using Content.Server.Power.Components;
-using Content.Server.Temperature.Components;
-using Content.Shared.Examine;
using Content.Shared.Placeable;
-using Content.Shared.Popups;
-using Content.Shared.Power;
using Content.Shared.Temperature;
-using Content.Shared.Verbs;
-using Robust.Server.Audio;
+using Content.Shared.Temperature.Components;
+using Content.Shared.Temperature.Systems;
namespace Content.Server.Temperature.Systems;
/// <summary>
-/// Handles <see cref="EntityHeaterComponent"/> updating and events.
+/// Handles the server-only parts of <see cref="SharedEntityHeaterSystem"/>
/// </summary>
-public sealed class EntityHeaterSystem : EntitySystem
+public sealed class EntityHeaterSystem : SharedEntityHeaterSystem
{
- [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
- [Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly TemperatureSystem _temperature = default!;
- [Dependency] private readonly AudioSystem _audio = default!;
-
- private readonly int SettingCount = Enum.GetValues(typeof(EntityHeaterSetting)).Length;
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined);
- SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
- SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
+ SubscribeLocalEvent<EntityHeaterComponent, MapInitEvent>(OnMapInit);
+ }
+
+ private void OnMapInit(Entity<EntityHeaterComponent> ent, ref MapInitEvent args)
+ {
+ // Set initial power level
+ if (TryComp<ApcPowerReceiverComponent>(ent, out var power))
+ power.Load = SettingPower(ent.Comp.Setting, ent.Comp.Power);
}
public override void Update(float deltaTime)
{
var query = EntityQueryEnumerator<EntityHeaterComponent, ItemPlacerComponent, ApcPowerReceiverComponent>();
- while (query.MoveNext(out var uid, out var comp, out var placer, out var power))
+ while (query.MoveNext(out _, out _, out var placer, out var power))
{
if (!power.Powered)
continue;
- // don't divide by total entities since its a big grill
+ // don't divide by total entities since it's a big grill
// excess would just be wasted in the air but that's not worth simulating
// if you want a heater thermomachine just use that...
var energy = power.PowerReceived * deltaTime;
}
}
- private void OnExamined(EntityUid uid, EntityHeaterComponent comp, ExaminedEvent args)
+ /// <remarks>
+ /// <see cref="ApcPowerReceiverComponent"/> doesn't exist on the client, so we need
+ /// this server-only override to handle setting the network load.
+ /// </remarks>
+ protected override void ChangeSetting(Entity<EntityHeaterComponent> ent, EntityHeaterSetting setting, EntityUid? user = null)
{
- if (!args.IsInDetailsRange)
- return;
-
- args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting)));
- }
+ base.ChangeSetting(ent, setting, user);
- private void OnGetVerbs(EntityUid uid, EntityHeaterComponent comp, GetVerbsEvent<AlternativeVerb> args)
- {
- if (!args.CanAccess || !args.CanInteract)
+ if (!TryComp<ApcPowerReceiverComponent>(ent, out var power))
return;
- var setting = (int) comp.Setting;
- setting++;
- setting %= SettingCount;
- var nextSetting = (EntityHeaterSetting) setting;
-
- args.Verbs.Add(new AlternativeVerb()
- {
- Text = Loc.GetString("entity-heater-switch-setting", ("setting", nextSetting)),
- Act = () =>
- {
- ChangeSetting(uid, nextSetting, comp);
- _popup.PopupEntity(Loc.GetString("entity-heater-switched-setting", ("setting", nextSetting)), uid, args.User);
- }
- });
- }
-
- private void OnPowerChanged(EntityUid uid, EntityHeaterComponent comp, ref PowerChangedEvent args)
- {
- // disable heating element glowing layer if theres no power
- // doesn't actually turn it off since that would be annoying
- var setting = args.Powered ? comp.Setting : EntityHeaterSetting.Off;
- _appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
- }
-
- private void ChangeSetting(EntityUid uid, EntityHeaterSetting setting, EntityHeaterComponent? comp = null, ApcPowerReceiverComponent? power = null)
- {
- if (!Resolve(uid, ref comp, ref power))
- return;
-
- comp.Setting = setting;
- power.Load = SettingPower(setting, comp.Power);
- _appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
- _audio.PlayPvs(comp.SettingSound, uid);
- }
-
- private float SettingPower(EntityHeaterSetting setting, float max)
- {
- switch (setting)
- {
- case EntityHeaterSetting.Low:
- return max / 3f;
- case EntityHeaterSetting.Medium:
- return max * 2f / 3f;
- case EntityHeaterSetting.High:
- return max;
- default:
- return 0f;
- }
+ power.Load = SettingPower(setting, ent.Comp.Power);
}
}
-using Content.Server.Temperature.Systems;
-using Content.Shared.Temperature;
+using Content.Shared.Temperature.Systems;
using Robust.Shared.Audio;
+using Robust.Shared.GameStates;
-namespace Content.Server.Temperature.Components;
+namespace Content.Shared.Temperature.Components;
/// <summary>
/// Adds thermal energy to entities with <see cref="TemperatureComponent"/> placed on it.
/// </summary>
-[RegisterComponent, Access(typeof(EntityHeaterSystem))]
+[RegisterComponent, Access(typeof(SharedEntityHeaterSystem))]
+[NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EntityHeaterComponent : Component
{
/// <summary>
/// Power used when heating at the high setting.
/// Low and medium are 33% and 66% respectively.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public float Power = 2400f;
/// <summary>
/// Current setting of the heater. If it is off or unpowered it won't heat anything.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public EntityHeaterSetting Setting = EntityHeaterSetting.Off;
/// <summary>
--- /dev/null
+using Content.Shared.Examine;
+using Content.Shared.Popups;
+using Content.Shared.Power;
+using Content.Shared.Power.EntitySystems;
+using Content.Shared.Temperature.Components;
+using Content.Shared.Verbs;
+using Robust.Shared.Audio.Systems;
+
+namespace Content.Shared.Temperature.Systems;
+
+/// <summary>
+/// Handles <see cref="EntityHeaterComponent"/> events.
+/// </summary>
+public abstract partial class SharedEntityHeaterSystem : EntitySystem
+{
+ [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+ [Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
+
+ private readonly int _settingCount = Enum.GetValues<EntityHeaterSetting>().Length;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined);
+ SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
+ SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
+ }
+
+ private void OnExamined(Entity<EntityHeaterComponent> ent, ref ExaminedEvent args)
+ {
+ if (!args.IsInDetailsRange)
+ return;
+
+ args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", ent.Comp.Setting)));
+ }
+
+ private void OnGetVerbs(Entity<EntityHeaterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
+ {
+ if (!args.CanAccess || !args.CanInteract)
+ return;
+
+ var nextSettingIndex = ((int)ent.Comp.Setting + 1) % _settingCount;
+ var nextSetting = (EntityHeaterSetting)nextSettingIndex;
+
+ var user = args.User;
+ args.Verbs.Add(new AlternativeVerb()
+ {
+ Text = Loc.GetString("entity-heater-switch-setting", ("setting", nextSetting)),
+ Act = () =>
+ {
+ ChangeSetting(ent, nextSetting, user);
+ }
+ });
+ }
+
+ private void OnPowerChanged(Entity<EntityHeaterComponent> ent, ref PowerChangedEvent args)
+ {
+ // disable heating element glowing layer if theres no power
+ // doesn't actually change the setting since that would be annoying
+ var setting = args.Powered ? ent.Comp.Setting : EntityHeaterSetting.Off;
+ _appearance.SetData(ent, EntityHeaterVisuals.Setting, setting);
+ }
+
+ protected virtual void ChangeSetting(Entity<EntityHeaterComponent> ent, EntityHeaterSetting setting, EntityUid? user = null)
+ {
+ // Still allow changing the setting without power
+ ent.Comp.Setting = setting;
+ _audio.PlayPredicted(ent.Comp.SettingSound, ent, user);
+ _popup.PopupClient(Loc.GetString("entity-heater-switched-setting", ("setting", setting)), ent, user);
+ Dirty(ent);
+
+ // Only show the glowing heating element layer if there's power
+ if (_receiver.IsPowered(ent.Owner))
+ _appearance.SetData(ent, EntityHeaterVisuals.Setting, setting);
+ }
+
+ protected float SettingPower(EntityHeaterSetting setting, float max)
+ {
+ // Power use while off needs to be non-zero so powernet doesn't consider the device powered
+ // by an unpowered network while in the off state. Otherwise, when we increase the load,
+ // the clientside APC receiver will think the device is powered until it gets the next
+ // update from the server, which will cause the heating element to glow for a moment.
+ // I spent several hours trying to figure out a better way to do this using PowerDisabled
+ // or something, but nothing worked as well as this.
+ // Just think of the load as a little LED, or bad wiring, or something.
+ return setting switch
+ {
+ EntityHeaterSetting.Low => max / 3f,
+ EntityHeaterSetting.Medium => max * 2f / 3f,
+ EntityHeaterSetting.High => max,
+ _ => 0.01f,
+ };
+ }
+}