The full per-receiver message chain, contiguous ids 3..0xb: PoweredSubsystem 4-8 (SelectGeneratorA-D + ToggleGeneratorMode, binary table @0x50F4EC) chained on HeatSink's ToggleCooling(3); MechWeapon 9/10 (config buttons, staged latch bodies); Emitter 0xb ToggleSeekVoltage (@0x511DB8). SelectGenerator = release the old tap -> roster walk by generatorNumber -> AttachToVoltageSource -> Connected; mode toggle cycles Manual->Auto-> (detach)->Manual; the seek dial steps the authored voltage ladder with wrap (a step up re-enters Loading, charge persists). All novice-locked. Generator::UntapVoltageSource + PoweredSubsystem::DetachFromVoltageSource added. Dev harness: BT_PRESS_GEN=1..4 / BT_PRESS_SEEK. Verified: PPC_1 retaps GeneratorB (tapped); seek index 2->3, target 9900V (authored fraction x rated); novice presses INERT; missile fight 14/14 and smoke green, zero faults. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
735 lines
20 KiB
C++
735 lines
20 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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//
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//#############################################################################
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// The cockpit generator buttons (binary handler table @0x50F4EC, ids 4-8),
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// chained onto the HeatSink set (id 3 ToggleCooling) so every powered
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// subsystem's dispatch reaches the Eng-page Coolant button too. Static-init
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// order is safe under the authentic .MAK lib order (heat precedes powersub).
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//#############################################################################
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//
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const PoweredSubsystem::HandlerEntry
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PoweredSubsystem::MessageHandlerEntries[] =
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{
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MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorA), // id 4 @004b099c
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MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorB), // id 5 @004b09e4
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MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorC), // id 6 @004b0a2c
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MESSAGE_ENTRY(PoweredSubsystem, SelectGeneratorD), // id 7 @004b0a74
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MESSAGE_ENTRY(PoweredSubsystem, ToggleGeneratorMode) // id 8 @004b0abc
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};
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PoweredSubsystem::MessageHandlerSet
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PoweredSubsystem::MessageHandlers(
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ELEMENTS(PoweredSubsystem::MessageHandlerEntries),
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PoweredSubsystem::MessageHandlerEntries,
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HeatSink::MessageHandlers
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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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PoweredSubsystem::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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// DetachFromVoltageSource (binary @004b0e30): release the tap on the current
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// source and clear the connection.
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//#############################################################################
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//
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void
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PoweredSubsystem::DetachFromVoltageSource()
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{
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Check(this);
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Generator *source = (Generator *)voltageSource.Resolve();
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if (source != NULL)
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{
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source->UntapVoltageSource();
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voltageSource.Clear();
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}
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}
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//
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//#############################################################################
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// FindGeneratorByNumber (binary @004b0b18): walk the owner's roster for the
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// Generator whose authored generatorNumber matches (1=A .. 4=D).
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//#############################################################################
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//
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Subsystem*
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PoweredSubsystem::FindGeneratorByNumber(int generator_number)
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{
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Check(this);
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for (int slot = 2; slot < owner->GetSubsystemCount(); ++slot)
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{
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Subsystem *sub = owner->GetSubsystem(slot);
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if (sub != NULL
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&& sub->IsDerivedFrom(Generator::ClassDerivations)
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&& ((Generator *)sub)->GetGeneratorNumber() == generator_number)
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{
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return sub;
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}
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}
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return NULL;
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}
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//
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//#############################################################################
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// SelectGenerator -- the manual re-tap: release the current source, tap
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// generator N, drop the connect mode back to Connected (a manual selection
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// ends any auto-hunt). The binary dereferences the find unguarded (authored
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// mechs always carry A-D); we skip loud instead.
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//#############################################################################
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//
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void
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PoweredSubsystem::SelectGenerator(int generator_number)
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{
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Check(this);
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Subsystem *generator = FindGeneratorByNumber(generator_number);
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if (generator == NULL)
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{
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if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[gensel] '" << GetName()
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<< "' -> generator " << generator_number
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<< " NOT FOUND" << endl << flush;
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}
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return;
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}
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DetachFromVoltageSource();
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int tap = AttachToVoltageSource(generator);
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modeAlarm.SetLevel(Connected);
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if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[gensel] '" << GetName()
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<< "' -> '" << generator->GetName() << "'"
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<< ((tap >= 0) ? " (tapped)" : " (REFUSED: no spare tap)")
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<< endl << flush;
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}
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}
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//
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//#############################################################################
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// The cockpit button handlers (ids 4-8). Press-only (dataContents > 0),
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// novice-locked -- a novice cockpit's generator panel is inert.
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//#############################################################################
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//
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void
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PoweredSubsystem::SelectGeneratorAMessageHandler(
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ReceiverDataMessageOf<int> *message)
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{
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Check(this);
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if (!NoviceLockout() && message->dataContents > 0)
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{
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SelectGenerator(1);
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}
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}
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void
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PoweredSubsystem::SelectGeneratorBMessageHandler(
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ReceiverDataMessageOf<int> *message)
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{
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Check(this);
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if (!NoviceLockout() && message->dataContents > 0)
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{
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SelectGenerator(2);
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}
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}
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void
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PoweredSubsystem::SelectGeneratorCMessageHandler(
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ReceiverDataMessageOf<int> *message)
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{
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Check(this);
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if (!NoviceLockout() && message->dataContents > 0)
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{
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SelectGenerator(3);
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}
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}
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void
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PoweredSubsystem::SelectGeneratorDMessageHandler(
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ReceiverDataMessageOf<int> *message)
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{
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Check(this);
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if (!NoviceLockout() && message->dataContents > 0)
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{
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SelectGenerator(4);
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}
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}
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//
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//#############################################################################
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// ToggleGeneratorMode (id 8, binary @004b0abc): cycle Manual -> AutoConnect
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// -> (detach +) Manual. The auto-hunt itself (a shorted/dead source makes
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// the subsystem walk for a live generator) lives in
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// PoweredSubsystemSimulation -- a later brick.
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//#############################################################################
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//
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void
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PoweredSubsystem::ToggleGeneratorModeMessageHandler(
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ReceiverDataMessageOf<int> *message)
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{
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Check(this);
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if (NoviceLockout() || message->dataContents <= 0)
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{
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return;
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}
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if ((unsigned)modeAlarm.GetLevel() < (unsigned)AutoConnect)
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{
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modeAlarm.SetLevel(AutoConnect);
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}
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else if (modeAlarm.GetLevel() == AutoConnect)
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{
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DetachFromVoltageSource();
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modeAlarm.SetLevel(ManualConnect);
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}
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if (getenv("BT_MECH_LOG") || getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[gensel] '" << GetName()
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<< "' mode -> " << modeAlarm.GetLevel() << endl << flush;
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}
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}
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//
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//#############################################################################
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// ChargeTimeScale -- the heat/firepower feedback (binary @004b0d50):
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// rise = max(0, sourceTemperature - sourceStartingTemperature)
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// scale = max(voltageScale,
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// (thermalResistivityCoefficient * rise + 1) * voltageScale)
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// A hot generator stretches the exponential charge constant, so recharging
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// slows exactly when the electrical plant is cooking.
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//#############################################################################
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//
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Scalar
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PoweredSubsystem::ChargeTimeScale()
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{
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Check(this);
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Generator *source = (Generator *)voltageSource.Resolve();
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if (source == NULL)
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{
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return voltageScale;
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}
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Scalar rise = source->CurrentTemperatureOf()
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- source->StartingTemperatureOf();
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if (rise < 0.0f)
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{
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rise = 0.0f;
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}
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Scalar stretched =
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(thermalResistivityCoefficient * rise + 1.0f) * voltageScale;
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return (stretched > voltageScale) ? stretched : voltageScale;
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}
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//
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//#############################################################################
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// ForceShortRecovery (binary @004b11bc): on a short event, drive the powering
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// generator to Shorted and clear its output; GeneratorSimulation then runs
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// the short-recovery timer back to Ready. Both @4ac9c8 calls in the binary
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// are the not-novice experience predicate (this part and its source share
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// the same mech, hence the same player) -- novice cockpits never see
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// electrical shorts.
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//#############################################################################
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//
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void
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PoweredSubsystem::ForceShortRecovery()
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{
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Check(this);
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if (NoviceLockout())
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{
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return;
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}
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Generator *source = (Generator *)voltageSource.Resolve();
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if (source != NULL)
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{
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source->ForceShort();
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if (getenv("BT_POWER_LOG") || getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[short] '" << source->GetName()
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<< "' SHORTED by special damage" << endl << flush;
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}
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}
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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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|
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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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|
|
//
|
|
// Generator number from the last character of the segment name
|
|
// ('A' -> 1, 'B' -> 2, ...).
|
|
//
|
|
const char *name = GetName();
|
|
generatorNumber = name[strlen(name) - 1] - 0x40;
|
|
|
|
//
|
|
// Install the generator's per-frame electrical Performance.
|
|
//
|
|
if (owner->GetInstance() != Entity::ReplicantInstance)
|
|
{
|
|
SetPerformance(&Generator::GeneratorSimulation);
|
|
}
|
|
|
|
Check_Fpu();
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
//#############################################################################
|
|
//
|
|
Generator::~Generator()
|
|
{
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
//#############################################################################
|
|
//
|
|
Logical
|
|
Generator::TestClass(Mech &)
|
|
{
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
Generator::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Generator::ResetToInitialState()
|
|
{
|
|
Check(this);
|
|
HeatSink::ResetToInitialState(True);
|
|
outputVoltage = ratedVoltage;
|
|
currentTapCount = 0;
|
|
percentVoltageAvailable = 1.0f;
|
|
startTimer = startTime;
|
|
shortTimer = shortRecoveryTime;
|
|
generatorOn = 1;
|
|
stateAlarm.SetLevel(GeneratorReady);
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// GeneratorSimulation -- the generator's per-frame step (PARTIAL). Runs the
|
|
// HeatSink thermal step and the start/short-recovery timers. The authentic
|
|
// load model (output voltage sag under tap load / I^2R self-heat feeding the
|
|
// charge integration) joins with the electrical-charge wave
|
|
// (TrackSeekVoltage). A healthy generator holds GeneratorReady at its rated
|
|
// voltage.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Generator::GeneratorSimulation(Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
|
|
HeatSink::HeatSinkSimulation(time_slice);
|
|
|
|
switch (stateAlarm.GetLevel())
|
|
{
|
|
case GeneratorStarting:
|
|
startTimer += time_slice;
|
|
if (startTime <= startTimer)
|
|
{
|
|
stateAlarm.SetLevel(GeneratorReady);
|
|
outputVoltage = ratedVoltage;
|
|
}
|
|
break;
|
|
|
|
case GeneratorShorted:
|
|
shortTimer -= time_slice;
|
|
if (shortTimer <= 0.0f)
|
|
{
|
|
shortTimer = shortRecoveryTime;
|
|
stateAlarm.SetLevel(GeneratorStarting);
|
|
startTimer = 0.0f;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Check_Fpu();
|
|
}
|
|
|
|
//###########################################################################
|
|
//############################ PowerWatcher ############################
|
|
//###########################################################################
|
|
|
|
Derivation
|
|
PowerWatcher::ClassDerivations(
|
|
HeatWatcher::ClassDerivations,
|
|
"PowerWatcher"
|
|
);
|
|
|
|
PowerWatcher::SharedData
|
|
PowerWatcher::DefaultData(
|
|
PowerWatcher::ClassDerivations,
|
|
Subsystem::MessageHandlers,
|
|
Subsystem::AttributeIndex,
|
|
Subsystem::StateCount
|
|
);
|
|
|
|
PowerWatcher::PowerWatcher(
|
|
Mech *owner,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource,
|
|
SharedData &shared_data
|
|
):
|
|
HeatWatcher(owner, subsystem_ID, subsystem_resource, shared_data),
|
|
watchdogAlarm(5)
|
|
{
|
|
Check(owner);
|
|
Check_Pointer(subsystem_resource);
|
|
//
|
|
// minVoltage is a scaled fraction of the watched supply; the exact scale
|
|
// constant is a tuning value (stored 1:1 here until located).
|
|
//
|
|
minVoltage = subsystem_resource->minVoltagePercent;
|
|
Check_Fpu();
|
|
}
|
|
|
|
PowerWatcher::~PowerWatcher()
|
|
{
|
|
}
|
|
|
|
Logical
|
|
PowerWatcher::TestClass(Mech &)
|
|
{
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
PowerWatcher::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|
|
void
|
|
PowerWatcher::ResetToInitialState(Logical powered)
|
|
{
|
|
Check(this);
|
|
HeatWatcher::ResetToInitialState(powered);
|
|
watchdogAlarm.SetLevel(0);
|
|
}
|
|
|
|
//
|
|
// Per-frame supply-voltage watchdog. Not yet reconstructed.
|
|
//
|
|
void
|
|
PowerWatcher::Simulation(Scalar)
|
|
{
|
|
Fail("PowerWatcher::Simulation -- powersub.cpp not yet reconstructed");
|
|
}
|