Files
Delta-v/Content.Shared/Paper/PaperSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

305 lines
11 KiB
C#

using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.UserInterface;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Tag;
using Robust.Shared.Player;
using Robust.Shared.Audio.Systems;
using static Content.Shared.Paper.PaperComponent;
using Robust.Shared.Prototypes;
namespace Content.Shared.Paper;
public sealed class PaperSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
private static readonly ProtoId<TagPrototype> WriteIgnoreStampsTag = "WriteIgnoreStamps";
private static readonly ProtoId<TagPrototype> WriteTag = "Write";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PaperComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PaperComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<PaperComponent, BeforeActivatableUIOpenEvent>(BeforeUIOpen);
SubscribeLocalEvent<PaperComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<PaperComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<PaperComponent, PaperInputTextMessage>(OnInputTextMessage);
SubscribeLocalEvent<ActivateOnPaperOpenedComponent, PaperWriteEvent>(OnPaperWrite);
}
private void OnMapInit(Entity<PaperComponent> entity, ref MapInitEvent args)
{
if (!string.IsNullOrEmpty(entity.Comp.Content))
{
SetContent(entity, Loc.GetString(entity.Comp.Content));
}
}
private void OnInit(Entity<PaperComponent> entity, ref ComponentInit args)
{
entity.Comp.Mode = PaperAction.Read;
UpdateUserInterface(entity);
if (TryComp<AppearanceComponent>(entity, out var appearance))
{
if (entity.Comp.Content != "")
_appearance.SetData(entity, PaperVisuals.Status, PaperStatus.Written, appearance);
if (entity.Comp.StampState != null)
_appearance.SetData(entity, PaperVisuals.Stamp, entity.Comp.StampState, appearance);
}
}
private void BeforeUIOpen(Entity<PaperComponent> entity, ref BeforeActivatableUIOpenEvent args)
{
entity.Comp.Mode = PaperAction.Read;
UpdateUserInterface(entity);
}
private void OnExamined(Entity<PaperComponent> entity, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
using (args.PushGroup(nameof(PaperComponent)))
{
if (entity.Comp.Content != "")
{
args.PushMarkup(
Loc.GetString(
"paper-component-examine-detail-has-words",
("paper", entity)
)
);
}
if (entity.Comp.StampedBy.Count > 0)
{
var commaSeparated =
string.Join(", ", entity.Comp.StampedBy.Select(s => Loc.GetString(s.StampedName)));
args.PushMarkup(
Loc.GetString(
"paper-component-examine-detail-stamped-by",
("paper", entity),
("stamps", commaSeparated))
);
}
}
}
private void OnInteractUsing(Entity<PaperComponent> entity, ref InteractUsingEvent args)
{
// only allow editing if there are no stamps or when using a cyberpen
var editable = entity.Comp.StampedBy.Count == 0 || _tagSystem.HasTag(args.Used, WriteIgnoreStampsTag);
if (_tagSystem.HasTag(args.Used, WriteTag))
{
if (editable)
{
if (entity.Comp.EditingDisabled)
{
var paperEditingDisabledMessage = Loc.GetString("paper-tamper-proof-modified-message");
_popupSystem.PopupClient(paperEditingDisabledMessage, entity, args.User);
args.Handled = true;
return;
}
var ev = new PaperWriteAttemptEvent(entity.Owner);
RaiseLocalEvent(args.User, ref ev);
if (ev.Cancelled)
{
if (ev.FailReason is not null)
{
var fileWriteMessage = Loc.GetString(ev.FailReason);
_popupSystem.PopupClient(fileWriteMessage, entity.Owner, args.User);
}
args.Handled = true;
return;
}
var writeEvent = new PaperWriteEvent(args.User, entity);
RaiseLocalEvent(args.Used, ref writeEvent);
entity.Comp.Mode = PaperAction.Write;
_uiSystem.OpenUi(entity.Owner, PaperUiKey.Key, args.User);
UpdateUserInterface(entity);
}
args.Handled = true;
return;
}
// If a stamp, attempt to stamp paper
if (TryComp<StampComponent>(args.Used, out var stampComp) && TryStamp(entity, GetStampInfo(stampComp), stampComp.StampState))
{
// successfully stamped, play popup
var stampPaperOtherMessage = Loc.GetString("paper-component-action-stamp-paper-other",
("user", args.User),
("target", args.Target),
("stamp", args.Used));
_popupSystem.PopupEntity(stampPaperOtherMessage, args.User, Filter.PvsExcept(args.User, entityManager: EntityManager), true);
var stampPaperSelfMessage = Loc.GetString("paper-component-action-stamp-paper-self",
("target", args.Target),
("stamp", args.Used));
_popupSystem.PopupClient(stampPaperSelfMessage, args.User, args.User);
_audio.PlayPredicted(stampComp.Sound, entity, args.User);
UpdateUserInterface(entity);
}
}
private static StampDisplayInfo GetStampInfo(StampComponent stamp)
{
return new StampDisplayInfo
{
StampedName = stamp.StampedName,
StampedColor = stamp.StampedColor
};
}
private void OnInputTextMessage(Entity<PaperComponent> entity, ref PaperInputTextMessage args)
{
var ev = new PaperWriteAttemptEvent(entity.Owner);
RaiseLocalEvent(args.Actor, ref ev);
if (ev.Cancelled)
return;
if (args.Text.Length <= entity.Comp.ContentSize)
{
SetContent(entity, args.Text);
var paperStatus = string.IsNullOrWhiteSpace(args.Text) ? PaperStatus.Blank : PaperStatus.Written;
if (TryComp<AppearanceComponent>(entity, out var appearance))
_appearance.SetData(entity, PaperVisuals.Status, paperStatus, appearance);
if (TryComp(entity, out MetaDataComponent? meta))
_metaSystem.SetEntityDescription(entity, "", meta);
_adminLogger.Add(LogType.Chat,
LogImpact.Low,
$"{ToPrettyString(args.Actor):player} has written on {ToPrettyString(entity):entity} the following text: {args.Text}");
_audio.PlayPvs(entity.Comp.Sound, entity);
}
entity.Comp.Mode = PaperAction.Read;
UpdateUserInterface(entity);
var writeAfterEv = new PaperAfterWriteEvent(args.Actor);
RaiseLocalEvent(entity.Owner, ref writeAfterEv);
}
// private void OnRandomPaperContentMapInit(Entity<RandomPaperContentComponent> ent, ref MapInitEvent args) // DV - removed
private void OnPaperWrite(Entity<ActivateOnPaperOpenedComponent> entity, ref PaperWriteEvent args)
{
_interaction.UseInHandInteraction(args.User, entity);
}
/// <summary>
/// Accepts the name and state to be stamped onto the paper, returns true if successful.
/// </summary>
public bool TryStamp(Entity<PaperComponent> entity, StampDisplayInfo stampInfo, string spriteStampState)
{
if (!entity.Comp.StampedBy.Contains(stampInfo))
{
entity.Comp.StampedBy.Add(stampInfo);
Dirty(entity);
if (entity.Comp.StampState == null && TryComp<AppearanceComponent>(entity, out var appearance))
{
entity.Comp.StampState = spriteStampState;
// Would be nice to be able to display multiple sprites on the paper
// but most of the existing images overlap
_appearance.SetData(entity, PaperVisuals.Stamp, entity.Comp.StampState, appearance);
}
}
return true;
}
/// <summary>
/// Copy any stamp information from one piece of paper to another.
/// </summary>
public void CopyStamps(Entity<PaperComponent?> source, Entity<PaperComponent?> target)
{
if (!Resolve(source, ref source.Comp) || !Resolve(target, ref target.Comp))
return;
target.Comp.StampedBy = new List<StampDisplayInfo>(source.Comp.StampedBy);
target.Comp.StampState = source.Comp.StampState;
Dirty(target);
if (TryComp<AppearanceComponent>(target, out var appearance))
{
// delete any stamps if the stamp state is null
_appearance.SetData(target, PaperVisuals.Stamp, target.Comp.StampState ?? "", appearance);
}
}
public void SetContent(EntityUid entity, string content)
{
if (!TryComp<PaperComponent>(entity, out var paper))
return;
SetContent((entity, paper), content);
}
public void SetContent(Entity<PaperComponent> entity, string content)
{
entity.Comp.Content = content;
Dirty(entity);
UpdateUserInterface(entity);
if (!TryComp<AppearanceComponent>(entity, out var appearance))
return;
var status = string.IsNullOrWhiteSpace(content)
? PaperStatus.Blank
: PaperStatus.Written;
_appearance.SetData(entity, PaperVisuals.Status, status, appearance);
}
private void UpdateUserInterface(Entity<PaperComponent> entity)
{
_uiSystem.SetUiState(entity.Owner, PaperUiKey.Key, new PaperBoundUserInterfaceState(entity.Comp.Content, entity.Comp.StampedBy, entity.Comp.Mode));
}
}
/// <summary>
/// Event fired when using a pen on paper, opening the UI.
/// </summary>
[ByRefEvent]
public record struct PaperWriteEvent(EntityUid User, EntityUid Paper);
/// <summary>
/// Cancellable event for attempting to write on a piece of paper.
/// </summary>
/// <param name="Paper">The paper that the writing will take place on.</param>
[ByRefEvent]
public record struct PaperWriteAttemptEvent(EntityUid Paper, string? FailReason = null, bool Cancelled = false);
/// <summary>
/// Event raised on paper after it was written on by someone.
/// </summary>
/// <param name="Actor">Entity that wrote something on the paper.</param>
[ByRefEvent]
public readonly record struct PaperAfterWriteEvent(EntityUid Actor);