* 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for the spray painter * Now spray painter can paint decals * Increased number of charges * Spawning dummy objects has been replaced by PrototypeManager * added a signature about the painting of the object * fix * Code commenting * Fix upstream * Update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>
63 lines
2.1 KiB
C#
63 lines
2.1 KiB
C#
using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.SprayPainter.Components;
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namespace Content.Shared.SprayPainter;
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/// <summary>
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/// The system handles interactions with spray painter ammo.
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/// </summary>
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public sealed class SprayPainterAmmoSystem : EntitySystem
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{
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[Dependency] private readonly SharedChargesSystem _charges = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SprayPainterAmmoComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SprayPainterAmmoComponent, AfterInteractEvent>(OnAfterInteract);
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}
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private void OnAfterInteract(Entity<SprayPainterAmmoComponent> ent, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (args.Target is not { Valid: true } target ||
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!HasComp<SprayPainterComponent>(target) ||
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!TryComp<LimitedChargesComponent>(target, out var charges))
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return;
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var user = args.User;
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args.Handled = true;
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var count = Math.Min(charges.MaxCharges - charges.LastCharges, ent.Comp.Charges);
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if (count <= 0)
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{
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_popup.PopupClient(Loc.GetString("spray-painter-ammo-after-interact-full"), target, user);
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return;
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}
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_popup.PopupClient(Loc.GetString("spray-painter-ammo-after-interact-refilled"), target, user);
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_charges.AddCharges(target, count);
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ent.Comp.Charges -= count;
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Dirty(ent, ent.Comp);
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if (ent.Comp.Charges <= 0)
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PredictedQueueDel(ent.Owner);
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}
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private void OnExamine(Entity<SprayPainterAmmoComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var examineMessage = Loc.GetString("rcd-ammo-component-on-examine", ("charges", ent.Comp.Charges));
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args.PushText(examineMessage);
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}
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}
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