* mech system, fix hands, fix fraction * fix * fix fake hypo * fix triple airlocks big sizing * fix * upd clown hulk * xd fix 2 * bigger exit delay * mechs reflect changes * guns changes * draike up * mechs in another category * add equipment * Revert "upd clown hulk" This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8. * SPIN MY MECH ASS * mech no rot * some resprite * no injections in hardsuits * some species can not be injectable * medipans can ignore armor, admeme hypospray ignore armor * fix * fix admeme hypo * mob fraction fix * rover + nt gygax add * fix description * fix id * some better dome effects * если пустая гильза в стволе -> Кнопки "казнь" не будет * phazon added * fix server crashes * full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer * some fixes * configure health of all mechs * upd * add rover to uplink * translate bundle * change price * phazon construction * fix * fix * Finish phazon construction * add phazon research and recipes * phazon construction translate * fix * Mech lights * fix * translate light action * Mech sounds, fix damage * fix * fix hello sound * upd * fix linter * change damagePercentage * fix * fix hello sound * temp disable damage sounds * fix battery needed on construct * some changes * add mech painting system as DEBUG(in dev) * Fix yaml, durand paintings * mech spray cans textures * change sprite * fix * ripley, clarke new textures * ripley,clarke paints * fix * sec pod texture --------- Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.SubFloor;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Whitelist;
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namespace Content.Shared._Sunrise.Paint;
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/// <summary>
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/// Colors target and consumes reagent on each color success.
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/// </summary>
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public abstract class SharedMechPaintSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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[Dependency] private readonly SharedMechSystem _mechSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MechPaintComponent, PaintDoAfterEvent>(OnPaint);
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}
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private void OnPaint(Entity<MechPaintComponent> entity, ref PaintDoAfterEvent args)
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{
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if (args.Target == null || args.Used == null || !HasComp<MechComponent>(args.Target))
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return;
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if (args.Handled || args.Cancelled)
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return;
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if (args.Target is not { Valid: true } target)
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return;
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if (!_openable.IsOpen(entity))
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{
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_popup.PopupEntity(Loc.GetString("paint-closed", ("used", args.Used)), args.User, args.User, PopupType.Medium);
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return;
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}
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if (entity.Comp.Whitelist != null && !_whitelist.IsValid(entity.Comp.Whitelist, target) || HasComp<HumanoidAppearanceComponent>(target) || HasComp<SubFloorHideComponent>(target))
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{
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_popup.PopupEntity(Loc.GetString("paint-failure", ("target", args.Target)), args.User, args.User, PopupType.Medium);
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return;
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}
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if (TryPaint(entity, target))
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{
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EnsureComp<MechComponent>(target, out MechComponent? mech);
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EnsureComp<AppearanceComponent>(target, out AppearanceComponent? appearance);
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_audio.PlayPvs(entity.Comp.Spray, entity);
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_popup.PopupEntity(Loc.GetString("paint-success", ("target", args.Target)), args.User, args.User, PopupType.Medium);
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mech.BaseState = entity.Comp.BaseState;
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mech.OpenState = entity.Comp.OpenState;
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mech.BrokenState = entity.Comp.BrokenState;
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entity.Comp.Used = true;
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Dirty(target, mech);
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args.Handled = true;
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_mechSystem.UpdateAppearance(target, mech, appearance);
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return;
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}
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if (!TryPaint(entity, target))
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{
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_popup.PopupEntity(Loc.GetString("paint-empty", ("used", args.Used)), args.User, args.User, PopupType.Medium);
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return;
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}
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}
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private bool TryPaint(Entity<MechPaintComponent> entity, EntityUid target)
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{
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if (HasComp<HumanoidAppearanceComponent>(target) || HasComp<SubFloorHideComponent>(target) || entity.Comp.Used)
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return false;
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if (HasComp<MechComponent>(target))
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return true;
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return false;
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}
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}
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