* PaintableAirlockComponent and AirlockGroupPrototype have been replaced * Slightly redesigned SprayPainterSystem for greater versatility * Added handling of changes to the appearance of doors and storages * PaintableGroup prototypes have been created * Generating tabs with styles in the UI * Fix error with undiscovered layer * Slight improvement * Removed unnecessary property * The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed * Added canisters, but repainting doesn't work * Added localization to styles * Fix sprite changing * Added the ability to paint canisters * slight ui improvement * Fix yamllinter errors * Fix test * The UI now remembers which tab was open * Fix build (?) * Rename * Charges have been added to the spray painter * Added a charge texture for the spray painter * Now spray painter can paint decals * Increased number of charges * Spawning dummy objects has been replaced by PrototypeManager * added a signature about the painting of the object * fix * Code commenting * Fix upstream * Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * review * Now decals can only be painted if the corresponding tab in the menu is open. * Fixed a bug with pipe and decal tabs not being remembered * Update EntityStorageVisualizerSystem.cs * record * loc * Cleanup * Revert electrified visuals * more cleanup, fix charges, del ammo4 * no empty file, remove meta component * closet exceptions, storage visualizer fixes * enable/disable decal through alt-verb * Fix missed merge conflicts * fix snap offset, button event handlers * simpler order, fix snap loc string * Remove PaintableViz.BaseRSI, no decal item, A-Z * State-respecting UI, BUI updates, FTL fixes * revert DecalPlacerWindow changes * revert unwanted changes, cleanup function order * Limit SprayPainterAmmo write access to AmmoSystem * Remove PaintedSystem * spray paint ammo lathe recipe, youtool listing * category as a list, groups as subtabs * Restore inhand copyright in meta.json * empty spray painter, recipe produces an empty one * allow alpha on spray painter decals * add comments * paintable wall lockers * Restrict painting more objects * Suggested event changes, event cleanup * component comments, fix ammo inhands * uncleanable decals, dirty styles on mapinit * organize paintables, separate emergency/closet grp * fix categories newline at EOF * airlock group whitespace cleanup * realphabetize * Clean up EntityStorageViz merge conflict markers * Apply requested changes * Apply suggestions from sowelipililimute's review Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * betrayal most foul * Remove members from EntityPaintedEvent * No emerg. group, steelsec to secure, locker/closet * Enable repainting the medical wall locker * comments, no flags on PaintableVisuals * Remove locked variants from closets/wall closets * removable decals * off value consistency * can't paint away those bones * fix precedence * Remove AirlockDepartment, AirlockGroup protos Both unused. * whitelist consistency re: ammo component * add standing emergency closet styles * alphabetize the spray painter listings --------- Co-authored-by: Ertanic <black.ikra.14@gmail.com> Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com> Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
319 lines
11 KiB
C#
319 lines
11 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.SprayPainter.Components;
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using Content.Shared.SprayPainter.Prototypes;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Shared.SprayPainter;
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/// <summary>
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/// System for painting paintable objects using a spray painter.
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/// Pipes are handled serverside since AtmosPipeColorSystem is server only.
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/// </summary>
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public abstract class SharedSprayPainterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] protected readonly IPrototypeManager Proto = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedChargesSystem Charges = default!;
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[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SprayPainterComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SprayPainterComponent, SprayPainterDoAfterEvent>(OnPainterDoAfter);
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SubscribeLocalEvent<SprayPainterComponent, GetVerbsEvent<AlternativeVerb>>(OnPainterGetAltVerbs);
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SubscribeLocalEvent<PaintableComponent, InteractUsingEvent>(OnPaintableInteract);
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SubscribeLocalEvent<PaintedComponent, ExaminedEvent>(OnPainedExamined);
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Subs.BuiEvents<SprayPainterComponent>(SprayPainterUiKey.Key,
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subs =>
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{
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subs.Event<SprayPainterSetPaintableStyleMessage>(OnSetPaintable);
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subs.Event<SprayPainterSetPipeColorMessage>(OnSetPipeColor);
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subs.Event<SprayPainterTabChangedMessage>(OnTabChanged);
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subs.Event<SprayPainterSetDecalMessage>(OnSetDecal);
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subs.Event<SprayPainterSetDecalColorMessage>(OnSetDecalColor);
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subs.Event<SprayPainterSetDecalAngleMessage>(OnSetDecalAngle);
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subs.Event<SprayPainterSetDecalSnapMessage>(OnSetDecalSnap);
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});
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}
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private void OnMapInit(Entity<SprayPainterComponent> ent, ref MapInitEvent args)
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{
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bool stylesByGroupPopulated = false;
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foreach (var groupProto in Proto.EnumeratePrototypes<PaintableGroupPrototype>())
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{
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ent.Comp.StylesByGroup[groupProto.ID] = groupProto.DefaultStyle;
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stylesByGroupPopulated = true;
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}
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if (stylesByGroupPopulated)
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Dirty(ent);
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if (ent.Comp.ColorPalette.Count > 0)
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SetPipeColor(ent, ent.Comp.ColorPalette.First().Key);
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}
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private void SetPipeColor(Entity<SprayPainterComponent> ent, string? paletteKey)
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{
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if (paletteKey == null || paletteKey == ent.Comp.PickedColor)
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return;
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if (!ent.Comp.ColorPalette.ContainsKey(paletteKey))
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return;
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ent.Comp.PickedColor = paletteKey;
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Dirty(ent);
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UpdateUi(ent);
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}
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#region Interaction
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private void OnPainterDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (args.Args.Target is not { } target)
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return;
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if (!HasComp<PaintableComponent>(target))
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return;
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Appearance.SetData(target, PaintableVisuals.Prototype, args.Prototype);
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Audio.PlayPredicted(ent.Comp.SpraySound, ent, args.Args.User);
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Charges.TryUseCharges(new Entity<LimitedChargesComponent?>(ent, EnsureComp<LimitedChargesComponent>(ent)), args.Cost);
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var paintedComponent = EnsureComp<PaintedComponent>(target);
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paintedComponent.DryTime = _timing.CurTime + ent.Comp.FreshPaintDuration;
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Dirty(target, paintedComponent);
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var ev = new EntityPaintedEvent(
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User: args.User,
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Tool: ent,
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Prototype: args.Prototype,
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Group: args.Group);
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RaiseLocalEvent(target, ref ev);
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AdminLogger.Add(LogType.Action,
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LogImpact.Low,
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$"{ToPrettyString(args.Args.User):user} painted {ToPrettyString(args.Args.Target.Value):target}");
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args.Handled = true;
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}
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private void OnPainterGetAltVerbs(Entity<SprayPainterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.Using.HasValue)
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return;
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var user = args.User;
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AlternativeVerb verb = new()
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{
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Text = Loc.GetString("spray-painter-verb-toggle-decals"),
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Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
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Act = () => TogglePaintDecals(ent, user),
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Impact = LogImpact.Low
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};
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Toggles whether clicking on the floor paints a decal or not.
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/// </summary>
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private void TogglePaintDecals(Entity<SprayPainterComponent> ent, EntityUid user)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var pitch = 1.0f;
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switch (ent.Comp.DecalMode)
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{
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case DecalPaintMode.Off:
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default:
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ent.Comp.DecalMode = DecalPaintMode.Add;
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pitch = 1.0f;
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break;
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case DecalPaintMode.Add:
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ent.Comp.DecalMode = DecalPaintMode.Remove;
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pitch = 1.2f;
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break;
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case DecalPaintMode.Remove:
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ent.Comp.DecalMode = DecalPaintMode.Off;
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pitch = 0.8f;
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break;
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}
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Dirty(ent);
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// Make the machine beep.
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Audio.PlayPredicted(ent.Comp.SoundSwitchDecalMode, ent, user, ent.Comp.SoundSwitchDecalMode.Params.WithPitchScale(pitch));
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}
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/// <summary>
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/// Handles spray paint interactions with an object.
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/// An object must belong to a spray paintable group to be painted, and the painter must have sufficient ammo to paint it.
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/// </summary>
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private void OnPaintableInteract(Entity<PaintableComponent> ent, ref InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<SprayPainterComponent>(args.Used, out var painter))
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return;
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if (ent.Comp.Group is not { } group
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|| !painter.StylesByGroup.TryGetValue(group, out var selectedStyle)
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|| !Proto.TryIndex(group, out PaintableGroupPrototype? targetGroup))
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return;
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// Valid paint target.
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args.Handled = true;
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if (TryComp<LimitedChargesComponent>(args.Used, out var charges)
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&& charges.LastCharges < targetGroup.Cost)
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{
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var msg = Loc.GetString("spray-painter-interact-no-charges");
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_popup.PopupClient(msg, args.User, args.User);
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return;
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}
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if (!targetGroup.Styles.TryGetValue(selectedStyle, out var proto))
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{
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var msg = Loc.GetString("spray-painter-style-not-available");
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_popup.PopupClient(msg, args.User, args.User);
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return;
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}
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var doAfterEventArgs = new DoAfterArgs(EntityManager,
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args.User,
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targetGroup.Time,
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new SprayPainterDoAfterEvent(proto, group, targetGroup.Cost),
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args.Used,
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target: ent,
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used: args.Used)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = true,
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};
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if (!DoAfter.TryStartDoAfter(doAfterEventArgs, out _))
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return;
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// Log the attempt
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AdminLogger.Add(LogType.Action,
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LogImpact.Low,
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$"{ToPrettyString(args.User):user} is painting {ToPrettyString(ent):target} to '{selectedStyle}' at {Transform(ent).Coordinates:targetlocation}");
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}
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/// <summary>
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/// Prints out if an object has been painted recently.
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/// </summary>
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private void OnPainedExamined(Entity<PaintedComponent> ent, ref ExaminedEvent args)
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{
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// If the paint's dried, it isn't detectable.
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if (_timing.CurTime > ent.Comp.DryTime)
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return;
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args.PushText(Loc.GetString("spray-painter-on-examined-painted-message"));
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}
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#endregion Interaction
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#region UI
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/// <summary>
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/// Sets the style that a particular type of paintable object (e.g. lockers) should be painted in.
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/// </summary>
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private void OnSetPaintable(Entity<SprayPainterComponent> ent, ref SprayPainterSetPaintableStyleMessage args)
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{
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if (!ent.Comp.StylesByGroup.ContainsKey(args.Group))
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return;
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ent.Comp.StylesByGroup[args.Group] = args.Style;
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Dirty(ent);
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UpdateUi(ent);
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}
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/// <summary>
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/// Changes the color to paint pipes in.
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/// </summary>
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private void OnSetPipeColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetPipeColorMessage args)
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{
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SetPipeColor(ent, args.Key);
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}
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/// <summary>
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/// Tracks the tab the spray painter was on.
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/// </summary>
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private void OnTabChanged(Entity<SprayPainterComponent> ent, ref SprayPainterTabChangedMessage args)
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{
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ent.Comp.SelectedTab = args.Index;
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Dirty(ent);
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}
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/// <summary>
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/// Sets the decal prototype to paint.
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/// </summary>
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private void OnSetDecal(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalMessage args)
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{
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ent.Comp.SelectedDecal = args.DecalPrototype;
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Dirty(ent);
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UpdateUi(ent);
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}
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/// <summary>
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/// Sets the angle to paint decals at.
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/// </summary>
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private void OnSetDecalAngle(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalAngleMessage args)
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{
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ent.Comp.SelectedDecalAngle = args.Angle;
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Dirty(ent);
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UpdateUi(ent);
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}
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/// <summary>
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/// Enables or disables snap-to-grid when painting decals.
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/// </summary>
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private void OnSetDecalSnap(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalSnapMessage args)
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{
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ent.Comp.SnapDecals = args.Snap;
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Dirty(ent);
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UpdateUi(ent);
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}
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/// <summary>
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/// Sets the decal to paint on the ground.
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/// </summary>
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private void OnSetDecalColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalColorMessage args)
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{
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ent.Comp.SelectedDecalColor = args.Color;
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Dirty(ent);
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UpdateUi(ent);
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}
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protected virtual void UpdateUi(Entity<SprayPainterComponent> ent)
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{
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}
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#endregion
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}
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