Add prediction to electric grills (#36241)

* Prediction for EntityHeaterSystem

* Switch to Entity<T>

* meh

* Move popup inside ChangeSetting

* Fix grill visually turning on when changing setting while power is off

* Add note about my failed quest

* Why isn't this an IDE warning?

* Move comment above switch expression in SettingPower
This commit is contained in:
Tayrtahn
2025-04-01 12:43:19 -04:00
committed by GitHub
parent 3c24f21607
commit c8fe3651e5
4 changed files with 132 additions and 82 deletions

View File

@@ -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;
/// <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;
@@ -50,66 +46,17 @@ public sealed class EntityHeaterSystem : EntitySystem
}
}
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)
base.ChangeSetting(ent, setting, user);
if (!TryComp<ApcPowerReceiverComponent>(ent, out var power))
return;
args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting)));
}
private void OnGetVerbs(EntityUid uid, EntityHeaterComponent comp, GetVerbsEvent<AlternativeVerb> 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);
}
}