CatStation/Content.Shared/Temperature/Systems/SharedEntityHeaterSystem.cs
Princess Cheeseballs 2e9c4c0103
IHeatContainers for TemperatureComponent (#42785)
* Hope I'm not forgetting anything...

* They call me the sender the way I'm sending it.

* remove commented out YAML

* last of the slop

* fix test fails

* first batch of test fails

* no more test fails

* make cryo pods work again.

* Make cryo work better-er

* I didn't like that a firesuit helmet was so effective on its own so I decided to be a dick about it.

* review.com

* oop

* actually real quick do this

* fix YAML issues

* IHeatContainer my beloved <3

* borger

* not networked :(

* jackets

* burgeewqjfrwjkhaskfjfsahjkfsahjkfsahjkfsajhkfsa

* utter yaml nonsense

* phishing

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-07-26 07:56:44 +00:00

97 lines
3.9 KiB
C#

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 SharedAppearanceSystem _appearance = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedPowerReceiverSystem _receiver = default!;
[Dependency] private 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.PopupEntity(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 / 4f,
EntityHeaterSetting.Medium => max / 2f,
EntityHeaterSetting.High => max,
_ => 0.01f,
};
}
}