Files
tbd-station-14/Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
Whatstone 9ad99cfa64 Make more objects spray paintable (Reviving #31328) (#37341)
* 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* Spawning dummy objects has been replaced by PrototypeManager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>
2025-07-10 20:36:57 -04:00

319 lines
11 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.SprayPainter.Components;
using Content.Shared.SprayPainter.Prototypes;
using Content.Shared.Verbs;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.SprayPainter;
/// <summary>
/// System for painting paintable objects using a spray painter.
/// Pipes are handled serverside since AtmosPipeColorSystem is server only.
/// </summary>
public abstract class SharedSprayPainterSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] protected readonly IPrototypeManager Proto = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedChargesSystem Charges = default!;
[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SprayPainterComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SprayPainterComponent, SprayPainterDoAfterEvent>(OnPainterDoAfter);
SubscribeLocalEvent<SprayPainterComponent, GetVerbsEvent<AlternativeVerb>>(OnPainterGetAltVerbs);
SubscribeLocalEvent<PaintableComponent, InteractUsingEvent>(OnPaintableInteract);
SubscribeLocalEvent<PaintedComponent, ExaminedEvent>(OnPainedExamined);
Subs.BuiEvents<SprayPainterComponent>(SprayPainterUiKey.Key,
subs =>
{
subs.Event<SprayPainterSetPaintableStyleMessage>(OnSetPaintable);
subs.Event<SprayPainterSetPipeColorMessage>(OnSetPipeColor);
subs.Event<SprayPainterTabChangedMessage>(OnTabChanged);
subs.Event<SprayPainterSetDecalMessage>(OnSetDecal);
subs.Event<SprayPainterSetDecalColorMessage>(OnSetDecalColor);
subs.Event<SprayPainterSetDecalAngleMessage>(OnSetDecalAngle);
subs.Event<SprayPainterSetDecalSnapMessage>(OnSetDecalSnap);
});
}
private void OnMapInit(Entity<SprayPainterComponent> ent, ref MapInitEvent args)
{
bool stylesByGroupPopulated = false;
foreach (var groupProto in Proto.EnumeratePrototypes<PaintableGroupPrototype>())
{
ent.Comp.StylesByGroup[groupProto.ID] = groupProto.DefaultStyle;
stylesByGroupPopulated = true;
}
if (stylesByGroupPopulated)
Dirty(ent);
if (ent.Comp.ColorPalette.Count > 0)
SetPipeColor(ent, ent.Comp.ColorPalette.First().Key);
}
private void SetPipeColor(Entity<SprayPainterComponent> ent, string? paletteKey)
{
if (paletteKey == null || paletteKey == ent.Comp.PickedColor)
return;
if (!ent.Comp.ColorPalette.ContainsKey(paletteKey))
return;
ent.Comp.PickedColor = paletteKey;
Dirty(ent);
UpdateUi(ent);
}
#region Interaction
private void OnPainterDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (args.Args.Target is not { } target)
return;
if (!HasComp<PaintableComponent>(target))
return;
Appearance.SetData(target, PaintableVisuals.Prototype, args.Prototype);
Audio.PlayPredicted(ent.Comp.SpraySound, ent, args.Args.User);
Charges.TryUseCharges(new Entity<LimitedChargesComponent?>(ent, EnsureComp<LimitedChargesComponent>(ent)), args.Cost);
var paintedComponent = EnsureComp<PaintedComponent>(target);
paintedComponent.DryTime = _timing.CurTime + ent.Comp.FreshPaintDuration;
Dirty(target, paintedComponent);
var ev = new EntityPaintedEvent(
User: args.User,
Tool: ent,
Prototype: args.Prototype,
Group: args.Group);
RaiseLocalEvent(target, ref ev);
AdminLogger.Add(LogType.Action,
LogImpact.Low,
$"{ToPrettyString(args.Args.User):user} painted {ToPrettyString(args.Args.Target.Value):target}");
args.Handled = true;
}
private void OnPainterGetAltVerbs(Entity<SprayPainterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !args.Using.HasValue)
return;
var user = args.User;
AlternativeVerb verb = new()
{
Text = Loc.GetString("spray-painter-verb-toggle-decals"),
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
Act = () => TogglePaintDecals(ent, user),
Impact = LogImpact.Low
};
args.Verbs.Add(verb);
}
/// <summary>
/// Toggles whether clicking on the floor paints a decal or not.
/// </summary>
private void TogglePaintDecals(Entity<SprayPainterComponent> ent, EntityUid user)
{
if (!_timing.IsFirstTimePredicted)
return;
var pitch = 1.0f;
switch (ent.Comp.DecalMode)
{
case DecalPaintMode.Off:
default:
ent.Comp.DecalMode = DecalPaintMode.Add;
pitch = 1.0f;
break;
case DecalPaintMode.Add:
ent.Comp.DecalMode = DecalPaintMode.Remove;
pitch = 1.2f;
break;
case DecalPaintMode.Remove:
ent.Comp.DecalMode = DecalPaintMode.Off;
pitch = 0.8f;
break;
}
Dirty(ent);
// Make the machine beep.
Audio.PlayPredicted(ent.Comp.SoundSwitchDecalMode, ent, user, ent.Comp.SoundSwitchDecalMode.Params.WithPitchScale(pitch));
}
/// <summary>
/// Handles spray paint interactions with an object.
/// An object must belong to a spray paintable group to be painted, and the painter must have sufficient ammo to paint it.
/// </summary>
private void OnPaintableInteract(Entity<PaintableComponent> ent, ref InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp<SprayPainterComponent>(args.Used, out var painter))
return;
if (ent.Comp.Group is not { } group
|| !painter.StylesByGroup.TryGetValue(group, out var selectedStyle)
|| !Proto.TryIndex(group, out PaintableGroupPrototype? targetGroup))
return;
// Valid paint target.
args.Handled = true;
if (TryComp<LimitedChargesComponent>(args.Used, out var charges)
&& charges.LastCharges < targetGroup.Cost)
{
var msg = Loc.GetString("spray-painter-interact-no-charges");
_popup.PopupClient(msg, args.User, args.User);
return;
}
if (!targetGroup.Styles.TryGetValue(selectedStyle, out var proto))
{
var msg = Loc.GetString("spray-painter-style-not-available");
_popup.PopupClient(msg, args.User, args.User);
return;
}
var doAfterEventArgs = new DoAfterArgs(EntityManager,
args.User,
targetGroup.Time,
new SprayPainterDoAfterEvent(proto, group, targetGroup.Cost),
args.Used,
target: ent,
used: args.Used)
{
BreakOnMove = true,
BreakOnDamage = true,
NeedHand = true,
};
if (!DoAfter.TryStartDoAfter(doAfterEventArgs, out _))
return;
// Log the attempt
AdminLogger.Add(LogType.Action,
LogImpact.Low,
$"{ToPrettyString(args.User):user} is painting {ToPrettyString(ent):target} to '{selectedStyle}' at {Transform(ent).Coordinates:targetlocation}");
}
/// <summary>
/// Prints out if an object has been painted recently.
/// </summary>
private void OnPainedExamined(Entity<PaintedComponent> ent, ref ExaminedEvent args)
{
// If the paint's dried, it isn't detectable.
if (_timing.CurTime > ent.Comp.DryTime)
return;
args.PushText(Loc.GetString("spray-painter-on-examined-painted-message"));
}
#endregion Interaction
#region UI
/// <summary>
/// Sets the style that a particular type of paintable object (e.g. lockers) should be painted in.
/// </summary>
private void OnSetPaintable(Entity<SprayPainterComponent> ent, ref SprayPainterSetPaintableStyleMessage args)
{
if (!ent.Comp.StylesByGroup.ContainsKey(args.Group))
return;
ent.Comp.StylesByGroup[args.Group] = args.Style;
Dirty(ent);
UpdateUi(ent);
}
/// <summary>
/// Changes the color to paint pipes in.
/// </summary>
private void OnSetPipeColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetPipeColorMessage args)
{
SetPipeColor(ent, args.Key);
}
/// <summary>
/// Tracks the tab the spray painter was on.
/// </summary>
private void OnTabChanged(Entity<SprayPainterComponent> ent, ref SprayPainterTabChangedMessage args)
{
ent.Comp.SelectedTab = args.Index;
Dirty(ent);
}
/// <summary>
/// Sets the decal prototype to paint.
/// </summary>
private void OnSetDecal(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalMessage args)
{
ent.Comp.SelectedDecal = args.DecalPrototype;
Dirty(ent);
UpdateUi(ent);
}
/// <summary>
/// Sets the angle to paint decals at.
/// </summary>
private void OnSetDecalAngle(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalAngleMessage args)
{
ent.Comp.SelectedDecalAngle = args.Angle;
Dirty(ent);
UpdateUi(ent);
}
/// <summary>
/// Enables or disables snap-to-grid when painting decals.
/// </summary>
private void OnSetDecalSnap(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalSnapMessage args)
{
ent.Comp.SnapDecals = args.Snap;
Dirty(ent);
UpdateUi(ent);
}
/// <summary>
/// Sets the decal to paint on the ground.
/// </summary>
private void OnSetDecalColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalColorMessage args)
{
ent.Comp.SelectedDecalColor = args.Color;
Dirty(ent);
UpdateUi(ent);
}
protected virtual void UpdateUi(Entity<SprayPainterComponent> ent)
{
}
#endregion
}