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* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981f)
69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
using Content.Server.Atmos.Piping.Components;
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using Content.Server.Atmos.Piping.EntitySystems;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.SprayPainter;
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using Content.Shared.SprayPainter.Components;
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namespace Content.Server.SprayPainter;
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/// <summary>
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/// Handles spraying pipes using a spray painter.
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/// Airlocks are handled in shared.
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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 AtmosPipeColorSystem _pipeColor = 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, SprayPainterPipeDoAfterEvent>(OnPipeDoAfter);
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SubscribeLocalEvent<AtmosPipeColorComponent, InteractUsingEvent>(OnPipeInteract);
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}
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private void OnPipeDoAfter(Entity<SprayPainterComponent> ent, ref SprayPainterPipeDoAfterEvent 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 (!TryComp<AtmosPipeColorComponent>(target, out var color))
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return;
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Audio.PlayPvs(ent.Comp.SpraySound, ent);
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_pipeColor.SetColor(target, color, args.Color);
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args.Handled = true;
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}
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private void OnPipeInteract(Entity<AtmosPipeColorComponent> 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) || painter.PickedColor is not {} colorName)
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return;
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if (!painter.ColorPalette.TryGetValue(colorName, out var color))
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return;
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, painter.PipeSprayTime, new SprayPainterPipeDoAfterEvent(color), args.Used, target: ent, used: args.Used)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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CancelDuplicate = true,
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// multiple pipes can be sprayed at once just not the same one
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DuplicateCondition = DuplicateConditions.SameTarget,
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NeedHand = true
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};
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args.Handled = DoAfter.TryStartDoAfter(doAfterEventArgs);
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}
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}
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