Files
tbd-station-14/Content.Client/Doors/DoorSystem.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* Spawning dummy objects has been replaced by PrototypeManager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

154 lines
5.5 KiB
C#

using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.SprayPainter.Prototypes;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Client.Doors;
public sealed class DoorSystem : SharedDoorSystem
{
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
{
var comp = ent.Comp;
comp.OpenSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.ClosedSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
comp.OpeningAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
},
},
},
};
comp.ClosingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
},
},
},
};
comp.EmaggingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
},
},
},
};
}
private void OnAppearanceChange(Entity<DoorComponent> entity, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<DoorState>(entity, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (AppearanceSystem.TryGetData<string>(entity, PaintableVisuals.Prototype, out var prototype, args.Component))
UpdateSpriteLayers((entity.Owner, args.Sprite), prototype);
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.AnimationKey))
_animationSystem.Stop(entity.Owner, DoorComponent.AnimationKey);
UpdateAppearanceForDoorState(entity, args.Sprite, state);
}
private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
{
_sprite.SetDrawDepth((entity.Owner, sprite), state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth);
switch (state)
{
case DoorState.Open:
foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
{
_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
}
return;
case DoorState.Closed:
foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
{
_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
}
return;
case DoorState.Opening:
if (entity.Comp.OpeningAnimationTime == 0.0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Closing:
if (entity.Comp.ClosingAnimationTime == 0.0 || entity.Comp.CurrentlyCrushing.Count != 0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Denying:
_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Emagging:
_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.AnimationKey);
return;
}
}
private void UpdateSpriteLayers(Entity<SpriteComponent> sprite, string targetProto)
{
if (!_prototypeManager.TryIndex(targetProto, out var target))
return;
if (!target.TryGetComponent(out SpriteComponent? targetSprite, _componentFactory))
return;
_sprite.SetBaseRsi(sprite.AsNullable(), targetSprite.BaseRSI);
}
}