Goodbye Microwave, Hello Hot Plates! (#13061)
* hot plates * sprite fix AND i spelled it wrong AND forgot upgrade examine * fix license * IGameTiming is shit like yo mamma * active comp
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Construction;
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using Content.Server.Power.Components;
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using Content.Shared.Containers.ItemSlots;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed class SolutionHeaterSystem : EntitySystem
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{
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SolutionContainerSystem _solution = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<SolutionHeaterComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SolutionHeaterComponent, RefreshPartsEvent>(OnRefreshParts);
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SubscribeLocalEvent<SolutionHeaterComponent, UpgradeExamineEvent>(OnUpgradeExamine);
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}
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private void OnPowerChanged(EntityUid uid, SolutionHeaterComponent component, ref PowerChangedEvent args)
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{
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if (args.Powered)
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{
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EnsureComp<ActiveSolutionHeaterComponent>(uid);
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}
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else
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{
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RemComp<ActiveSolutionHeaterComponent>(uid);
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}
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}
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private void OnRefreshParts(EntityUid uid, SolutionHeaterComponent component, RefreshPartsEvent args)
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{
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var heatRating = args.PartRatings[component.MachinePartHeatPerSecond] - 1;
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component.HeatMultiplier = MathF.Pow(component.PartRatingHeatMultiplier, heatRating);
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}
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private void OnUpgradeExamine(EntityUid uid, SolutionHeaterComponent component, UpgradeExamineEvent args)
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{
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args.AddPercentageUpgrade("solution-heater-upgrade-heat", component.HeatMultiplier);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (_, heater) in EntityQuery<ActiveSolutionHeaterComponent, SolutionHeaterComponent>())
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{
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if (_itemSlots.GetItemOrNull(heater.Owner, heater.BeakerSlotId) is not { } item)
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continue;
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if (!TryComp<SolutionContainerManagerComponent>(item, out var solution))
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continue;
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var energy = heater.HeatPerSecond * heater.HeatMultiplier * frameTime;
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foreach (var s in solution.Solutions.Values)
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{
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_solution.AddThermalEnergy(solution.Owner, s, energy);
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}
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}
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}
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}
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