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>
480 lines
12 KiB
C++
480 lines
12 KiB
C++
//===========================================================================//
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// File: powersub.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: PoweredSubsystem -- a HeatSink drawing electrical power //
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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(POWERSUB_HPP)
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# include <powersub.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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//
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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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PoweredSubsystem::ClassDerivations(
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HeatSink::ClassDerivations,
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"PoweredSubsystem"
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);
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PoweredSubsystem::SharedData
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PoweredSubsystem::DefaultData(
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PoweredSubsystem::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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// A HeatSink that draws electrical power from a generator (binary ctor
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// @004b0f74). Resolves the "VoltageSource" roster index to the powering
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// generator, attaches the tap, and primes the electrical state machine. The
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// voltageSourceIndex indexes the owner mech's SUBSYSTEM ROSTER (the same
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// index space the AmmoBin link uses) -- the roster slots ahead of this
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// subsystem are already constructed by the segment walk, and the shipped
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// stream orders the generators first.
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//#############################################################################
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//
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PoweredSubsystem::PoweredSubsystem(
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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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voltageSource(),
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electricalStateAlarm(5),
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modeAlarm(3)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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inputVoltage = 0.0f;
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outputVoltage = 0.0f;
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ratedVoltage = 0.0f;
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thermalResistivityCoefficient = subsystem_resource->thermalResistivityCoefficient;
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startTime = subsystem_resource->startTime;
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startTimer = startTime;
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voltageScale = 1.0f;
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//
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// Resolve the voltage source from the roster and attach the tap.
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//
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Subsystem *source = NULL;
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if (subsystem_resource->voltageSourceIndex >= 0
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&& subsystem_resource->voltageSourceIndex < owner->GetSubsystemCount())
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{
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source = owner->GetSubsystem(subsystem_resource->voltageSourceIndex);
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}
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if (source != NULL)
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{
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AttachToVoltageSource(source);
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}
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if (getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[power] '" << GetName()
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<< "' srcIdx=" << subsystem_resource->voltageSourceIndex << " -> ";
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if (source != NULL)
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{
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DEBUG_STREAM << source->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 << " startTime=" << startTime << endl << flush;
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}
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electricalStateAlarm.SetLevel(Ready);
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modeAlarm.SetLevel(Connected);
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//
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// A master (non-replicant) instance runs the per-frame electrical
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// simulation. Derived subsystems (the weapons, Sensor, ...) override with
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// their own Performance in their ctors, each of 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(&PoweredSubsystem::PoweredSubsystemSimulation);
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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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PoweredSubsystem::~PoweredSubsystem()
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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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PoweredSubsystem::ResetToInitialState(Logical powered)
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{
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Check(this);
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HeatSink::ResetToInitialState(powered);
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inputVoltage = 0.0f;
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outputVoltage = 0.0f;
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electricalStateAlarm.SetLevel(0);
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modeAlarm.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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PoweredSubsystem::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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PoweredSubsystem::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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// AttachToVoltageSource Link this subsystem to its powering generator
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// (binary @004b0dd8): take a tap on the generator (-1 when every tap is
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// taken) and hold the live connection.
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//#############################################################################
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//
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int
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PoweredSubsystem::AttachToVoltageSource(Subsystem *source)
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{
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Check(this);
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Check(source);
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Generator *generator = (Generator *)source;
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if (generator->TapVoltageSource() != 0)
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{
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return -1;
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}
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voltageSource.Add(source);
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inputVoltage = generator->MeasuredVoltage();
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return 0;
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}
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//
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//#############################################################################
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// PoweredSubsystemSimulation -- the per-frame electrical step (binary
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// @004b0bd0). Runs the HeatSink thermal step, then advances the electrical
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// state machine from the state of the powering generator.
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//
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// PARTIAL: the AutoConnect replacement-generator hunt (modeAlarm AutoConnect +
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// the status-flag gate) joins with the damage wave.
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//#############################################################################
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//
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void
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PoweredSubsystem::PoweredSubsystemSimulation(Scalar time_slice)
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{
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Check(this);
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HeatSink::HeatSinkSimulation(time_slice);
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Generator *source = (Generator *)voltageSource.Resolve();
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if (source == NULL)
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{
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electricalStateAlarm.SetLevel(NoVoltage);
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}
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else
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{
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if (source->GeneratorStateOf() == Generator::GeneratorShorted)
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{
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electricalStateAlarm.SetLevel(Shorted);
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}
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if (source->GeneratorStateOf() == Generator::GeneratorStarting
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|| source->GeneratorStateOf() == Generator::GeneratorFailed)
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{
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electricalStateAlarm.SetLevel(GeneratorOff);
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}
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}
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switch (electricalStateAlarm.GetLevel())
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{
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case Starting:
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startTimer += time_slice;
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if (startTime <= startTimer)
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{
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electricalStateAlarm.SetLevel(Ready);
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}
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break;
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case NoVoltage:
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if (source != NULL)
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{
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electricalStateAlarm.SetLevel(Starting);
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startTimer = 0.0f;
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}
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break;
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case Shorted:
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case GeneratorOff:
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if (source != NULL
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&& source->GeneratorStateOf() == Generator::GeneratorReady)
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{
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electricalStateAlarm.SetLevel(Starting);
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startTimer = 0.0f;
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}
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break;
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}
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if (source != NULL)
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{
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inputVoltage = source->MeasuredVoltage();
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}
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Check_Fpu();
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}
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//###########################################################################
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//############################## Generator #############################
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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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Generator::ClassDerivations(
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HeatSink::ClassDerivations,
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"Generator"
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);
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Generator::SharedData
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Generator::DefaultData(
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Generator::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 generator -- the voltage source loads tap.
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//#############################################################################
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//
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Generator::Generator(
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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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stateAlarm(5)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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ratedVoltage = subsystem_resource->ratedVoltage;
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outputVoltage = ratedVoltage;
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maxTapCount = subsystem_resource->maxTapCount;
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currentTapCount = 0;
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percentVoltageAvailable = 1.0f;
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startTime = subsystem_resource->startTime;
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startTimer = startTime;
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stateAlarm.SetLevel(GeneratorReady);
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generatorOn = 1;
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shortRecoveryTime = subsystem_resource->shortRecoveryTime;
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shortTimer = shortRecoveryTime;
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//
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// Generator number from the last character of the segment name
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// ('A' -> 1, 'B' -> 2, ...).
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//
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const char *name = GetName();
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generatorNumber = name[strlen(name) - 1] - 0x40;
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//
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// Install the generator's per-frame electrical Performance.
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&Generator::GeneratorSimulation);
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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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Generator::~Generator()
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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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Logical
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Generator::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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Generator::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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//#############################################################################
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//
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void
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Generator::ResetToInitialState()
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{
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Check(this);
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HeatSink::ResetToInitialState(True);
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outputVoltage = ratedVoltage;
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currentTapCount = 0;
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percentVoltageAvailable = 1.0f;
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startTimer = startTime;
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shortTimer = shortRecoveryTime;
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generatorOn = 1;
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stateAlarm.SetLevel(GeneratorReady);
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}
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//
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//#############################################################################
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// GeneratorSimulation -- the generator's per-frame step (PARTIAL). Runs the
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// HeatSink thermal step and the start/short-recovery timers. The authentic
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// load model (output voltage sag under tap load / I^2R self-heat feeding the
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// charge integration) joins with the electrical-charge wave
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// (TrackSeekVoltage). A healthy generator holds GeneratorReady at its rated
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// voltage.
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//#############################################################################
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//
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void
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Generator::GeneratorSimulation(Scalar time_slice)
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{
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Check(this);
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HeatSink::HeatSinkSimulation(time_slice);
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switch (stateAlarm.GetLevel())
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{
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case GeneratorStarting:
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startTimer += time_slice;
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if (startTime <= startTimer)
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{
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stateAlarm.SetLevel(GeneratorReady);
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outputVoltage = ratedVoltage;
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}
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break;
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case GeneratorShorted:
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shortTimer -= time_slice;
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if (shortTimer <= 0.0f)
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{
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shortTimer = shortRecoveryTime;
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stateAlarm.SetLevel(GeneratorStarting);
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startTimer = 0.0f;
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}
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break;
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default:
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break;
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}
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Check_Fpu();
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}
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//###########################################################################
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//############################ PowerWatcher ############################
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//###########################################################################
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Derivation
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PowerWatcher::ClassDerivations(
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HeatWatcher::ClassDerivations,
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"PowerWatcher"
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);
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PowerWatcher::SharedData
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PowerWatcher::DefaultData(
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PowerWatcher::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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PowerWatcher::PowerWatcher(
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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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HeatWatcher(owner, subsystem_ID, subsystem_resource, shared_data),
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watchdogAlarm(5)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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//
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// minVoltage is a scaled fraction of the watched supply; the exact scale
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// constant is a tuning value (stored 1:1 here until located).
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//
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minVoltage = subsystem_resource->minVoltagePercent;
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Check_Fpu();
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}
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PowerWatcher::~PowerWatcher()
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{
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}
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Logical
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PowerWatcher::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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PowerWatcher::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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PowerWatcher::ResetToInitialState(Logical powered)
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{
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Check(this);
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HeatWatcher::ResetToInitialState(powered);
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watchdogAlarm.SetLevel(0);
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}
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//
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// Per-frame supply-voltage watchdog. Not yet reconstructed.
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//
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void
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PowerWatcher::Simulation(Scalar)
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{
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Fail("PowerWatcher::Simulation -- powersub.cpp not yet reconstructed");
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}
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