Weapons dump firing heat into their own sinks, sinks conduct through the Condenser bank into the central HeatSink, temperatures drive the degradation/ failure alarms, and every powered subsystem tracks its generator through the electrical state machine. Verified: the authentic fire-discipline game -- a PPC spikes 77->709K per shot, relaxes to 441K across its 5s reload, and sustained fire climbs 441->674->838->960K, brushing the authored 1000K degradation threshold. All calibration values match the BT411 audit exactly (central bank 1.39e6, PPC sink 174000, thresholds 77/1000/2000). - HEAT: HeatSinkSimulation (@004ad924 absorb->T->load->conduct->alarm), ConductHeat/ComputeHeatFlow (@004ad8ac/@004ad9ec two-body equilibrium relaxation; flow==0 exactly at uniform T), UpdateHeatLoad (15-sample filter); heat-state enum + accessors; installed by the HeatSink ctor. - WIRE-VERIFIED: HeatSink resource gains linkedSinkIndex -- THE missing ancestry int that shifted every descendant block +1 (voltageSourceIndex had been reading the linked-sink index: "power sources" appeared to be Condensers). Conduction topology wired from it at construction: weapons->Condensers1-6->central; Generators->Condensers; Reservoir->central. - MECHWEAP resource: authentic pip tail (pipPosition int + pipColor 3 floats + pipExtendedRange int) per the BT411 verified overlay; with linkedSinkIndex this closes the whole +3 alignment mystery (ProjectileWeapon pad deleted). True bhk1 reads: PPC recharge 5.0s (not 1.0), discharge 0.99s, range 900. - POWERSUB: ctor resolves voltageSourceIndex -> GeneratorA-D (wire-verified), taps via Generator::TapVoltageSource (-1 when full); PoweredSubsystemSimulation (@004b0bd0) electrical FSM (Starting/NoVoltage/Shorted/GeneratorOff/Ready); GeneratorSimulation partial (start/short-recovery timers). - Weapons: power step at sim head; Loading recharge gated on electrical Ready (authentic @4bbdf5); FireWeapon dumps firing heat. HEAT UNITS: the chain is 1e7-native with TWO authoring conventions -- energy weapons store small (PPC=11, x1e7 from the energy algebra), ballistics store native (SRM6=5.06e7, dumped raw; double-scaling it was the bring-up runaway-temperature bug). - SENSOR: authentic gating (@004b1c4c) -- power step, electrical-Ready gate, heat-state switch (Degradation x0.5 / Failure 0). Verified Ready + 100%. Deferred: coolant depletion/venting, the novice HeatModelOff gate, the charge model (TrackSeekVoltage/voltage sag/I2R), weapon gate 1 + jam roll, the central sink's forward-linked drain. Zero Fail across fire + neutral runs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
549 lines
14 KiB
C++
549 lines
14 KiB
C++
//===========================================================================//
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// File: heat.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: HeatableSubsystem -- a MechSubsystem with a thermal state //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(HEAT_HPP)
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# include <heat.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#include <math.h>
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//
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//#############################################################################
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// Shared data support -- reuses the base Subsystem sets (no boot-critical
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// handlers / attributes of its own).
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//#############################################################################
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//
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Derivation
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HeatableSubsystem::ClassDerivations(
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MechSubsystem::ClassDerivations,
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"HeatableSubsystem"
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);
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HeatableSubsystem::SharedData
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HeatableSubsystem::DefaultData(
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HeatableSubsystem::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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//
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//#############################################################################
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//#############################################################################
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//
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HeatableSubsystem::HeatableSubsystem(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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MechSubsystem(
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owner,
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subsystem_ID,
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(MechSubsystem::SubsystemResource *)subsystem_resource,
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shared_data
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)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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ResetToInitialState();
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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HeatableSubsystem::~HeatableSubsystem()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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HeatableSubsystem::ResetToInitialState()
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{
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Check(this);
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currentTemperature = 300.0f;
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heatLoad = 0.0f;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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HeatableSubsystem::TestClass(Mech &)
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{
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return True;
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}
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Logical
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HeatableSubsystem::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// CreateStreamedSubsystem Model-load-time construction (thermal resource +
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// damage-zone stream). Not yet reconstructed (see MECHSUB.NOTES.md).
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//#############################################################################
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//
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int
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HeatableSubsystem::CreateStreamedSubsystem(
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NotationFile *,
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const char *,
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const char *,
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SubsystemResource *,
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NotationFile *,
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const ResourceDirectories *,
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int
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)
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{
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Fail("HeatableSubsystem::CreateStreamedSubsystem -- heat.cpp not yet reconstructed");
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return 0;
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}
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//###########################################################################
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//############################## HeatSink ###############################
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//###########################################################################
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//
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//#############################################################################
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// Shared data support
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//#############################################################################
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//
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Derivation
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HeatSink::ClassDerivations(
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HeatableSubsystem::ClassDerivations,
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"HeatSink"
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);
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HeatSink::SharedData
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HeatSink::DefaultData(
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HeatSink::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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//
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//#############################################################################
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// The heat sink -- a thermal mass with a coolant loop. A master sink drives
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// the per-frame thermal simulation.
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//#############################################################################
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//
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HeatSink::HeatSink(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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HeatableSubsystem(owner, subsystem_ID, subsystem_resource, shared_data),
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linkedSinks(),
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heatAlarm(3)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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currentTemperature = subsystem_resource->startingTemperature;
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degradationTemperature = subsystem_resource->degradationTemperature;
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failureTemperature = subsystem_resource->failureTemperature;
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heatLoad = 0.0f;
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coolantEfficiency = 0.5f;
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thermalCapacity = 1.0f;
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coolantLevel = thermalCapacity;
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coolantDraw = 0.0f;
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coolantAvailable = 1;
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coolantActive = 0;
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startingTemperature = currentTemperature;
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thermalConductance = subsystem_resource->thermalConductance;
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heatFilter.SetSize(15, 0.0f);
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filterDecay = 0.4f;
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thermalMass = subsystem_resource->thermalMass;
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heatEnergy = thermalMass * startingTemperature;
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coolantFlowScale = 1.0f;
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massScale = 1.0f;
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pendingHeat = 0.0f;
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radiatedHeat = 0.0f;
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//
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// Wire the heat-conduction link: the resource names the roster slot of the
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// sink this one drains into (weapons/equipment -> the Condenser bank, the
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// Condensers -> the central HeatSink). The shipped stream orders sinks so
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// the target is already constructed; an unresolvable index leaves the sink
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// standalone (its own thermal mass only).
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//
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{
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Subsystem *linked = NULL;
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if (subsystem_resource->linkedSinkIndex >= 0
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&& subsystem_resource->linkedSinkIndex < owner->GetSubsystemCount())
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{
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linked = owner->GetSubsystem(subsystem_resource->linkedSinkIndex);
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}
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if (linked != NULL)
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{
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linkedSinks.Add(linked);
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}
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if (getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[heat] '" << GetName()
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<< "' linkedSinkIdx=" << subsystem_resource->linkedSinkIndex
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<< " -> ";
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if (linked != NULL)
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{
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DEBUG_STREAM << linked->GetName();
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}
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else
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{
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DEBUG_STREAM << "<none>";
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}
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DEBUG_STREAM << " thermalMass=" << thermalMass
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<< " T0=" << currentTemperature
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<< " degrade=" << degradationTemperature
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<< " fail=" << failureTemperature
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<< " conduct=" << thermalConductance << endl << flush;
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}
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}
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//
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// Install the per-frame thermal Performance (replicant copies are driven by
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// console updates instead). Derived classes (PoweredSubsystem, Generator,
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// the weapons) override with their own Performance in their ctors, each of
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// which chains this step.
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&HeatSink::HeatSinkSimulation);
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}
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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HeatSink::~HeatSink()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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HeatSink::ResetToInitialState(Logical /*powered*/)
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{
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Check(this);
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currentTemperature = startingTemperature;
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heatLoad = 0.0f;
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coolantLevel = thermalCapacity;
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coolantDraw = 0.0f;
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coolantActive = 0;
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heatEnergy = thermalMass * startingTemperature;
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pendingHeat = 0.0f;
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radiatedHeat = 0.0f;
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heatAlarm.SetLevel(0);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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HeatSink::TestClass(Mech &)
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{
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return True;
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}
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Logical
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HeatSink::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// HeatSinkSimulation -- the per-frame thermal step (binary @004ad924).
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// Absorb the pending heat into the thermal mass, recompute the temperature and
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// the smoothed heat-load reading, conduct into the linked sink, then drive the
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// degradation / failure alarm from the authored thresholds.
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//
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// PARTIAL: the heat model runs unconditionally -- the authentic gate is the
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// player experience level (HeatModelActive: novice mode disables the heat
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// model / jams; joins with the player-link accessor wave). UpdateCoolant
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// (coolant depletion / venting) is deferred with the coolant wave; the
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// coolant level stays at capacity, which holds the conduction term at its
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// full-coolant value.
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//#############################################################################
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//
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void
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HeatSink::HeatSinkSimulation(Scalar time_slice)
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{
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Check(this);
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heatEnergy += pendingHeat;
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currentTemperature = heatEnergy / thermalMass;
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UpdateHeatLoad();
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pendingHeat = 0.0f;
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ConductHeat(time_slice);
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//
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// Drive the degradation / failure alarm.
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//
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if (currentTemperature > failureTemperature)
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{
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heatAlarm.SetLevel(FailureHeat);
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}
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else if (currentTemperature > degradationTemperature)
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{
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heatAlarm.SetLevel(DegradationHeat);
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}
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else
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{
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heatAlarm.SetLevel(NormalHeat);
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}
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Check_Fpu();
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}
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//
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//#############################################################################
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// UpdateHeatLoad -- recompute the radiated heat and feed it through the
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// 15-sample running-average filter to produce the smoothed heatLoad reading
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// (binary @004ad7f0; the HeatLoadScale / min / max shaping constants join with
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// the gauge-calibration wave).
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//#############################################################################
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//
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void
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HeatSink::UpdateHeatLoad()
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{
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Check(this);
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radiatedHeat = currentTemperature * coolantLevel;
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heatFilter.Add(radiatedHeat);
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heatLoad = heatFilter.CalculateAverage();
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}
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//
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//#############################################################################
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// ConductHeat -- conduct heat into the linked sink (binary @004ad8ac). The
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// coolant rebalance (BalanceCoolant) is deferred with the coolant wave.
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//#############################################################################
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//
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void
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HeatSink::ConductHeat(Scalar time_slice)
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{
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Check(this);
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HeatSink *other = (HeatSink *)linkedSinks.Resolve();
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if (other != NULL && coolantAvailable != 0)
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{
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Scalar flow = ComputeHeatFlow(other, time_slice);
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other->pendingHeat += flow;
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pendingHeat -= flow;
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}
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}
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//
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//#############################################################################
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// ComputeHeatFlow -- conductive heat exchange between this sink and 'other'
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// (binary @004ad9ec):
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// tau = thermalMass / massScale
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// denom = tau + other->thermalMass
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// q = (currentTemperature*massScale
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// - (other->heatEnergy + other->pendingHeat + heatEnergy) / denom)
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// * tau
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// * (1 - exp( -dt * thermalConductance
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// * (coolantLevel / thermalCapacity)
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// * coolantFlowScale / denom ))
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//#############################################################################
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//
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Scalar
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HeatSink::ComputeHeatFlow(HeatSink *other, Scalar time_slice)
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{
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Check(this);
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Check(other);
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Scalar tau = thermalMass / massScale;
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Scalar denom = tau + other->thermalMass;
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Scalar equilibrium =
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currentTemperature * massScale
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- (other->heatEnergy + other->pendingHeat + heatEnergy) / denom;
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Scalar response = 1.0f - (Scalar)exp(
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-time_slice * thermalConductance
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* (coolantLevel / thermalCapacity)
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* coolantFlowScale / denom
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);
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return equilibrium * tau * response;
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}
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Scalar
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HeatSink::DrawCoolant(Scalar)
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{
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Fail("HeatSink::DrawCoolant -- heat.cpp not yet reconstructed");
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return 0.0f;
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}
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//###########################################################################
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//############################# HeatWatcher #############################
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//###########################################################################
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Derivation
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HeatWatcher::ClassDerivations(
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MechSubsystem::ClassDerivations,
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"HeatWatcher"
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);
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HeatWatcher::SharedData
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HeatWatcher::DefaultData(
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HeatWatcher::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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HeatWatcher::HeatWatcher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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MechSubsystem(
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owner,
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subsystem_ID,
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(MechSubsystem::SubsystemResource *)subsystem_resource,
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shared_data
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),
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watchedLink(),
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heatAlarm(3)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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degradationTemperature = subsystem_resource->degradationTemperature;
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failureTemperature = subsystem_resource->failureTemperature;
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watchedSubsystem = subsystem_resource->watchedSubsystem;
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//
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// The master instance runs WatchSimulation per-frame; the install is
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// deferred with that (staged) method.
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//
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Check_Fpu();
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}
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HeatWatcher::~HeatWatcher()
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{
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}
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Logical
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HeatWatcher::TestClass(Mech &)
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{
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return True;
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}
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Logical
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HeatWatcher::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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void
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HeatWatcher::ResetToInitialState(Logical /*powered*/)
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{
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Check(this);
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heatAlarm.SetLevel(0);
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}
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//
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// Per-frame: resolve the watched subsystem, read its temperature, drive the
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// 3-level alarm. Not yet reconstructed.
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//
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void
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HeatWatcher::WatchSimulation(Scalar)
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{
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Fail("HeatWatcher::WatchSimulation -- heat.cpp not yet reconstructed");
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}
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//###########################################################################
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//############################## Condenser #############################
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//###########################################################################
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|
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Derivation
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Condenser::ClassDerivations(
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HeatSink::ClassDerivations,
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"Condenser"
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);
|
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Condenser::SharedData
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Condenser::DefaultData(
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Condenser::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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Condenser::Condenser(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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HeatSink(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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valveState = 0;
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refrigerationFactor = subsystem_resource->refrigerationFactor;
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//
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// Condenser number from the segment-name suffix ('A' -> 1 ...).
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//
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const char *name = GetName();
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condenserNumber = name[strlen(name) - 1] - 0x40;
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Check_Fpu();
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}
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|
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Condenser::~Condenser()
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{
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}
|
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|
|
Logical
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|
Condenser::TestClass(Mech &)
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|
{
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return True;
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}
|
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|
|
Logical
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Condenser::TestInstance() const
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|
{
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return IsDerivedFrom(ClassDerivations);
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}
|