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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Content.Client/Temperature/Systems/EntityHeaterSystem.cs
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Content.Client/Temperature/Systems/EntityHeaterSystem.cs
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using Content.Shared.Temperature.Systems;
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namespace Content.Client.Temperature.Systems;
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public sealed partial class EntityHeaterSystem : SharedEntityHeaterSystem;
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@@ -1,45 +1,41 @@
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using Content.Server.Power.Components;
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using Content.Server.Temperature.Components;
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using Content.Shared.Examine;
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using Content.Shared.Placeable;
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using Content.Shared.Popups;
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using Content.Shared.Power;
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using Content.Shared.Temperature;
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using Content.Shared.Verbs;
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using Robust.Server.Audio;
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using Content.Shared.Temperature.Components;
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using Content.Shared.Temperature.Systems;
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namespace Content.Server.Temperature.Systems;
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/// <summary>
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/// Handles <see cref="EntityHeaterComponent"/> updating and events.
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/// Handles the server-only parts of <see cref="SharedEntityHeaterSystem"/>
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/// </summary>
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public sealed class EntityHeaterSystem : EntitySystem
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public sealed class EntityHeaterSystem : SharedEntityHeaterSystem
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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 TemperatureSystem _temperature = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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private readonly int SettingCount = Enum.GetValues(typeof(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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SubscribeLocalEvent<EntityHeaterComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(Entity<EntityHeaterComponent> ent, ref MapInitEvent args)
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{
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// Set initial power level
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if (TryComp<ApcPowerReceiverComponent>(ent, out var power))
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power.Load = SettingPower(ent.Comp.Setting, ent.Comp.Power);
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}
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public override void Update(float deltaTime)
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{
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var query = EntityQueryEnumerator<EntityHeaterComponent, ItemPlacerComponent, ApcPowerReceiverComponent>();
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while (query.MoveNext(out var uid, out var comp, out var placer, out var power))
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while (query.MoveNext(out _, out _, out var placer, out var power))
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{
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if (!power.Powered)
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continue;
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// don't divide by total entities since its a big grill
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// don't divide by total entities since it's a big grill
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// excess would just be wasted in the air but that's not worth simulating
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// if you want a heater thermomachine just use that...
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var energy = power.PowerReceived * deltaTime;
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@@ -50,66 +46,17 @@ public sealed class EntityHeaterSystem : EntitySystem
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}
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}
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private void OnExamined(EntityUid uid, EntityHeaterComponent comp, ExaminedEvent args)
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/// <remarks>
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/// <see cref="ApcPowerReceiverComponent"/> doesn't exist on the client, so we need
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/// this server-only override to handle setting the network load.
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/// </remarks>
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protected override void ChangeSetting(Entity<EntityHeaterComponent> ent, EntityHeaterSetting setting, EntityUid? user = null)
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{
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if (!args.IsInDetailsRange)
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base.ChangeSetting(ent, setting, user);
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if (!TryComp<ApcPowerReceiverComponent>(ent, out var power))
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return;
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args.PushMarkup(Loc.GetString("entity-heater-examined", ("setting", comp.Setting)));
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}
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private void OnGetVerbs(EntityUid uid, EntityHeaterComponent comp, 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 setting = (int) comp.Setting;
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setting++;
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setting %= SettingCount;
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var nextSetting = (EntityHeaterSetting) setting;
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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(uid, nextSetting, comp);
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_popup.PopupEntity(Loc.GetString("entity-heater-switched-setting", ("setting", nextSetting)), uid, args.User);
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}
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});
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}
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private void OnPowerChanged(EntityUid uid, EntityHeaterComponent comp, 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 turn it off since that would be annoying
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var setting = args.Powered ? comp.Setting : EntityHeaterSetting.Off;
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_appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
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}
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private void ChangeSetting(EntityUid uid, EntityHeaterSetting setting, EntityHeaterComponent? comp = null, ApcPowerReceiverComponent? power = null)
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{
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if (!Resolve(uid, ref comp, ref power))
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return;
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comp.Setting = setting;
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power.Load = SettingPower(setting, comp.Power);
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_appearance.SetData(uid, EntityHeaterVisuals.Setting, setting);
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_audio.PlayPvs(comp.SettingSound, uid);
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}
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private float SettingPower(EntityHeaterSetting setting, float max)
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{
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switch (setting)
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{
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case EntityHeaterSetting.Low:
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return max / 3f;
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case EntityHeaterSetting.Medium:
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return max * 2f / 3f;
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case EntityHeaterSetting.High:
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return max;
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default:
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return 0f;
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}
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power.Load = SettingPower(setting, ent.Comp.Power);
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}
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}
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@@ -1,26 +1,27 @@
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using Content.Server.Temperature.Systems;
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using Content.Shared.Temperature;
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using Content.Shared.Temperature.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Server.Temperature.Components;
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namespace Content.Shared.Temperature.Components;
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/// <summary>
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/// Adds thermal energy to entities with <see cref="TemperatureComponent"/> placed on it.
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/// </summary>
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[RegisterComponent, Access(typeof(EntityHeaterSystem))]
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[RegisterComponent, Access(typeof(SharedEntityHeaterSystem))]
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[NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EntityHeaterComponent : Component
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{
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/// <summary>
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/// Power used when heating at the high setting.
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/// Low and medium are 33% and 66% respectively.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float Power = 2400f;
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/// <summary>
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/// Current setting of the heater. If it is off or unpowered it won't heat anything.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public EntityHeaterSetting Setting = EntityHeaterSetting.Off;
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/// <summary>
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@@ -0,0 +1,97 @@
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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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