Files
tbd-station-14/Content.Server/SprayPainter/SprayPainterSystem.cs
nikthechampiongr 362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00

69 lines
2.2 KiB
C#

using Content.Server.Atmos.Piping.Components;
using Content.Server.Atmos.Piping.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.SprayPainter;
using Content.Shared.SprayPainter.Components;
namespace Content.Server.SprayPainter;
/// <summary>
/// Handles spraying pipes using a spray painter.
/// Airlocks are handled in shared.
/// </summary>
public sealed class SprayPainterSystem : SharedSprayPainterSystem
{
[Dependency] private readonly AtmosPipeColorSystem _pipeColor = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SprayPainterComponent, SprayPainterPipeDoAfterEvent>(OnPipeDoAfter);
SubscribeLocalEvent<AtmosPipeColorComponent, InteractUsingEvent>(OnPipeInteract);
}
private void OnPipeDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterPipeDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (args.Args.Target is not {} target)
return;
if (!TryComp<AtmosPipeColorComponent>(target, out var color))
return;
Audio.PlayPvs(ent.Comp.SpraySound, ent);
_pipeColor.SetColor(target, color, args.Color);
args.Handled = true;
}
private void OnPipeInteract(Entity<AtmosPipeColorComponent> ent, ref InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp<SprayPainterComponent>(args.Used, out var painter) || painter.PickedColor is not {} colorName)
return;
if (!painter.ColorPalette.TryGetValue(colorName, out var color))
return;
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, painter.PipeSprayTime, new SprayPainterPipeDoAfterEvent(color), args.Used, target: ent, used: args.Used)
{
BreakOnMove = true,
BreakOnDamage = true,
CancelDuplicate = true,
// multiple pipes can be sprayed at once just not the same one
DuplicateCondition = DuplicateConditions.SameTarget,
NeedHand = true
};
args.Handled = DoAfter.TryStartDoAfter(doAfterEventArgs);
}
}