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
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using Content.Shared.Examine;
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using Content.Shared.Popups;
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using Content.Shared.Power;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.Temperature.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Temperature.Systems;
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/// <summary>
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/// Handles <see cref="EntityHeaterComponent"/> events.
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/// </summary>
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public abstract partial class SharedEntityHeaterSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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private readonly int _settingCount = Enum.GetValues<EntityHeaterSetting>().Length;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
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SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
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}
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private void OnExamined(Entity<EntityHeaterComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", ent.Comp.Setting)));
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}
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private void OnGetVerbs(Entity<EntityHeaterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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var nextSettingIndex = ((int)ent.Comp.Setting + 1) % _settingCount;
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var nextSetting = (EntityHeaterSetting)nextSettingIndex;
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var user = args.User;
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args.Verbs.Add(new AlternativeVerb()
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{
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Text = Loc.GetString("entity-heater-switch-setting", ("setting", nextSetting)),
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Act = () =>
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{
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ChangeSetting(ent, nextSetting, user);
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}
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});
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}
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private void OnPowerChanged(Entity<EntityHeaterComponent> ent, ref PowerChangedEvent args)
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{
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// disable heating element glowing layer if theres no power
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// doesn't actually change the setting since that would be annoying
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var setting = args.Powered ? ent.Comp.Setting : EntityHeaterSetting.Off;
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_appearance.SetData(ent, EntityHeaterVisuals.Setting, setting);
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}
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protected virtual void ChangeSetting(Entity<EntityHeaterComponent> ent, EntityHeaterSetting setting, EntityUid? user = null)
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{
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// Still allow changing the setting without power
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ent.Comp.Setting = setting;
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_audio.PlayPredicted(ent.Comp.SettingSound, ent, user);
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_popup.PopupClient(Loc.GetString("entity-heater-switched-setting", ("setting", setting)), ent, user);
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Dirty(ent);
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// Only show the glowing heating element layer if there's power
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if (_receiver.IsPowered(ent.Owner))
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_appearance.SetData(ent, EntityHeaterVisuals.Setting, setting);
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}
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protected float SettingPower(EntityHeaterSetting setting, float max)
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{
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// Power use while off needs to be non-zero so powernet doesn't consider the device powered
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// by an unpowered network while in the off state. Otherwise, when we increase the load,
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// the clientside APC receiver will think the device is powered until it gets the next
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// update from the server, which will cause the heating element to glow for a moment.
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// I spent several hours trying to figure out a better way to do this using PowerDisabled
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// or something, but nothing worked as well as this.
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// Just think of the load as a little LED, or bad wiring, or something.
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return setting switch
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{
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EntityHeaterSetting.Low => max / 3f,
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EntityHeaterSetting.Medium => max * 2f / 3f,
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EntityHeaterSetting.High => max,
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_ => 0.01f,
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};
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}
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}
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