fish-station/Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
# 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
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#	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
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#	Resources/Prototypes/Catalog/Fills/Crates/salvage.yml
#	Resources/Prototypes/Catalog/Fills/Crates/security.yml
#	Resources/Prototypes/Catalog/Fills/Crates/service.yml
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#	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
2025-12-26 04:19:27 +01:00

319 lines
11 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.SprayPainter.Components;
using Content.Shared.SprayPainter.Prototypes;
using Content.Shared.Verbs;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.SprayPainter;
/// <summary>
/// System for painting paintable objects using a spray painter.
/// Pipes are handled serverside since AtmosPipeColorSystem is server only.
/// </summary>
public abstract class SharedSprayPainterSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] protected readonly IPrototypeManager Proto = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedChargesSystem Charges = default!;
[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SprayPainterComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SprayPainterComponent, SprayPainterDoAfterEvent>(OnPainterDoAfter);
SubscribeLocalEvent<SprayPainterComponent, GetVerbsEvent<AlternativeVerb>>(OnPainterGetAltVerbs);
SubscribeLocalEvent<PaintableComponent, InteractUsingEvent>(OnPaintableInteract);
SubscribeLocalEvent<PaintedComponent, ExaminedEvent>(OnPainedExamined);
Subs.BuiEvents<SprayPainterComponent>(SprayPainterUiKey.Key,
subs =>
{
subs.Event<SprayPainterSetPaintableStyleMessage>(OnSetPaintable);
subs.Event<SprayPainterSetPipeColorMessage>(OnSetPipeColor);
subs.Event<SprayPainterTabChangedMessage>(OnTabChanged);
subs.Event<SprayPainterSetDecalMessage>(OnSetDecal);
subs.Event<SprayPainterSetDecalColorMessage>(OnSetDecalColor);
subs.Event<SprayPainterSetDecalAngleMessage>(OnSetDecalAngle);
subs.Event<SprayPainterSetDecalSnapMessage>(OnSetDecalSnap);
});
}
private void OnMapInit(Entity<SprayPainterComponent> ent, ref MapInitEvent args)
{
bool stylesByGroupPopulated = false;
foreach (var groupProto in Proto.EnumeratePrototypes<PaintableGroupPrototype>())
{
ent.Comp.StylesByGroup[groupProto.ID] = groupProto.DefaultStyle;
stylesByGroupPopulated = true;
}
if (stylesByGroupPopulated)
Dirty(ent);
if (ent.Comp.ColorPalette.Count > 0)
SetPipeColor(ent, ent.Comp.ColorPalette.First().Key);
}
private void SetPipeColor(Entity<SprayPainterComponent> ent, string? paletteKey)
{
if (paletteKey == null || paletteKey == ent.Comp.PickedColor)
return;
if (!ent.Comp.ColorPalette.ContainsKey(paletteKey))
return;
ent.Comp.PickedColor = paletteKey;
Dirty(ent);
UpdateUi(ent);
}
#region Interaction
private void OnPainterDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (args.Args.Target is not { } target)
return;
if (!HasComp<PaintableComponent>(target))
return;
Appearance.SetData(target, PaintableVisuals.Prototype, args.Prototype);
Audio.PlayPredicted(ent.Comp.SpraySound, ent, args.Args.User);
Charges.TryUseCharges(new Entity<LimitedChargesComponent?>(ent, EnsureComp<LimitedChargesComponent>(ent)), args.Cost);
var paintedComponent = EnsureComp<PaintedComponent>(target);
paintedComponent.DryTime = _timing.CurTime + ent.Comp.FreshPaintDuration;
Dirty(target, paintedComponent);
var ev = new EntityPaintedEvent(
User: args.User,
Tool: ent,
Prototype: args.Prototype,
Group: args.Group);
RaiseLocalEvent(target, ref ev);
AdminLogger.Add(LogType.Action,
LogImpact.Low,
$"{ToPrettyString(args.Args.User):user} painted {ToPrettyString(args.Args.Target.Value):target}");
args.Handled = true;
}
private void OnPainterGetAltVerbs(Entity<SprayPainterComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !args.Using.HasValue)
return;
var user = args.User;
AlternativeVerb verb = new()
{
Text = Loc.GetString("spray-painter-verb-toggle-decals"),
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
Act = () => TogglePaintDecals(ent, user),
Impact = LogImpact.Low
};
args.Verbs.Add(verb);
}
/// <summary>
/// Toggles whether clicking on the floor paints a decal or not.
/// </summary>
private void TogglePaintDecals(Entity<SprayPainterComponent> ent, EntityUid user)
{
if (!_timing.IsFirstTimePredicted)
return;
var pitch = 1.0f;
switch (ent.Comp.DecalMode)
{
case DecalPaintMode.Off:
default:
ent.Comp.DecalMode = DecalPaintMode.Add;
pitch = 1.0f;
break;
case DecalPaintMode.Add:
ent.Comp.DecalMode = DecalPaintMode.Remove;
pitch = 1.2f;
break;
case DecalPaintMode.Remove:
ent.Comp.DecalMode = DecalPaintMode.Off;
pitch = 0.8f;
break;
}
Dirty(ent);
// Make the machine beep.
Audio.PlayPredicted(ent.Comp.SoundSwitchDecalMode, ent, user, ent.Comp.SoundSwitchDecalMode.Params.WithPitchScale(pitch));
}
/// <summary>
/// Handles spray paint interactions with an object.
/// An object must belong to a spray paintable group to be painted, and the painter must have sufficient ammo to paint it.
/// </summary>
private void OnPaintableInteract(Entity<PaintableComponent> ent, ref InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp<SprayPainterComponent>(args.Used, out var painter))
return;
if (ent.Comp.Group is not { } group
|| !painter.StylesByGroup.TryGetValue(group, out var selectedStyle)
|| !Proto.Resolve(group, out PaintableGroupPrototype? targetGroup))
return;
// Valid paint target.
args.Handled = true;
if (TryComp<LimitedChargesComponent>(args.Used, out var charges)
&& Charges.GetCurrentCharges((args.Used, charges)) < targetGroup.Cost)
{
var msg = Loc.GetString("spray-painter-interact-no-charges");
_popup.PopupClient(msg, args.User, args.User);
return;
}
if (!targetGroup.Styles.TryGetValue(selectedStyle, out var proto))
{
var msg = Loc.GetString("spray-painter-style-not-available");
_popup.PopupClient(msg, args.User, args.User);
return;
}
RemComp<PaintedComponent>(ent); // Sunrise-edit
var doAfterEventArgs = new DoAfterArgs(EntityManager,
args.User,
targetGroup.Time,
new SprayPainterDoAfterEvent(proto, group, targetGroup.Cost),
args.Used,
target: ent,
used: args.Used)
{
BreakOnMove = true,
BreakOnDamage = true,
NeedHand = true,
};
if (!DoAfter.TryStartDoAfter(doAfterEventArgs, out _))
return;
// Log the attempt
AdminLogger.Add(LogType.Action,
LogImpact.Low,
$"{ToPrettyString(args.User):user} is painting {ToPrettyString(ent):target} to '{selectedStyle}' at {Transform(ent).Coordinates:targetlocation}");
}
/// <summary>
/// Prints out if an object has been painted recently.
/// </summary>
private void OnPainedExamined(Entity<PaintedComponent> ent, ref ExaminedEvent args)
{
// 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
}