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

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@@ -0,0 +1,5 @@
using Content.Shared.Temperature.Systems;
namespace Content.Client.Temperature.Systems;
public sealed partial class EntityHeaterSystem : SharedEntityHeaterSystem;

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@@ -1,45 +1,41 @@
using Content.Server.Power.Components; using Content.Server.Power.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Examine;
using Content.Shared.Placeable; using Content.Shared.Placeable;
using Content.Shared.Popups;
using Content.Shared.Power;
using Content.Shared.Temperature; using Content.Shared.Temperature;
using Content.Shared.Verbs; using Content.Shared.Temperature.Components;
using Robust.Server.Audio; using Content.Shared.Temperature.Systems;
namespace Content.Server.Temperature.Systems; namespace Content.Server.Temperature.Systems;
/// <summary> /// <summary>
/// Handles <see cref="EntityHeaterComponent"/> updating and events. /// Handles the server-only parts of <see cref="SharedEntityHeaterSystem"/>
/// </summary> /// </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 TemperatureSystem _temperature = default!;
[Dependency] private readonly AudioSystem _audio = default!;
private readonly int SettingCount = Enum.GetValues(typeof(EntityHeaterSetting)).Length;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined); SubscribeLocalEvent<EntityHeaterComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs); }
SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
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) public override void Update(float deltaTime)
{ {
var query = EntityQueryEnumerator<EntityHeaterComponent, ItemPlacerComponent, ApcPowerReceiverComponent>(); 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) if (!power.Powered)
continue; 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 // excess would just be wasted in the air but that's not worth simulating
// if you want a heater thermomachine just use that... // if you want a heater thermomachine just use that...
var energy = power.PowerReceived * deltaTime; 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; return;
args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting))); power.Load = SettingPower(setting, ent.Comp.Power);
}
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;
}
} }
} }

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@@ -1,26 +1,27 @@
using Content.Server.Temperature.Systems; using Content.Shared.Temperature.Systems;
using Content.Shared.Temperature;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Server.Temperature.Components; namespace Content.Shared.Temperature.Components;
/// <summary> /// <summary>
/// Adds thermal energy to entities with <see cref="TemperatureComponent"/> placed on it. /// Adds thermal energy to entities with <see cref="TemperatureComponent"/> placed on it.
/// </summary> /// </summary>
[RegisterComponent, Access(typeof(EntityHeaterSystem))] [RegisterComponent, Access(typeof(SharedEntityHeaterSystem))]
[NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EntityHeaterComponent : Component public sealed partial class EntityHeaterComponent : Component
{ {
/// <summary> /// <summary>
/// Power used when heating at the high setting. /// Power used when heating at the high setting.
/// Low and medium are 33% and 66% respectively. /// Low and medium are 33% and 66% respectively.
/// </summary> /// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)] [DataField]
public float Power = 2400f; public float Power = 2400f;
/// <summary> /// <summary>
/// Current setting of the heater. If it is off or unpowered it won't heat anything. /// Current setting of the heater. If it is off or unpowered it won't heat anything.
/// </summary> /// </summary>
[DataField] [DataField, AutoNetworkedField]
public EntityHeaterSetting Setting = EntityHeaterSetting.Off; public EntityHeaterSetting Setting = EntityHeaterSetting.Off;
/// <summary> /// <summary>

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@@ -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;
/// <summary>
/// Handles <see cref="EntityHeaterComponent"/> events.
/// </summary>
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<EntityHeaterSetting>().Length;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EntityHeaterComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<EntityHeaterComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
SubscribeLocalEvent<EntityHeaterComponent, PowerChangedEvent>(OnPowerChanged);
}
private void OnExamined(Entity<EntityHeaterComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", ent.Comp.Setting)));
}
private void OnGetVerbs(Entity<EntityHeaterComponent> ent, ref GetVerbsEvent<AlternativeVerb> 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<EntityHeaterComponent> 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<EntityHeaterComponent> 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,
};
}
}