临时提交

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2025-06-22 20:39:47 +08:00
parent b3d1135e23
commit d274ae0fec
24 changed files with 603 additions and 50 deletions

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using Godot;
using System.Collections.Generic;
using System;
public partial class PowerManager : Node
{
public static PowerManager Instance { get; private set; }
// 电力系统状态
private float totalGeneration = 0.0f; // 总发电量 (W)
private float totalConsumption = 0.0f; // 总耗电量 (W)
private float currentPowerRatio = 1.0f; // 当前电力满足率 0-1
// 发电设备列表 - 记录每个发电设备的发电量
private Dictionary<string, float> generators = new Dictionary<string, float>();
// 信号事件
[Signal] public delegate void PowerRatioChangedEventHandler(float ratio);
[Signal] public delegate void PowerStatsChangedEventHandler(float generation, float consumption);
public override void _Ready()
{
if (Instance == null)
{
Instance = this;
GD.Print("PowerManager 初始化完成");
}
else
{
QueueFree();
}
}
// 添加发电设备
public void AddGenerator(string generatorId, float powerOutput)
{
if (powerOutput <= 0) return;
// 如果发电设备已存在,移除旧的再添加新的
if (generators.ContainsKey(generatorId))
{
float oldPower = generators[generatorId];
generators[generatorId] = powerOutput;
GD.Print($"更新发电设备 {generatorId}: {oldPower}W -> {powerOutput}W");
}
else
{
generators[generatorId] = powerOutput;
GD.Print($"添加发电设备 {generatorId}: +{powerOutput}W");
}
UpdatePowerBalance();
}
// 移除发电设备
public void RemoveGenerator(string generatorId)
{
if (generators.ContainsKey(generatorId))
{
float removedPower = generators[generatorId];
generators.Remove(generatorId);
UpdatePowerBalance();
GD.Print($"移除发电设备 {generatorId}: -{removedPower}W");
}
}
// 更新发电设备状态(发电机异常或没有原料时调用)
public void UpdateGeneratorStatus(string generatorId, bool isActive)
{
// 这里可以实现发电设备状态管理
// 暂时简化直接通过AddGenerator/RemoveGenerator来管理
GD.Print($"发电设备 {generatorId} 状态更新: {(isActive ? "" : "")}");
}
// 更新电力平衡
private void UpdatePowerBalance()
{
// 计算总发电量
totalGeneration = 0;
foreach (var generator in generators.Values)
{
totalGeneration += generator;
}
// 获取总耗电量(从生产线管理器获取)
UpdateTotalConsumption();
// 计算电力满足率
float newPowerRatio;
if (totalConsumption > 0)
{
newPowerRatio = Mathf.Min(1.0f, totalGeneration / totalConsumption);
}
else
{
newPowerRatio = 1.0f; // 没有耗电设备时电力充足
}
// 只有当电力状态发生显著变化时才打印日志和发送信号
if (Math.Abs(newPowerRatio - currentPowerRatio) > 0.01f ||
Math.Abs(totalGeneration - GetPreviousGeneration()) > 1.0f ||
Math.Abs(totalConsumption - GetPreviousConsumption()) > 1.0f)
{
currentPowerRatio = newPowerRatio;
// 发送信号通知其他系统
EmitSignal(SignalName.PowerRatioChanged, currentPowerRatio);
EmitSignal(SignalName.PowerStatsChanged, totalGeneration, totalConsumption);
GD.Print($"电力平衡更新: 发电 {totalGeneration}W, 耗电 {totalConsumption}W, 满足率 {currentPowerRatio * 100:F1}%");
}
else
{
currentPowerRatio = newPowerRatio;
}
}
private float previousGeneration = 0;
private float previousConsumption = 0;
private float GetPreviousGeneration()
{
float prev = previousGeneration;
previousGeneration = totalGeneration;
return prev;
}
private float GetPreviousConsumption()
{
float prev = previousConsumption;
previousConsumption = totalConsumption;
return prev;
}
// 更新总耗电量
private void UpdateTotalConsumption()
{
totalConsumption = 0;
var productionLineManager = ProductionLineManager.Instance;
if (productionLineManager != null)
{
var activeLines = productionLineManager.GetAllActiveProductionLines();
foreach (var activeLine in activeLines.Values)
{
if (activeLine.IsActive)
{
totalConsumption += activeLine.TotalPowerConsumption;
}
}
}
}
// 获取当前电力满足率
public float GetPowerRatio()
{
return currentPowerRatio;
}
// 获取电力统计信息
public (float generation, float consumption, float ratio) GetPowerStats()
{
return (totalGeneration, totalConsumption, currentPowerRatio);
}
// 定期更新电力系统通过_Process调用
private float updateTimer = 0.0f;
private const float UPDATE_INTERVAL = 0.5f; // 每0.5秒更新一次
public override void _Process(double delta)
{
updateTimer += (float)delta;
// 每0.5秒更新一次电力平衡,而不是每帧都更新
if (updateTimer >= UPDATE_INTERVAL)
{
updateTimer = 0.0f;
UpdatePowerBalance();
}
}
public override void _ExitTree()
{
if (Instance == this)
{
Instance = null;
}
}
}