EntityHeaterSystem.cs 4.1 KB

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  1. using Content.Server.Power.Components;
  2. using Content.Server.Temperature.Components;
  3. using Content.Shared.Examine;
  4. using Content.Shared.Placeable;
  5. using Content.Shared.Popups;
  6. using Content.Shared.Power;
  7. using Content.Shared.Temperature;
  8. using Content.Shared.Verbs;
  9. using Robust.Server.Audio;
  10. namespace Content.Server.Temperature.Systems;
  11. /// <summary>
  12. /// Handles <see cref="EntityHeaterComponent"/> updating and events.
  13. /// </summary>
  14. public sealed class EntityHeaterSystem : EntitySystem
  15. {
  16. [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
  17. [Dependency] private readonly SharedPopupSystem _popup = default!;
  18. [Dependency] private readonly TemperatureSystem _temperature = default!;
  19. [Dependency] private readonly AudioSystem _audio = default!;
  20. private readonly int SettingCount = Enum.GetValues(typeof(EntityHeaterSetting)).Length;
  21. public override void Initialize()
  22. {
  23. base.Initialize();
  24. SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined);
  25. SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
  26. SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
  27. }
  28. public override void Update(float deltaTime)
  29. {
  30. var query = EntityQueryEnumerator<EntityHeaterComponent, ItemPlacerComponent, ApcPowerReceiverComponent>();
  31. while (query.MoveNext(out var uid, out var comp, out var placer, out var power))
  32. {
  33. if (!power.Powered)
  34. continue;
  35. // don't divide by total entities since its a big grill
  36. // excess would just be wasted in the air but that's not worth simulating
  37. // if you want a heater thermomachine just use that...
  38. var energy = power.PowerReceived * deltaTime;
  39. foreach (var ent in placer.PlacedEntities)
  40. {
  41. _temperature.ChangeHeat(ent, energy);
  42. }
  43. }
  44. }
  45. private void OnExamined(EntityUid uid, EntityHeaterComponent comp, ExaminedEvent args)
  46. {
  47. if (!args.IsInDetailsRange)
  48. return;
  49. args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting)));
  50. }
  51. private void OnGetVerbs(EntityUid uid, EntityHeaterComponent comp, GetVerbsEvent<AlternativeVerb> args)
  52. {
  53. if (!args.CanAccess || !args.CanInteract)
  54. return;
  55. var setting = (int) comp.Setting;
  56. setting++;
  57. setting %= SettingCount;
  58. var nextSetting = (EntityHeaterSetting) setting;
  59. args.Verbs.Add(new AlternativeVerb()
  60. {
  61. Text = Loc.GetString("entity-heater-switch-setting", ("setting", nextSetting)),
  62. Act = () =>
  63. {
  64. ChangeSetting(uid, nextSetting, comp);
  65. _popup.PopupEntity(Loc.GetString("entity-heater-switched-setting", ("setting", nextSetting)), uid, args.User);
  66. }
  67. });
  68. }
  69. private void OnPowerChanged(EntityUid uid, EntityHeaterComponent comp, ref PowerChangedEvent args)
  70. {
  71. // disable heating element glowing layer if theres no power
  72. // doesn't actually turn it off since that would be annoying
  73. var setting = args.Powered ? comp.Setting : EntityHeaterSetting.Off;
  74. _appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
  75. }
  76. private void ChangeSetting(EntityUid uid, EntityHeaterSetting setting, EntityHeaterComponent? comp = null, ApcPowerReceiverComponent? power = null)
  77. {
  78. if (!Resolve(uid, ref comp, ref power))
  79. return;
  80. comp.Setting = setting;
  81. power.Load = SettingPower(setting, comp.Power);
  82. _appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
  83. _audio.PlayPvs(comp.SettingSound, uid);
  84. }
  85. private float SettingPower(EntityHeaterSetting setting, float max)
  86. {
  87. switch (setting)
  88. {
  89. case EntityHeaterSetting.Low:
  90. return max / 3f;
  91. case EntityHeaterSetting.Medium:
  92. return max * 2f / 3f;
  93. case EntityHeaterSetting.High:
  94. return max;
  95. default:
  96. return 0f;
  97. }
  98. }
  99. }