Hotplate overhaul (#17586)
* Hotplate overhaul - Beakers are now placed on top of the hotplate instead of itemslot. - Hotplate LED now only lights up if it's heating something. - More comments/xmldoc. - Some other minor tweaks. * Actually remove the beaker slot
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@@ -3,5 +3,4 @@
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[RegisterComponent]
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public sealed class ActiveSolutionHeaterComponent : Component
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{
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}
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@@ -1,19 +1,50 @@
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namespace Content.Server.Chemistry.Components;
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using Content.Shared.Whitelist;
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namespace Content.Server.Chemistry.Components;
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[RegisterComponent]
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public sealed class SolutionHeaterComponent : Component
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{
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public readonly string BeakerSlotId = "beakerSlot";
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[DataField("heatPerSecond")]
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public float HeatPerSecond = 120;
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/// <summary>
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/// How much heat is added per second to the solution, with no upgrades.
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/// </summary>
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[DataField("baseHeatPerSecond")]
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public float BaseHeatPerSecond = 120;
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/// <summary>
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/// How much heat is added per second to the solution, taking upgrades into account.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float HeatMultiplier = 1;
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public float HeatPerSecond;
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[DataField("machinePartHeatPerSecond")]
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public string MachinePartHeatPerSecond = "Capacitor";
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/// <summary>
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/// The machine part that affects the heat multiplier.
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/// </summary>
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[DataField("machinePartHeatMultiplier")]
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public string MachinePartHeatMultiplier = "Capacitor";
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/// <summary>
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/// How much each upgrade multiplies the heat by.
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/// </summary>
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[DataField("partRatingHeatMultiplier")]
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public float PartRatingHeatMultiplier = 1.5f;
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/// <summary>
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/// The entities that are placed on the heater.
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/// <summary>
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[DataField("placedEntities")]
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public HashSet<EntityUid> PlacedEntities = new();
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/// <summary>
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/// The max amount of entities that can be heated at the same time.
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/// </summary>
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[DataField("maxEntities")]
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public uint MaxEntities = 1;
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/// <summary>
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/// Whitelist for entities that can be placed on the heater.
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/// </summary>
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[DataField("whitelist")]
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? Whitelist;
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}
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@@ -1,14 +1,22 @@
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using Content.Server.Chemistry.Components;
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using System.Linq;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Construction;
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using Content.Server.Power.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.Placeable;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed class SolutionHeaterSystem : EntitySystem
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{
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly PlaceableSurfaceSystem _placeableSurface = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiver = default!;
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[Dependency] private readonly SolutionContainerSystem _solution = default!;
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/// <inheritdoc/>
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@@ -17,48 +25,101 @@ public sealed class SolutionHeaterSystem : EntitySystem
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SubscribeLocalEvent<SolutionHeaterComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<SolutionHeaterComponent, RefreshPartsEvent>(OnRefreshParts);
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SubscribeLocalEvent<SolutionHeaterComponent, UpgradeExamineEvent>(OnUpgradeExamine);
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SubscribeLocalEvent<SolutionHeaterComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<SolutionHeaterComponent, EndCollideEvent>(OnEndCollide);
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}
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private void TurnOn(EntityUid uid)
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{
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_appearance.SetData(uid, SolutionHeaterVisuals.IsOn, true);
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EnsureComp<ActiveSolutionHeaterComponent>(uid);
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}
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public bool TryTurnOn(EntityUid uid, SolutionHeaterComponent component)
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{
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if (component.PlacedEntities.Count <= 0 || !_powerReceiver.IsPowered(uid))
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return false;
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TurnOn(uid);
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return true;
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}
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public void TurnOff(EntityUid uid)
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{
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_appearance.SetData(uid, SolutionHeaterVisuals.IsOn, false);
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RemComp<ActiveSolutionHeaterComponent>(uid);
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}
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private void OnPowerChanged(EntityUid uid, SolutionHeaterComponent component, ref PowerChangedEvent args)
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{
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if (args.Powered)
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if (args.Powered && component.PlacedEntities.Count > 0)
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{
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EnsureComp<ActiveSolutionHeaterComponent>(uid);
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TurnOn(uid);
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}
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else
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{
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RemComp<ActiveSolutionHeaterComponent>(uid);
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TurnOff(uid);
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}
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}
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private void OnRefreshParts(EntityUid uid, SolutionHeaterComponent component, RefreshPartsEvent args)
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{
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var heatRating = args.PartRatings[component.MachinePartHeatPerSecond] - 1;
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var heatRating = args.PartRatings[component.MachinePartHeatMultiplier] - 1;
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component.HeatMultiplier = MathF.Pow(component.PartRatingHeatMultiplier, heatRating);
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component.HeatPerSecond = component.BaseHeatPerSecond * MathF.Pow(component.PartRatingHeatMultiplier, heatRating);
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}
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private void OnUpgradeExamine(EntityUid uid, SolutionHeaterComponent component, UpgradeExamineEvent args)
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{
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args.AddPercentageUpgrade("solution-heater-upgrade-heat", component.HeatMultiplier);
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args.AddPercentageUpgrade("solution-heater-upgrade-heat", component.HeatPerSecond / component.BaseHeatPerSecond);
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}
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private void OnStartCollide(EntityUid uid, SolutionHeaterComponent component, ref StartCollideEvent args)
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{
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if (component.Whitelist is not null && !component.Whitelist.IsValid(args.OtherEntity))
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return;
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// Disallow sleeping so we can detect when entity is removed from the heater.
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_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, false);
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component.PlacedEntities.Add(args.OtherEntity);
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TryTurnOn(uid, component);
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if (component.PlacedEntities.Count >= component.MaxEntities)
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_placeableSurface.SetPlaceable(uid, false);
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}
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private void OnEndCollide(EntityUid uid, SolutionHeaterComponent component, ref EndCollideEvent args)
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{
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// Re-allow sleeping.
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_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, true);
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component.PlacedEntities.Remove(args.OtherEntity);
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if (component.PlacedEntities.Count == 0) // Last entity was removed
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TurnOff(uid);
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_placeableSurface.SetPlaceable(uid, true);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (_, heater) in EntityQuery<ActiveSolutionHeaterComponent, SolutionHeaterComponent>())
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var query = EntityQueryEnumerator<ActiveSolutionHeaterComponent, SolutionHeaterComponent>();
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while (query.MoveNext(out _, out _, out var heater))
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{
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if (_itemSlots.GetItemOrNull(heater.Owner, heater.BeakerSlotId) is not { } item)
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foreach (var heatingEntity in heater.PlacedEntities.Take((int) heater.MaxEntities))
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{
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if (!TryComp<SolutionContainerManagerComponent>(heatingEntity, out var solution))
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continue;
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if (!TryComp<SolutionContainerManagerComponent>(item, out var solution))
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continue;
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var energy = heater.HeatPerSecond * heater.HeatMultiplier * frameTime;
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var energy = heater.HeatPerSecond * frameTime;
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foreach (var s in solution.Solutions.Values)
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{
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_solution.AddThermalEnergy(solution.Owner, s, energy);
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_solution.AddThermalEnergy(heatingEntity, s, energy);
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}
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}
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}
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}
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9
Content.Shared/Chemistry/SharedSolutionHeater.cs
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9
Content.Shared/Chemistry/SharedSolutionHeater.cs
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@@ -0,0 +1,9 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Chemistry;
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[Serializable, NetSerializable]
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public enum SolutionHeaterVisuals
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{
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IsOn,
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}
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@@ -15,7 +15,10 @@
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mask:
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- TabletopMachineMask
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layer:
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- TabletopMachineLayer
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- Impassable
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- MidImpassable
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- LowImpassable
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hard: false
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- type: Sprite
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sprite: Structures/Machines/hotplate.rsi
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drawdepth: SmallObjects
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@@ -23,16 +26,10 @@
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layers:
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- state: icon
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- state: on
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map: ["enum.PowerDeviceVisualLayers.Powered"]
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map: ["enum.SolutionHeaterVisuals.IsOn"]
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shader: unshaded
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- type: ApcPowerReceiver
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powerLoad: 300
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- type: ItemSlots
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slots:
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beakerSlot:
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whitelist:
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components:
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- FitsInDispenser
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- type: ItemMapper
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sprite: Structures/Machines/hotplate.rsi
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mapLayers:
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@@ -41,17 +38,22 @@
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components:
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- FitsInDispenser
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- type: SolutionHeater
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whitelist:
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components:
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- FitsInDispenser
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- type: PlaceableSurface
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placeCentered: true
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positionOffset: 0, 0.25
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- type: Machine
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board: HotplateMachineCircuitboard
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- type: Appearance
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- type: ContainerContainer
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containers:
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beakerSlot: !type:ContainerSlot
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machine_board: !type:Container
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machine_parts: !type:Container
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- type: GenericVisualizer
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visuals:
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enum.PowerDeviceVisuals.Powered:
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enum.PowerDeviceVisualLayers.Powered:
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enum.SolutionHeaterVisuals.IsOn:
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enum.SolutionHeaterVisuals.IsOn:
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True: { visible: true }
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False: { visible: false }
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