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>
325 lines
9.1 KiB
C++
325 lines
9.1 KiB
C++
//===========================================================================//
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// File: powersub.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for powered subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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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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#if !defined(POWERSUB_HPP)
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# define POWERSUB_HPP
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# if !defined(HEAT_HPP)
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# include <heat.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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//###########################################################################
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//################### PoweredSubsystem Model Resource ###################
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//###########################################################################
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struct PoweredSubsystem__SubsystemResource:
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public HeatSink::SubsystemResource
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{
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int voltageSourceIndex;
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Scalar thermalResistivityCoefficient;
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int auxScreenNumber;
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int auxScreenPlacement;
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char auxScreenLabel[64];
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char engScreenLabel[64];
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Scalar startTime;
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};
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//###########################################################################
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//######################### PoweredSubsystem ############################
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//###########################################################################
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class PoweredSubsystem:
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public HeatSink
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState(Logical powered);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Electrical state machine (carried in electricalStateAlarm, 5 levels) and
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// the connection-mode indicator (modeAlarm, 3 levels).
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//
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public:
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enum ElectricalState {
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Starting = 0, // powering up; startTimer counts toward startTime
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NoVoltage = 1, // voltage source missing / unresolvable
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Shorted = 2, // source generator shorted
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GeneratorOff = 3, // source generator off / not ready
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Ready = 4 // powered and operating
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};
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enum ConnectMode {
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ManualConnect = 0,
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Connected = 1,
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AutoConnect = 2
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Power support
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//
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public:
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Subsystem*
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ResolveVoltageSource() { return voltageSource.Resolve(); }
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int
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AttachToVoltageSource(Subsystem *source);
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unsigned
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GetVoltageState() { Check(this); return electricalStateAlarm.GetLevel(); }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame simulation (heat step + the electrical state machine).
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//
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public:
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typedef void
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(PoweredSubsystem::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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PoweredSubsystemSimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef PoweredSubsystem__SubsystemResource SubsystemResource;
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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 = DefaultData
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);
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~PoweredSubsystem();
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar inputVoltage;
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Scalar outputVoltage;
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Scalar ratedVoltage;
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SubsystemConnection voltageSource;
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AlarmIndicator electricalStateAlarm;
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AlarmIndicator modeAlarm;
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Scalar thermalResistivityCoefficient;
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Scalar startTime;
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Scalar startTimer;
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Scalar voltageScale;
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};
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//###########################################################################
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//################### PowerWatcher Model Resource ######################
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//###########################################################################
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struct PowerWatcher__SubsystemResource:
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public HeatWatcher::SubsystemResource
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{
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Scalar minVoltagePercent;
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};
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//###########################################################################
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//############################ PowerWatcher ############################
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//###########################################################################
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//
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// A HeatWatcher that also watches its subject's supply voltage. Base of the
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// Torso / HUD / Gyroscope cockpit subsystems.
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//
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class PowerWatcher:
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public HeatWatcher
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{
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState(Logical powered);
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void
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Simulation(Scalar time_slice);
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public:
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typedef PowerWatcher__SubsystemResource SubsystemResource;
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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 = DefaultData
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);
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~PowerWatcher();
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protected:
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Scalar minVoltage;
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AlarmIndicator watchdogAlarm;
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};
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//###########################################################################
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//#################### Generator Model Resource ########################
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//###########################################################################
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struct Generator__SubsystemResource:
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public HeatSink::SubsystemResource
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{
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Scalar ratedVoltage;
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int maxTapCount;
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Scalar startTime;
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Scalar shortRecoveryTime;
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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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// The voltage SOURCE a PoweredSubsystem attaches to (currentTapCount tracks
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// attached loads). A HeatSink that produces power.
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//
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class Generator:
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public HeatSink
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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enum {
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GeneratorOff = 0,
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GeneratorStarting,
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GeneratorReady,
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GeneratorShorted,
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GeneratorFailed,
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GeneratorStateCount
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test / reset
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Power interface
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//
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public:
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Scalar MeasuredVoltage() { Check(this); return outputVoltage; }
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Scalar RatedVoltageOf() { Check(this); return ratedVoltage; }
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int GetGeneratorNumber(){ Check(this); return generatorNumber; }
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unsigned
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GeneratorStateOf() { Check(this); return stateAlarm.GetLevel(); }
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//
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// Tap the generator for one load (a PoweredSubsystem attaching): -1 when
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// every tap is taken, else 0.
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//
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int
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TapVoltageSource()
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{
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Check(this);
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if (currentTapCount >= maxTapCount)
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{
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return -1;
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}
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++currentTapCount;
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return 0;
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}
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typedef void
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(Generator::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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GeneratorSimulation(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Generator__SubsystemResource SubsystemResource;
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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 = DefaultData
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);
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~Generator();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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public:
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Scalar percentVoltageAvailable;
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int generatorOn;
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Scalar ratedVoltage;
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Scalar outputVoltage;
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int generatorNumber;
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int maxTapCount;
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int currentTapCount;
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Scalar startTime;
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Scalar startTimer;
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Scalar shortRecoveryTime;
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Scalar shortTimer;
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AlarmIndicator stateAlarm;
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};
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#endif
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