}
|
||||
|
||||
public void CombineGroup(INodeGroup newGroup)
|
||||
{
|
||||
if (newGroup.Nodes.Count < Nodes.Count)
|
||||
{
|
||||
newGroup.CombineGroup(this);
|
||||
return;
|
||||
}
|
||||
BeforeCombine();
|
||||
newGroup.BeforeCombine();
|
||||
foreach (var node in Nodes)
|
||||
{
|
||||
node.NodeGroup = newGroup;
|
||||
}
|
||||
AfterCombine();
|
||||
newGroup.AfterCombine();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Causes all <see cref="Node"/>s to remake their groups. Called when a <see cref="Node"/> is removed
|
||||
/// and may have split a group in two, so multiple new groups may need to be formed.
|
||||
/// </summary>
|
||||
private void RemakeGroup()
|
||||
{
|
||||
BeforeRemake();
|
||||
foreach (var node in Nodes)
|
||||
{
|
||||
node.ClearNodeGroup();
|
||||
}
|
||||
foreach (var node in Nodes)
|
||||
{
|
||||
if (node.TryAssignGroupIfNeeded())
|
||||
{
|
||||
node.StartSpreadingGroup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnAddNode(Node node) { }
|
||||
|
||||
protected virtual void OnRemoveNode(Node node) { }
|
||||
|
||||
protected virtual void BeforeRemake() { }
|
||||
|
||||
protected virtual void AfterRemake() { }
|
||||
|
||||
public virtual void BeforeCombine() { }
|
||||
|
||||
public virtual void AfterCombine() { }
|
||||
|
||||
public virtual void BeforeRemakeSpread() { }
|
||||
|
||||
public virtual void AfterRemakeSpread() { }
|
||||
|
||||
private class NullNodeGroup : INodeGroup
|
||||
{
|
||||
public IReadOnlyList<Node> Nodes => _nodes;
|
||||
private readonly List<Node> _nodes = new List<Node>();
|
||||
public void AddNode(Node node) { }
|
||||
public void CombineGroup(INodeGroup newGroup) { }
|
||||
public void RemoveNode(Node node) { }
|
||||
public void BeforeCombine() { }
|
||||
public void AfterCombine() { }
|
||||
public void BeforeRemakeSpread() { }
|
||||
public void AfterRemakeSpread() { }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
/// <summary>
|
||||
/// Associates a <see cref="INodeGroup"/> implementation with a <see cref="NodeGroupID"/>.
|
||||
/// This is used to gurantee all <see cref="INode"/>s of the same <see cref="INode.NodeGroupID"/>
|
||||
/// have the same type of <see cref="INodeGroup"/>. Used by <see cref="INodeGroupFactory"/>.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
|
||||
public class NodeGroupAttribute : Attribute
|
||||
{
|
||||
public NodeGroupID[] NodeGroupIDs { get; }
|
||||
|
||||
public NodeGroupAttribute(params NodeGroupID[] nodeGroupTypes)
|
||||
{
|
||||
NodeGroupIDs = nodeGroupTypes;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
using Robust.Shared.Interfaces.Reflection;
|
||||
using Robust.Shared.IoC;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
public interface INodeGroupFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Performs reflection to associate <see cref="INodeGroup"/> implementations with the
|
||||
/// string specified in their <see cref="NodeGroupAttribute"/>.
|
||||
/// </summary>
|
||||
void Initialize();
|
||||
|
||||
/// <summary>
|
||||
/// Returns a new <see cref="INodeGroup"/> instance.
|
||||
/// </summary>
|
||||
INodeGroup MakeNodeGroup(NodeGroupID nodeGroupType);
|
||||
}
|
||||
|
||||
public class NodeGroupFactory : INodeGroupFactory
|
||||
{
|
||||
private readonly Dictionary<NodeGroupID, Type> _groupTypes = new Dictionary<NodeGroupID, Type>();
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager;
|
||||
[Dependency] private readonly IDynamicTypeFactory _typeFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
var nodeGroupTypes = _reflectionManager.GetAllChildren<BaseNodeGroup>();
|
||||
foreach (var nodeGroupType in nodeGroupTypes)
|
||||
{
|
||||
var att = nodeGroupType.GetCustomAttribute<NodeGroupAttribute>();
|
||||
if (att != null)
|
||||
{
|
||||
foreach (var groupID in att.NodeGroupIDs)
|
||||
{
|
||||
_groupTypes.Add(groupID, nodeGroupType);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public INodeGroup MakeNodeGroup(NodeGroupID nodeGroupType)
|
||||
{
|
||||
if (_groupTypes.TryGetValue(nodeGroupType, out var type))
|
||||
{
|
||||
return _typeFactory.CreateInstance<INodeGroup>(type);
|
||||
}
|
||||
throw new ArgumentException($"{nodeGroupType} did not have an associated {nameof(INodeGroup)}.");
|
||||
}
|
||||
}
|
||||
|
||||
public enum NodeGroupID
|
||||
{
|
||||
Default,
|
||||
HVPower,
|
||||
MVPower,
|
||||
Apc,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,192 @@
|
||||
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
|
||||
{
|
||||
public interface IPowerNet
|
||||
{
|
||||
void AddSupplier(PowerSupplierComponent supplier);
|
||||
|
||||
void RemoveSupplier(PowerSupplierComponent supplier);
|
||||
|
||||
void UpdateSupplierSupply(PowerSupplierComponent supplier, int oldSupplyRate, int newSupplyRate);
|
||||
|
||||
void AddConsumer(PowerConsumerComponent consumer);
|
||||
|
||||
void RemoveConsumer(PowerConsumerComponent consumer);
|
||||
|
||||
void UpdateConsumerDraw(PowerConsumerComponent consumer, int oldDrawRate, int newDrawRate);
|
||||
|
||||
void UpdateConsumerPriority(PowerConsumerComponent consumer, Priority oldPriority, Priority newPriority);
|
||||
}
|
||||
|
||||
[NodeGroup(NodeGroupID.HVPower, NodeGroupID.MVPower)]
|
||||
public class PowerNetNodeGroup : BaseNetConnectorNodeGroup<BasePowerNetComponent, IPowerNet>, IPowerNet
|
||||
{
|
||||
[ViewVariables]
|
||||
private readonly List<PowerSupplierComponent> _suppliers = new List<PowerSupplierComponent>();
|
||||
|
||||
[ViewVariables]
|
||||
private int _totalSupply = 0;
|
||||
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<Priority, List<PowerConsumerComponent>> _consumersByPriority = new Dictionary<Priority, List<PowerConsumerComponent>>();
|
||||
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<Priority, int> _drawByPriority = new Dictionary<Priority, int>();
|
||||
|
||||
[ViewVariables]
|
||||
private bool _supressPowerRecalculation = false;
|
||||
|
||||
public static readonly IPowerNet NullNet = new NullPowerNet();
|
||||
|
||||
public PowerNetNodeGroup()
|
||||
{
|
||||
foreach(Priority priority in Enum.GetValues(typeof(Priority)))
|
||||
{
|
||||
_consumersByPriority.Add(priority, new List<PowerConsumerComponent>());
|
||||
_drawByPriority.Add(priority, 0);
|
||||
}
|
||||
}
|
||||
|
||||
#region BaseNodeGroup Overrides
|
||||
|
||||
protected override void SetNetConnectorNet(BasePowerNetComponent netConnectorComponent)
|
||||
{
|
||||
netConnectorComponent.Net = this;
|
||||
}
|
||||
|
||||
public override void BeforeCombine()
|
||||
{
|
||||
_supressPowerRecalculation = true;
|
||||
}
|
||||
|
||||
public override void AfterCombine()
|
||||
{
|
||||
_supressPowerRecalculation = false;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
protected override void BeforeRemake()
|
||||
{
|
||||
_supressPowerRecalculation = true;
|
||||
}
|
||||
|
||||
public override void BeforeRemakeSpread()
|
||||
{
|
||||
_supressPowerRecalculation = true;
|
||||
}
|
||||
|
||||
public override void AfterRemakeSpread()
|
||||
{
|
||||
_supressPowerRecalculation = false;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IPowerNet Methods
|
||||
|
||||
public void AddSupplier(PowerSupplierComponent supplier)
|
||||
{
|
||||
_suppliers.Add(supplier);
|
||||
_totalSupply += supplier.SupplyRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void RemoveSupplier(PowerSupplierComponent supplier)
|
||||
{
|
||||
Debug.Assert(_suppliers.Contains(supplier));
|
||||
_suppliers.Remove(supplier);
|
||||
_totalSupply -= supplier.SupplyRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void UpdateSupplierSupply(PowerSupplierComponent supplier, int oldSupplyRate, int newSupplyRate)
|
||||
{
|
||||
Debug.Assert(_suppliers.Contains(supplier));
|
||||
_totalSupply -= oldSupplyRate;
|
||||
_totalSupply += newSupplyRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void AddConsumer(PowerConsumerComponent consumer)
|
||||
{
|
||||
_consumersByPriority[consumer.Priority].Add(consumer);
|
||||
_drawByPriority[consumer.Priority] += consumer.DrawRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void RemoveConsumer(PowerConsumerComponent consumer)
|
||||
{
|
||||
Debug.Assert(_consumersByPriority[consumer.Priority].Contains(consumer));
|
||||
_consumersByPriority[consumer.Priority].Add(consumer);
|
||||
_drawByPriority[consumer.Priority] -= consumer.DrawRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void UpdateConsumerDraw(PowerConsumerComponent consumer, int oldDrawRate, int newDrawRate)
|
||||
{
|
||||
Debug.Assert(_consumersByPriority[consumer.Priority].Contains(consumer));
|
||||
_drawByPriority[consumer.Priority] -= oldDrawRate;
|
||||
_drawByPriority[consumer.Priority] += newDrawRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
public void UpdateConsumerPriority(PowerConsumerComponent consumer, Priority oldPriority, Priority newPriority)
|
||||
{
|
||||
Debug.Assert(_consumersByPriority[oldPriority].Contains(consumer));
|
||||
_consumersByPriority[oldPriority].Remove(consumer);
|
||||
_drawByPriority[oldPriority] -= consumer.DrawRate;
|
||||
_consumersByPriority[newPriority].Add(consumer);
|
||||
_drawByPriority[newPriority] += consumer.DrawRate;
|
||||
UpdateConsumerReceivedPower();
|
||||
}
|
||||
|
||||
private void UpdateConsumerReceivedPower()
|
||||
{
|
||||
if (_supressPowerRecalculation)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var remainingSupply = _totalSupply;
|
||||
foreach (Priority priority in Enum.GetValues(typeof(Priority)))
|
||||
{
|
||||
var categoryPowerDemand = _drawByPriority[priority];
|
||||
if (remainingSupply - categoryPowerDemand >= 0) //can fully power all in category
|
||||
{
|
||||
remainingSupply -= categoryPowerDemand;
|
||||
foreach (var consumer in _consumersByPriority[priority])
|
||||
{
|
||||
consumer.ReceivedPower = consumer.DrawRate;
|
||||
}
|
||||
}
|
||||
else if (remainingSupply - categoryPowerDemand < 0) //cannot fully power all, split power
|
||||
{
|
||||
var availiablePowerFraction = (float) remainingSupply / categoryPowerDemand;
|
||||
remainingSupply = 0;
|
||||
foreach (var consumer in _consumersByPriority[priority])
|
||||
{
|
||||
consumer.ReceivedPower = (int) (consumer.DrawRate * availiablePowerFraction); //give each consumer a fraction of what they requested (rounded down to nearest int)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private class NullPowerNet : IPowerNet
|
||||
{
|
||||
public void AddConsumer(PowerConsumerComponent consumer) { }
|
||||
public void AddSupplier(PowerSupplierComponent supplier) { }
|
||||
public void UpdateSupplierSupply(PowerSupplierComponent supplier, int oldSupplyRate, int newSupplyRate) { }
|
||||
public void RemoveConsumer(PowerConsumerComponent consumer) { }
|
||||
public void RemoveSupplier(PowerSupplierComponent supplier) { }
|
||||
public void UpdateConsumerDraw(PowerConsumerComponent consumer, int oldDrawRate, int newDrawRate) { }
|
||||
public void UpdateConsumerPriority(PowerConsumerComponent consumer, Priority oldPriority, Priority newPriority) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="Node"/> that can reach other <see cref="AdjacentNode"/>s that are directly adjacent to it.
|
||||
/// </summary>
|
||||
[Node("AdjacentNode")]
|
||||
public class AdjacentNode : Node
|
||||
{
|
||||
protected override IEnumerable<Node> GetReachableNodes()
|
||||
{
|
||||
return Owner.GetComponent<SnapGridComponent>()
|
||||
.GetCardinalNeighborCells()
|
||||
.SelectMany(sgc => sgc.GetLocal())
|
||||
.Select(entity => entity.TryGetComponent<NodeContainerComponent>(out var container) ? container : null)
|
||||
.Where(container => container != null)
|
||||
.SelectMany(container => container.Nodes)
|
||||
.Where(node => node != null && node != this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,131 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// Organizes themselves into distinct <see cref="INodeGroup"/>s with other <see cref="Node"/>s
|
||||
/// that they can "reach" and have the same <see cref="Node.NodeGroupID"/>.
|
||||
/// </summary>
|
||||
public abstract class Node
|
||||
{
|
||||
/// <summary>
|
||||
/// An ID used as a criteria for combining into groups. Determines which <see cref="INodeGroup"/>
|
||||
/// implementation is used as a group, detailed in <see cref="INodeGroupFactory"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public NodeGroupID NodeGroupID { get; private set; }
|
||||
|
||||
[ViewVariables]
|
||||
public INodeGroup NodeGroup { get => _nodeGroup; set => SetNodeGroup(value); }
|
||||
private INodeGroup _nodeGroup = BaseNodeGroup.NullGroup;
|
||||
|
||||
[ViewVariables]
|
||||
public IEntity Owner { get; private set; }
|
||||
|
||||
private bool _needsGroup = true;
|
||||
|
||||
private bool _deleting = false;
|
||||
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly INodeGroupFactory _nodeGroupFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize(NodeGroupID nodeGroupID, IEntity owner)
|
||||
{
|
||||
NodeGroupID = nodeGroupID;
|
||||
Owner = owner;
|
||||
}
|
||||
|
||||
public void OnContainerInitialize()
|
||||
{
|
||||
TryAssignGroupIfNeeded();
|
||||
CombineGroupWithReachable();
|
||||
}
|
||||
|
||||
public void OnContainerRemove()
|
||||
{
|
||||
_deleting = true;
|
||||
NodeGroup.RemoveNode(this);
|
||||
}
|
||||
|
||||
public bool TryAssignGroupIfNeeded()
|
||||
{
|
||||
if (!_needsGroup)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
NodeGroup = GetReachableCompatibleGroups().FirstOrDefault() ?? MakeNewGroup();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void StartSpreadingGroup()
|
||||
{
|
||||
NodeGroup.BeforeRemakeSpread();
|
||||
SpreadGroup();
|
||||
NodeGroup.AfterRemakeSpread();
|
||||
}
|
||||
|
||||
public void SpreadGroup()
|
||||
{
|
||||
Debug.Assert(!_needsGroup);
|
||||
foreach (var node in GetReachableCompatibleNodes().Where(node => node._needsGroup == true))
|
||||
{
|
||||
node.NodeGroup = NodeGroup;
|
||||
node.SpreadGroup();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearNodeGroup()
|
||||
{
|
||||
_nodeGroup = BaseNodeGroup.NullGroup;
|
||||
_needsGroup = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
|
||||
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
|
||||
/// </summary>
|
||||
protected abstract IEnumerable<Node> GetReachableNodes();
|
||||
|
||||
private IEnumerable<Node> GetReachableCompatibleNodes()
|
||||
{
|
||||
return GetReachableNodes().Where(node => node.NodeGroupID == NodeGroupID)
|
||||
.Where(node => node._deleting == false);
|
||||
}
|
||||
|
||||
private IEnumerable<INodeGroup> GetReachableCompatibleGroups()
|
||||
{
|
||||
return GetReachableCompatibleNodes().Where(node => node._needsGroup == false)
|
||||
.Select(node => node.NodeGroup)
|
||||
.Where(group => group != NodeGroup);
|
||||
}
|
||||
|
||||
private void CombineGroupWithReachable()
|
||||
{
|
||||
Debug.Assert(!_needsGroup);
|
||||
foreach (var group in GetReachableCompatibleGroups())
|
||||
{
|
||||
NodeGroup.CombineGroup(group);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetNodeGroup(INodeGroup newGroup)
|
||||
{
|
||||
_nodeGroup = newGroup;
|
||||
NodeGroup.AddNode(this);
|
||||
_needsGroup = false;
|
||||
}
|
||||
|
||||
private INodeGroup MakeNewGroup()
|
||||
{
|
||||
return _nodeGroupFactory.MakeNodeGroup(NodeGroupID);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
/// <summary>
|
||||
/// Associates a <see cref="Node"/> implementation with a string. This is used
|
||||
/// to specify an <see cref="Node"/>'s strategy in yaml. Used by <see cref="INodeFactory"/>.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
|
||||
public class
|
||||
NodeAttribute : Attribute
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public NodeAttribute(string name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Reflection;
|
||||
using Robust.Shared.IoC;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
public interface INodeFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Performs reflection to associate <see cref="Node"/> implementations with the
|
||||
/// string specified in their <see cref="NodeAttribute"/>.
|
||||
/// </summary>
|
||||
void Initialize();
|
||||
|
||||
/// <summary>
|
||||
/// Returns a new <see cref="Node"/> instance.
|
||||
/// </summary>
|
||||
Node MakeNode(string nodeName, NodeGroupID groupID, IEntity owner);
|
||||
}
|
||||
|
||||
public class NodeFactory : INodeFactory
|
||||
{
|
||||
private readonly Dictionary<string, Type> _groupTypes = new Dictionary<string, Type>();
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager;
|
||||
[Dependency] private readonly IDynamicTypeFactory _typeFactory;
|
||||
#pragma warning restore 649
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
var nodeTypes = _reflectionManager.GetAllChildren<Node>();
|
||||
foreach (var nodeType in nodeTypes)
|
||||
{
|
||||
var att = nodeType.GetCustomAttribute<NodeAttribute>();
|
||||
if (att != null)
|
||||
{
|
||||
_groupTypes.Add(att.Name, nodeType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Node MakeNode(string nodeName, NodeGroupID groupID, IEntity owner)
|
||||
{
|
||||
if (_groupTypes.TryGetValue(nodeName, out var type))
|
||||
{
|
||||
var newNode = _typeFactory.CreateInstance<Node>(type);
|
||||
newNode.Initialize(groupID, owner);
|
||||
return newNode;
|
||||
}
|
||||
throw new ArgumentException($"{nodeName} did not have an associated {nameof(Node)}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user