diff --git a/Content.Client/Temperature/Systems/EntityHeaterSystem.cs b/Content.Client/Temperature/Systems/EntityHeaterSystem.cs
new file mode 100644
index 0000000000..300cfa3d44
--- /dev/null
+++ b/Content.Client/Temperature/Systems/EntityHeaterSystem.cs
@@ -0,0 +1,5 @@
+using Content.Shared.Temperature.Systems;
+
+namespace Content.Client.Temperature.Systems;
+
+public sealed partial class EntityHeaterSystem : SharedEntityHeaterSystem;
diff --git a/Content.Server/Temperature/Systems/EntityHeaterSystem.cs b/Content.Server/Temperature/Systems/EntityHeaterSystem.cs
index c4b5b72a9c..8452edf8e9 100644
--- a/Content.Server/Temperature/Systems/EntityHeaterSystem.cs
+++ b/Content.Server/Temperature/Systems/EntityHeaterSystem.cs
@@ -1,45 +1,41 @@
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;
///
-/// Handles updating and events.
+/// Handles the server-only parts of
///
-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(OnExamined);
- SubscribeLocalEvent>(OnGetVerbs);
- SubscribeLocalEvent(OnPowerChanged);
+ SubscribeLocalEvent(OnMapInit);
+ }
+
+ private void OnMapInit(Entity ent, ref MapInitEvent args)
+ {
+ // Set initial power level
+ if (TryComp(ent, out var power))
+ power.Load = SettingPower(ent.Comp.Setting, ent.Comp.Power);
}
public override void Update(float deltaTime)
{
var query = EntityQueryEnumerator();
- 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;
@@ -50,66 +46,17 @@ public sealed class EntityHeaterSystem : EntitySystem
}
}
- private void OnExamined(EntityUid uid, EntityHeaterComponent comp, ExaminedEvent args)
+ ///
+ /// doesn't exist on the client, so we need
+ /// this server-only override to handle setting the network load.
+ ///
+ protected override void ChangeSetting(Entity ent, EntityHeaterSetting setting, EntityUid? user = null)
{
- if (!args.IsInDetailsRange)
+ base.ChangeSetting(ent, setting, user);
+
+ if (!TryComp(ent, out var power))
return;
- args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting)));
- }
-
- private void OnGetVerbs(EntityUid uid, EntityHeaterComponent comp, GetVerbsEvent args)
- {
- if (!args.CanAccess || !args.CanInteract)
- 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);
}
}
diff --git a/Content.Server/Temperature/Components/EntityHeaterComponent.cs b/Content.Shared/Temperature/Components/EntityHeaterComponent.cs
similarity index 73%
rename from Content.Server/Temperature/Components/EntityHeaterComponent.cs
rename to Content.Shared/Temperature/Components/EntityHeaterComponent.cs
index 0b5acb421a..6cf97a0534 100644
--- a/Content.Server/Temperature/Components/EntityHeaterComponent.cs
+++ b/Content.Shared/Temperature/Components/EntityHeaterComponent.cs
@@ -1,26 +1,27 @@
-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;
///
/// Adds thermal energy to entities with placed on it.
///
-[RegisterComponent, Access(typeof(EntityHeaterSystem))]
+[RegisterComponent, Access(typeof(SharedEntityHeaterSystem))]
+[NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EntityHeaterComponent : Component
{
///
/// Power used when heating at the high setting.
/// Low and medium are 33% and 66% respectively.
///
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public float Power = 2400f;
///
/// Current setting of the heater. If it is off or unpowered it won't heat anything.
///
- [DataField]
+ [DataField, AutoNetworkedField]
public EntityHeaterSetting Setting = EntityHeaterSetting.Off;
///
diff --git a/Content.Shared/Temperature/Systems/SharedEntityHeaterSystem.cs b/Content.Shared/Temperature/Systems/SharedEntityHeaterSystem.cs
new file mode 100644
index 0000000000..887047bfa1
--- /dev/null
+++ b/Content.Shared/Temperature/Systems/SharedEntityHeaterSystem.cs
@@ -0,0 +1,97 @@
+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;
+
+///
+/// Handles events.
+///
+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().Length;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent(OnExamined);
+ SubscribeLocalEvent>(OnGetVerbs);
+ SubscribeLocalEvent(OnPowerChanged);
+ }
+
+ private void OnExamined(Entity ent, ref ExaminedEvent args)
+ {
+ if (!args.IsInDetailsRange)
+ return;
+
+ args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", ent.Comp.Setting)));
+ }
+
+ private void OnGetVerbs(Entity ent, ref GetVerbsEvent 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 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 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,
+ };
+ }
+}