revert: remove unused GolemHeat feature

Wylab doesn't have playable golem species - only hostile Flesh Golems.
This code does nothing without the GolemHeatComponent on entities.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
2025-12-17 00:16:45 +01:00
committed by Codex
parent f358028232
commit 3748846615
2 changed files with 0 additions and 63 deletions
@@ -1,6 +0,0 @@
namespace Content.Server._WL.Nutrition.Components;
[RegisterComponent]
public sealed partial class GolemHeatComponent : Component
{
}
@@ -1,57 +0,0 @@
using Content.Server._WL.Nutrition.Components;
using Content.Server.Temperature.Components;
using Content.Server.Temperature.Systems;
using Content.Shared.Body.Systems;
using Content.Shared.Temperature.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using JetBrains.Annotations;
namespace Content.Server._WL.Nutrition.Systems;
[UsedImplicitly]
public sealed class GolemHeatSystem : EntitySystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IEntitySystemManager _systemManager = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedBodySystem _bodySystem = default!;
private const int HeatChangeAmount = 4000;
private const float SprintSpeed = 3.24f;
private const float WalkSpeed = 1.8f;
private const int Acceleration = 20;
private void ChangeGolemHeat(EntityUid uid)
{
if (!_entityManager.TryGetComponent(uid, out HungerComponent? hungerComponent))
return;
if (hungerComponent.CurrentThreshold != HungerThreshold.Overfed)
{
_bodySystem.UpdateMovementSpeed(uid);
return;
}
if (!TryComp(uid, out TemperatureComponent? temperatureComponent))
return;
var temperatureSystem = _systemManager.GetEntitySystem<TemperatureSystem>();
temperatureSystem.ChangeHeat(uid, HeatChangeAmount, true, temperatureComponent);
var movementSpeed = EnsureComp<MovementSpeedModifierComponent>(uid);
_movement.ChangeBaseSpeed(uid, WalkSpeed, SprintSpeed, Acceleration, movementSpeed);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<GolemHeatComponent>();
while (query.MoveNext(out var uid, out var comp))
{
ChangeGolemHeat(uid);
}
}
}