spray painter rework (#23287)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace * add departments to doors, cleanup * add style -> departments mapping * AirlockDepartmentsPrototype * update shared spray stuff to have department * name file the same as the class name * department optional * refactor spray painter system + send department * fixy * client * no need to rewrite ActivateableUi * pro ops * the reckoning * hiss * . * :trollface: * add standard atmos colors to palette * Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,11 +1,24 @@
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using Content.Shared.Roles;
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using Content.Shared.SprayPainter.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Server.SprayPainter;
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namespace Content.Shared.SprayPainter.Components;
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class PaintableAirlockComponent : Component
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{
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[DataField("group", customTypeSerializer:typeof(PrototypeIdSerializer<AirlockGroupPrototype>))]
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public string Group = default!;
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/// <summary>
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/// Group of styles this airlock can be painted with, e.g. glass, standard or external.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public ProtoId<AirlockGroupPrototype> Group = string.Empty;
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/// <summary>
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/// Department this airlock is painted as, or none.
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/// Must be specified in prototypes for turf war to work.
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/// To better catch any mistakes, you need to explicitly state a non-styled airlock has a null department.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public ProtoId<DepartmentPrototype>? Department;
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}
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