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>
408 lines
12 KiB
C++
408 lines
12 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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//
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// The cockpit generator-select buttons (binary handler table
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// @0x50F4EC, ids 4-8, chained onto the HeatSink set so id 3
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// ToggleCooling stays reachable through every powered subsystem).
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//
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enum {
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SelectGeneratorAMessageID = HeatSink::NextMessageID, // 4
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SelectGeneratorBMessageID, // 5
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SelectGeneratorCMessageID, // 6
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SelectGeneratorDMessageID, // 7
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ToggleGeneratorModeMessageID, // 8
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NextMessageID // 9
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};
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static const HandlerEntry MessageHandlerEntries[];
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static MessageHandlerSet MessageHandlers;
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void
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SelectGeneratorAMessageHandler(ReceiverDataMessageOf<int> *message);
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void
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SelectGeneratorBMessageHandler(ReceiverDataMessageOf<int> *message);
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void
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SelectGeneratorCMessageHandler(ReceiverDataMessageOf<int> *message);
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void
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SelectGeneratorDMessageHandler(ReceiverDataMessageOf<int> *message);
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void
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ToggleGeneratorModeMessageHandler(ReceiverDataMessageOf<int> *message);
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//
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// The manual generator re-tap (binary @004b0b18/@004b0dd8 family):
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// find generator N in the owner's roster, release the current tap,
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// tap the new source, drop the connect mode to Connected.
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//
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void
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SelectGenerator(int generator_number);
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Subsystem*
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FindGeneratorByNumber(int generator_number);
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void
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DetachFromVoltageSource();
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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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// The charge time-scale (binary @004b0d50) -- the heat/firepower
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// feedback: the base voltageScale (the ctor-calibrated exponential
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// charge constant) stretched by the powering generator's temperature
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// rise above its start point.
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//
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Scalar
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ChargeTimeScale();
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//
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// Short event (binary @004b11bc): drive the powering generator into
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// the Shorted state and zero its output -- the electrical FSM then
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// runs its short-recovery cycle. Gated on the not-novice experience
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// predicate (both hops share the mech's player). Called by the
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// special-damage path (a type-4 Energy hit on a zone with attached
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// generator criticals).
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//
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void
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ForceShortRecovery();
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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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// The short event landing ON this generator (the tail of binary
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// @004b11bc): Shorted state + output killed; GeneratorSimulation
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// runs the short-recovery timer back to Ready. Callers gate on the
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// novice experience predicate.
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//
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void
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ForceShort()
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{
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Check(this);
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stateAlarm.SetLevel(GeneratorShorted);
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outputVoltage = 0.0f;
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}
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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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void
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UntapVoltageSource()
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{
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Check(this);
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if (currentTapCount > 0)
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{
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--currentTapCount;
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}
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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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