/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: Stars.exe FILE: Power.cpp AUTHOR: John DiCamillo OVERVIEW ======== Power generation and usage classes */ #include "MemDebug.h" #include "Power.h" #include "Ship.h" #include "NetUtil.h" #include "Game.h" // +----------------------------------------------------------------------+ static char* source_type[] = { "sys.power.battery", "sys.power.auxilliary", "sys.power.fusion" }; static int source_value[] = { 1, 2, 4 }; PowerSource::PowerSource(SUBTYPE s, double max_out, double f_ratio) : System(POWER_SOURCE, (int) s, "Power", source_value[s], 0), max_output((float) max_out), fuel_ratio((float) f_ratio), route_changed(false), requested_power_level(1.0f) { name = Game::GetText(source_type[s]); abrv = Game::GetText(Text(source_type[s]) + ".abrv"); if (fuel_ratio < 1) { switch (subtype) { // enough to last for [n] hours at full power case BATTERY: fuel_ratio = max_output * 5 * 3600 / 100; break; case AUX: fuel_ratio = max_output * 50 * 3600 / 100; break; case FUSION: fuel_ratio = max_output * 100 * 3600 / 100; break; } } capacity = 100.0f; if (subtype != BATTERY) { emcon_power[0] = 10; emcon_power[1] = 50; emcon_power[2] = 100; } } PowerSource::PowerSource(const PowerSource& p) : System(p), max_output(p.max_output), fuel_ratio(p.fuel_ratio), route_changed(false), requested_power_level(1.0f) { Mount(p); SetAbbreviation(p.Abbreviation()); } // +----------------------------------------------------------------------+ void PowerSource::AddClient(System* client) { if (client) { int old_src_index = client->GetSourceIndex(); client->SetSourceIndex(GetID()); clients.append(client); route_changed = true; if (ship && old_src_index != GetID()) NetUtil::SendSysStatus(ship, client); } } void PowerSource::RemoveClient(System* client) { if (client && clients.contains(client)) { client->SetSourceIndex(-1); clients.remove(client); route_changed = true; } } // +----------------------------------------------------------------------+ int PowerSource::Charge() const { return (int) capacity; } void PowerSource::SetFuelRange(double hours) { if (hours > 0) fuel_ratio = (float) (max_output * hours * 3600 / 100); } // +----------------------------------------------------------------------+ void PowerSource::ExecFrame(double seconds) { if (seconds < 0.001) seconds = 0.001; if (capacity <= 0) capacity = 0; System::ExecFrame(seconds); double energy_requested = 0; double energy_avail = 0; double total_distrib = 0; // fuel leak? if (availability < 0.4 && capacity > 0) capacity -= (float) (0.03 * seconds); if (IsPowerOn() && capacity > 0) { energy_avail = max_output * seconds * power_level * availability; if (power_level < requested_power_level) { power_level += (float) (seconds * 0.03); // thirty seconds to charge up if (power_level > requested_power_level) power_level = (float) requested_power_level; } else if (power_level > requested_power_level) { power_level -= (float) (seconds * 0.10); // ten seconds to power down if (power_level < requested_power_level) power_level = (float) requested_power_level; } } ListIter iter = clients; while (++iter) { System* sink = iter.value(); if (sink->IsPowerOn()) { double joules = sink->GetRequest(seconds); if (joules > 0) { if (sink->IsPowerCritical()) { if (joules > energy_avail) joules = energy_avail; energy_avail -= joules; total_distrib += joules; sink->Distribute(joules, seconds); } else { energy_requested += joules; } } } else { sink->Distribute(-0.2 * sink->GetCapacity() * seconds, seconds); } } if (energy_avail > 0) { // enough to go around: if (energy_requested <= energy_avail) { iter.reset(); while (++iter) { System* sink = iter.value(); if (sink->IsPowerOn() && !sink->IsPowerCritical()) { double joules = sink->GetRequest(seconds); total_distrib += joules; sink->Distribute(joules, seconds); } } } // load balancing: else { iter.reset(); while (++iter) { System* sink = iter.value(); if (sink->IsPowerOn() && !sink->IsPowerCritical()) { double request = sink->GetRequest(seconds); double delivery = 0; if (request > 0) delivery = energy_avail * (request/energy_requested); if (delivery > 0) { total_distrib += delivery; sink->Distribute(delivery, seconds); } } } } } if (IsPowerOn() && capacity > 0 && !Game::Paused()) { // reactors always burn at least 10% of max (to maintain operating temp): if (subtype != BATTERY) { double baseline = 0.1 * max_output * seconds; if (total_distrib < baseline) total_distrib = baseline; } // expend fuel: if (total_distrib > 0) { double effective_fuel_ratio = fuel_ratio; switch (Ship::GetFlightModel()) { default: case Ship::FM_STANDARD: effective_fuel_ratio = 1 * fuel_ratio * (0.25 + 0.75 * availability); break; case Ship::FM_RELAXED: effective_fuel_ratio = 3 * fuel_ratio * (0.25 + 0.75 * availability); break; case Ship::FM_ARCADE: effective_fuel_ratio = 4 * fuel_ratio * (0.25 + 0.75 * availability); break; } capacity -= (float) (total_distrib / effective_fuel_ratio); } } else if (capacity <= 0) { capacity = 0.0f; PowerOff(); } } // +--------------------------------------------------------------------+ void PowerSource::SetPowerLevel(double level) { if (level > 100) level = 100; else if (level < 0) level = 0; level /= 100; if (requested_power_level != level) { // if the system is on emergency override power, // do not let the EMCON system use this method // to drop it back to normal power: if (requested_power_level > 1 && level == 1) { requested_power_level = 1.2f; } else { requested_power_level = (float) level; } } } void PowerSource::SetOverride(bool over) { bool changed = false; if (over && requested_power_level != 1.2f) { requested_power_level = 1.2f; changed = true; } else if (!over && requested_power_level > 1) { requested_power_level = 1.0f; changed = true; } if (changed) NetUtil::SendSysStatus(ship, this); } void PowerSource::DrainPower(double to_level) { if (to_level >= 0 && to_level < power_level) power_level = (float) to_level; }