Files
tbd-station-14/Content.Shared/Doors/Components/DoorComponent.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* Spawning dummy objects has been replaced by PrototypeManager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

329 lines
9.5 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Doors.Systems;
using Content.Shared.Tools;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Timing;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
namespace Content.Shared.Doors.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class DoorComponent : Component
{
/// <summary>
/// The current state of the door -- whether it is open, closed, opening, or closing.
/// </summary>
/// <remarks>
/// This should never be set directly, use <see cref="SharedDoorSystem.SetState(EntityUid, DoorState, DoorComponent?)"/> instead.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
[Access(typeof(SharedDoorSystem))]
public DoorState State = DoorState.Closed;
#region Timing
// if you want do dynamically adjust these times, you need to add networking for them. So for now, they are all
// read-only.
/// <summary>
/// Closing time until impassable. Total time is this plus <see cref="CloseTimeTwo"/>.
/// </summary>
[DataField]
public TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f);
/// <summary>
/// Closing time until fully closed. Total time is this plus <see cref="CloseTimeOne"/>.
/// </summary>
[DataField]
public TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f);
/// <summary>
/// Opening time until passable. Total time is this plus <see cref="OpenTimeTwo"/>.
/// </summary>
[DataField]
public TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f);
/// <summary>
/// Opening time until fully open. Total time is this plus <see cref="OpenTimeOne"/>.
/// </summary>
[DataField]
public TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f);
/// <summary>
/// Interval between deny sounds & visuals;
/// </summary>
[DataField]
public TimeSpan DenyDuration = TimeSpan.FromSeconds(0.45f);
[DataField]
public TimeSpan EmagDuration = TimeSpan.FromSeconds(0.8f);
/// <summary>
/// When the door is active, this is the time when the state will next update.
/// </summary>
[AutoNetworkedField, ViewVariables]
public TimeSpan? NextStateChange;
/// <summary>
/// Whether the door is currently partially closed or open. I.e., when the door is "closing" and is already opaque,
/// but not yet actually closed.
/// </summary>
[DataField, AutoNetworkedField]
public bool Partial;
#endregion
#region Sounds
/// <summary>
/// Sound to play when the door opens.
/// </summary>
[DataField("openSound")]
public SoundSpecifier? OpenSound;
/// <summary>
/// Sound to play when the door closes.
/// </summary>
[DataField("closeSound")]
public SoundSpecifier? CloseSound;
/// <summary>
/// Sound to play if the door is denied.
/// </summary>
[DataField("denySound")]
public SoundSpecifier? DenySound;
/// <summary>
/// Sound to play when door has been emagged or possibly electrically tampered
/// </summary>
[DataField("sparkSound")]
public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
#endregion
#region Crushing
/// <summary>
/// This is how long a door-crush will stun you. This also determines how long it takes the door to open up
/// again. Total stun time is actually given by this plus <see cref="OpenTimeOne"/>.
/// </summary>
[DataField]
public TimeSpan DoorStunTime = TimeSpan.FromSeconds(2f);
[DataField]
public DamageSpecifier? CrushDamage;
/// <summary>
/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
/// stun, not whether it can close despite entities being in the way.
/// </summary>
[DataField, AutoNetworkedField]
public bool CanCrush = true;
/// <summary>
/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
/// </summary>
[DataField, AutoNetworkedField]
public bool PerformCollisionCheck = true;
/// <summary>
/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
/// </summary>
[DataField, AutoNetworkedField]
public HashSet<EntityUid> CurrentlyCrushing = new();
#endregion
#region Graphics
/// <summary>
/// The key used when playing door opening/closing/emagging/deny animations.
/// </summary>
public const string AnimationKey = "door_animation";
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public string OpenSpriteState = "open";
/// <summary>
/// The sprite states used for the door while it's open.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public List<(DoorVisualLayers, string)> OpenSpriteStates = default!;
/// <summary>
/// The sprite state used for the door when it's closed.
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public string ClosedSpriteState = "closed";
/// <summary>
/// The sprite states used for the door while it's closed.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public List<(DoorVisualLayers, string)> ClosedSpriteStates = default!;
/// <summary>
/// The sprite state used for the door when it's opening.
/// </summary>
[DataField]
public string OpeningSpriteState = "opening";
/// <summary>
/// The sprite state used for the door when it's closing.
/// </summary>
[DataField]
public string ClosingSpriteState = "closing";
/// <summary>
/// The sprite state used for the door when it's being emagged.
/// </summary>
[DataField]
public string EmaggingSpriteState = "sparks";
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField]
public float OpeningAnimationTime = 0.8f;
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField]
public float ClosingAnimationTime = 0.8f;
/// <summary>
/// The sprite state used for the door when it's open.
/// </summary>
[DataField]
public float EmaggingAnimationTime = 1.5f;
/// <summary>
/// The animation used when the door opens.
/// </summary>
public object OpeningAnimation = default!;
/// <summary>
/// The animation used when the door closes.
/// </summary>
public object ClosingAnimation = default!;
/// <summary>
/// The animation used when the door denies access.
/// </summary>
public object DenyingAnimation = default!;
/// <summary>
/// The animation used when the door is emagged.
/// </summary>
public object EmaggingAnimation = default!;
#endregion Graphics
#region Serialization
/// <summary>
/// Time until next state change. Because apparently <see cref="IGameTiming.CurTime"/> might not get saved/restored.
/// </summary>
[DataField]
private float? SecondsUntilStateChange
{
[UsedImplicitly]
get
{
if (NextStateChange == null)
{
return null;
}
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
return (float)(NextStateChange.Value - curTime).TotalSeconds;
}
set
{
if (value == null || value.Value > 0)
return;
NextStateChange = IoCManager.Resolve<IGameTiming>().CurTime + TimeSpan.FromSeconds(value.Value);
}
}
#endregion
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool CanPry = true;
[DataField]
public ProtoId<ToolQualityPrototype> PryingQuality = "Prying";
/// <summary>
/// Default time that the door should take to pry open.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float PryTime = 1.5f;
[DataField]
public bool ChangeAirtight = true;
/// <summary>
/// Whether the door blocks light.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool Occludes = true;
/// <summary>
/// Whether the door will open when it is bumped into.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool BumpOpen = true;
/// <summary>
/// Whether the door will open when it is activated or clicked.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool ClickOpen = true;
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int OpenDrawDepth = (int) DrawDepth.DrawDepth.Doors;
[DataField(customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
public int ClosedDrawDepth = (int) DrawDepth.DrawDepth.Doors;
}
[Serializable, NetSerializable]
public enum DoorState : byte
{
Closed,
Closing,
Open,
Opening,
Welded,
Denying,
Emagging
}
[Serializable, NetSerializable]
public enum DoorVisuals : byte
{
State,
BoltLights,
EmergencyLights,
ClosedLights,
}
public enum DoorVisualLayers : byte
{
Base,
BaseUnlit,
BaseBolted,
BaseEmergencyAccess,
}