6
2025-08-13 15:03:01 +03:00

63 lines
2.2 KiB
C#

using Content.Server.Power.Components;
using Content.Shared.Placeable;
using Content.Shared.Temperature;
using Content.Shared.Temperature.Components;
using Content.Shared.Temperature.Systems;
namespace Content.Server.Temperature.Systems;
/// <summary>
/// Handles the server-only parts of <see cref="SharedEntityHeaterSystem"/>
/// </summary>
public sealed class EntityHeaterSystem : SharedEntityHeaterSystem
{
[Dependency] private readonly TemperatureSystem _temperature = default!;
public override void Initialize()
{
base.Initialize();
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 _, out var heater, out var placer, out var power)) // Frontier: _<var heater
{
if (!power.Powered)
continue;
// 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 - heater.PassivePower) * deltaTime; // Frontier: subtract PassivePower
foreach (var ent in placer.PlacedEntities)
{
_temperature.ChangeHeat(ent, energy);
}
}
}
/// <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)
{
base.ChangeSetting(ent, setting, user);
if (!TryComp<ApcPowerReceiverComponent>(ent, out var power))
return;
power.Load = SettingPower(setting, ent.Comp.Power);
}
}