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