* 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for the spray painter * Now spray painter can paint decals * Increased number of charges * Spawning dummy objects has been replaced by PrototypeManager * added a signature about the painting of the object * fix * Code commenting * Fix upstream * Update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>
130 lines
4.4 KiB
C#
130 lines
4.4 KiB
C#
using System.Linq;
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using Content.Client.Items;
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using Content.Client.Message;
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using Content.Client.Stylesheets;
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using Content.Shared.Decals;
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using Content.Shared.SprayPainter;
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using Content.Shared.SprayPainter.Components;
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using Content.Shared.SprayPainter.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.SprayPainter;
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/// <summary>
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/// Client-side spray painter functions. Caches information for spray painter windows and updates the UI to reflect component state.
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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 UserInterfaceSystem _ui = default!;
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public List<SprayPainterDecalEntry> Decals = [];
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public Dictionary<string, List<string>> PaintableGroupsByCategory = new();
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public Dictionary<string, Dictionary<string, EntProtoId>> PaintableStylesByGroup = new();
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public override void Initialize()
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{
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base.Initialize();
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Subs.ItemStatus<SprayPainterComponent>(ent => new StatusControl(ent));
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SubscribeLocalEvent<SprayPainterComponent, AfterAutoHandleStateEvent>(OnStateUpdate);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
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CachePrototypes();
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}
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private void OnStateUpdate(Entity<SprayPainterComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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UpdateUi(ent);
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}
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protected override void UpdateUi(Entity<SprayPainterComponent> ent)
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{
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if (_ui.TryGetOpenUi(ent.Owner, SprayPainterUiKey.Key, out var bui))
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bui.Update();
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}
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private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
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{
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if (!args.WasModified<PaintableGroupCategoryPrototype>() || !args.WasModified<PaintableGroupPrototype>() || !args.WasModified<DecalPrototype>())
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return;
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CachePrototypes();
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}
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private void CachePrototypes()
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{
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PaintableGroupsByCategory.Clear();
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PaintableStylesByGroup.Clear();
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foreach (var category in Proto.EnumeratePrototypes<PaintableGroupCategoryPrototype>().OrderBy(x => x.ID))
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{
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var groupList = new List<string>();
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foreach (var groupId in category.Groups)
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{
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if (!Proto.TryIndex(groupId, out var group))
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continue;
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groupList.Add(groupId);
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PaintableStylesByGroup[groupId] = group.Styles;
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}
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if (groupList.Count > 0)
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PaintableGroupsByCategory[category.ID] = groupList;
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}
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Decals.Clear();
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foreach (var decalPrototype in Proto.EnumeratePrototypes<DecalPrototype>().OrderBy(x => x.ID))
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{
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if (!decalPrototype.Tags.Contains("station")
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&& !decalPrototype.Tags.Contains("markings")
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|| decalPrototype.Tags.Contains("dirty"))
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continue;
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Decals.Add(new SprayPainterDecalEntry(decalPrototype.ID, decalPrototype.Sprite));
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}
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}
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private sealed class StatusControl : Control
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{
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private readonly RichTextLabel _label;
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private readonly Entity<SprayPainterComponent> _entity;
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private DecalPaintMode? _lastPaintingDecals = null;
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public StatusControl(Entity<SprayPainterComponent> ent)
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{
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_entity = ent;
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_label = new RichTextLabel { StyleClasses = { StyleNano.StyleClassItemStatus } };
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AddChild(_label);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (_entity.Comp.DecalMode == _lastPaintingDecals)
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return;
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_lastPaintingDecals = _entity.Comp.DecalMode;
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string modeLocString = _entity.Comp.DecalMode switch
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{
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DecalPaintMode.Add => "spray-painter-item-status-add",
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DecalPaintMode.Remove => "spray-painter-item-status-remove",
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_ => "spray-painter-item-status-off"
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};
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_label.SetMarkupPermissive(Robust.Shared.Localization.Loc.GetString("spray-painter-item-status-label",
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("mode", Robust.Shared.Localization.Loc.GetString(modeLocString))));
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}
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}
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}
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/// <summary>
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/// A spray paintable decal, mapped by ID.
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/// </summary>
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public sealed record SprayPainterDecalEntry(string Name, SpriteSpecifier Sprite);
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