# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
319 lines
11 KiB
C#
319 lines
11 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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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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using Content.Shared.SprayPainter.Prototypes;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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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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using System.Linq;
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namespace Content.Shared.SprayPainter;
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/// <summary>
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/// System for painting paintable objects using a spray painter.
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/// Pipes are handled serverside since AtmosPipeColorSystem is server only.
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/// </summary>
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public abstract class SharedSprayPainterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] protected readonly IPrototypeManager Proto = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedChargesSystem Charges = default!;
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[Dependency] protected readonly SharedDoAfterSystem DoAfter = 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<SprayPainterComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SprayPainterComponent, SprayPainterDoAfterEvent>(OnPainterDoAfter);
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SubscribeLocalEvent<SprayPainterComponent, GetVerbsEvent<AlternativeVerb>>(OnPainterGetAltVerbs);
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SubscribeLocalEvent<PaintableComponent, InteractUsingEvent>(OnPaintableInteract);
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SubscribeLocalEvent<PaintedComponent, ExaminedEvent>(OnPainedExamined);
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Subs.BuiEvents<SprayPainterComponent>(SprayPainterUiKey.Key,
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subs =>
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{
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subs.Event<SprayPainterSetPaintableStyleMessage>(OnSetPaintable);
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subs.Event<SprayPainterSetPipeColorMessage>(OnSetPipeColor);
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subs.Event<SprayPainterTabChangedMessage>(OnTabChanged);
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subs.Event<SprayPainterSetDecalMessage>(OnSetDecal);
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subs.Event<SprayPainterSetDecalColorMessage>(OnSetDecalColor);
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subs.Event<SprayPainterSetDecalAngleMessage>(OnSetDecalAngle);
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subs.Event<SprayPainterSetDecalSnapMessage>(OnSetDecalSnap);
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});
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}
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private void OnMapInit(Entity<SprayPainterComponent> ent, ref MapInitEvent args)
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{
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bool stylesByGroupPopulated = false;
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foreach (var groupProto in Proto.EnumeratePrototypes<PaintableGroupPrototype>())
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{
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ent.Comp.StylesByGroup[groupProto.ID] = groupProto.DefaultStyle;
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stylesByGroupPopulated = true;
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}
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if (stylesByGroupPopulated)
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Dirty(ent);
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if (ent.Comp.ColorPalette.Count > 0)
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SetPipeColor(ent, ent.Comp.ColorPalette.First().Key);
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}
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private void SetPipeColor(Entity<SprayPainterComponent> ent, string? paletteKey)
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{
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if (paletteKey == null || paletteKey == ent.Comp.PickedColor)
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return;
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if (!ent.Comp.ColorPalette.ContainsKey(paletteKey))
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return;
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ent.Comp.PickedColor = paletteKey;
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Dirty(ent);
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UpdateUi(ent);
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}
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#region Interaction
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private void OnPainterDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterDoAfterEvent 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 (!HasComp<PaintableComponent>(target))
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return;
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Appearance.SetData(target, PaintableVisuals.Prototype, args.Prototype);
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Audio.PlayPredicted(ent.Comp.SpraySound, ent, args.Args.User);
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Charges.TryUseCharges(new Entity<LimitedChargesComponent?>(ent, EnsureComp<LimitedChargesComponent>(ent)), args.Cost);
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var paintedComponent = EnsureComp<PaintedComponent>(target);
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paintedComponent.DryTime = _timing.CurTime + ent.Comp.FreshPaintDuration;
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Dirty(target, paintedComponent);
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var ev = new EntityPaintedEvent(
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User: args.User,
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Tool: ent,
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Prototype: args.Prototype,
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Group: args.Group);
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RaiseLocalEvent(target, ref ev);
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AdminLogger.Add(LogType.Action,
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LogImpact.Low,
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$"{ToPrettyString(args.Args.User):user} painted {ToPrettyString(args.Args.Target.Value):target}");
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args.Handled = true;
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}
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private void OnPainterGetAltVerbs(Entity<SprayPainterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !args.Using.HasValue)
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return;
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var user = args.User;
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AlternativeVerb verb = new()
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{
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Text = Loc.GetString("spray-painter-verb-toggle-decals"),
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Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
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Act = () => TogglePaintDecals(ent, user),
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Impact = LogImpact.Low
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};
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Toggles whether clicking on the floor paints a decal or not.
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/// </summary>
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private void TogglePaintDecals(Entity<SprayPainterComponent> ent, EntityUid user)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var pitch = 1.0f;
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switch (ent.Comp.DecalMode)
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{
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case DecalPaintMode.Off:
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default:
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ent.Comp.DecalMode = DecalPaintMode.Add;
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pitch = 1.0f;
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break;
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case DecalPaintMode.Add:
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ent.Comp.DecalMode = DecalPaintMode.Remove;
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pitch = 1.2f;
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break;
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case DecalPaintMode.Remove:
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ent.Comp.DecalMode = DecalPaintMode.Off;
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pitch = 0.8f;
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break;
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}
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Dirty(ent);
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// Make the machine beep.
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Audio.PlayPredicted(ent.Comp.SoundSwitchDecalMode, ent, user, ent.Comp.SoundSwitchDecalMode.Params.WithPitchScale(pitch));
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}
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/// <summary>
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/// Handles spray paint interactions with an object.
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/// An object must belong to a spray paintable group to be painted, and the painter must have sufficient ammo to paint it.
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/// </summary>
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private void OnPaintableInteract(Entity<PaintableComponent> 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))
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return;
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if (ent.Comp.Group is not { } group
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|| !painter.StylesByGroup.TryGetValue(group, out var selectedStyle)
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|| !Proto.Resolve(group, out PaintableGroupPrototype? targetGroup))
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return;
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// Valid paint target.
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args.Handled = true;
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if (TryComp<LimitedChargesComponent>(args.Used, out var charges)
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&& Charges.GetCurrentCharges((args.Used, charges)) < targetGroup.Cost)
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{
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var msg = Loc.GetString("spray-painter-interact-no-charges");
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_popup.PopupClient(msg, args.User, args.User);
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return;
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}
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if (!targetGroup.Styles.TryGetValue(selectedStyle, out var proto))
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{
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var msg = Loc.GetString("spray-painter-style-not-available");
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_popup.PopupClient(msg, args.User, args.User);
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return;
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}
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RemComp<PaintedComponent>(ent); // Sunrise-edit
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var doAfterEventArgs = new DoAfterArgs(EntityManager,
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args.User,
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targetGroup.Time,
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new SprayPainterDoAfterEvent(proto, group, targetGroup.Cost),
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args.Used,
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target: ent,
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used: args.Used)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = true,
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};
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if (!DoAfter.TryStartDoAfter(doAfterEventArgs, out _))
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return;
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// Log the attempt
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AdminLogger.Add(LogType.Action,
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LogImpact.Low,
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$"{ToPrettyString(args.User):user} is painting {ToPrettyString(ent):target} to '{selectedStyle}' at {Transform(ent).Coordinates:targetlocation}");
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}
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/// <summary>
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/// Prints out if an object has been painted recently.
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/// </summary>
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private void OnPainedExamined(Entity<PaintedComponent> ent, ref ExaminedEvent args)
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{
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// If the paint's dried, it isn't detectable.
|
|
if (_timing.CurTime > ent.Comp.DryTime)
|
|
return;
|
|
|
|
args.PushText(Loc.GetString("spray-painter-on-examined-painted-message"));
|
|
}
|
|
|
|
#endregion Interaction
|
|
|
|
#region UI
|
|
|
|
/// <summary>
|
|
/// Sets the style that a particular type of paintable object (e.g. lockers) should be painted in.
|
|
/// </summary>
|
|
private void OnSetPaintable(Entity<SprayPainterComponent> ent, ref SprayPainterSetPaintableStyleMessage args)
|
|
{
|
|
if (!ent.Comp.StylesByGroup.ContainsKey(args.Group))
|
|
return;
|
|
|
|
ent.Comp.StylesByGroup[args.Group] = args.Style;
|
|
Dirty(ent);
|
|
UpdateUi(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes the color to paint pipes in.
|
|
/// </summary>
|
|
private void OnSetPipeColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetPipeColorMessage args)
|
|
{
|
|
SetPipeColor(ent, args.Key);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tracks the tab the spray painter was on.
|
|
/// </summary>
|
|
private void OnTabChanged(Entity<SprayPainterComponent> ent, ref SprayPainterTabChangedMessage args)
|
|
{
|
|
ent.Comp.SelectedTab = args.Index;
|
|
Dirty(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the decal prototype to paint.
|
|
/// </summary>
|
|
private void OnSetDecal(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalMessage args)
|
|
{
|
|
ent.Comp.SelectedDecal = args.DecalPrototype;
|
|
Dirty(ent);
|
|
UpdateUi(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the angle to paint decals at.
|
|
/// </summary>
|
|
private void OnSetDecalAngle(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalAngleMessage args)
|
|
{
|
|
ent.Comp.SelectedDecalAngle = args.Angle;
|
|
Dirty(ent);
|
|
UpdateUi(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enables or disables snap-to-grid when painting decals.
|
|
/// </summary>
|
|
private void OnSetDecalSnap(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalSnapMessage args)
|
|
{
|
|
ent.Comp.SnapDecals = args.Snap;
|
|
Dirty(ent);
|
|
UpdateUi(ent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the decal to paint on the ground.
|
|
/// </summary>
|
|
private void OnSetDecalColor(Entity<SprayPainterComponent> ent, ref SprayPainterSetDecalColorMessage args)
|
|
{
|
|
ent.Comp.SelectedDecalColor = args.Color;
|
|
Dirty(ent);
|
|
UpdateUi(ent);
|
|
}
|
|
|
|
protected virtual void UpdateUi(Entity<SprayPainterComponent> ent)
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
}
|