Files
wwdpublic/Content.Shared/_White/BloodCult/TimedFactory/TimedFactorySystem.cs
Remuchi 4c8c415eed [Fix] Парад фиксов (#1110)
* fix: thermals and night vision now work

* fix: it has to be this way

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* fix: I hate the way they are separated

* fix: now cult actions close examine menu (#1046)

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* fix: railins and some other things now dont snap to south upon being built (#1029)

* fix: who did this translation wtf

* fix: assball bat can now wideswing (#1030)

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* fix: spend flares are actually spent now (#959)

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* fix: made part exchange system a bit less shitty

I really have no time or interest in it to rewrite it completely rn

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* fix: fixed cult factories timers being broken

Also fixed them being openable by anyone.

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>

* Apply suggestions from code review

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>

---------

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
2026-04-16 10:53:08 +03:00

78 lines
2.6 KiB
C#

using Content.Shared._White.RadialSelector;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.RadialSelector;
using Content.Shared.UserInterface;
using Robust.Shared.Network;
namespace Content.Shared._White.BloodCult.TimedFactory;
public sealed class TimedFactorySystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedUserInterfaceSystem _ui = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TimedFactoryComponent, ActivatableUIOpenAttemptEvent>(OnTryOpenMenu);
SubscribeLocalEvent<TimedFactoryComponent, RadialSelectorSelectedMessage>(OnPrototypeSelected);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var factoryQuery = EntityQueryEnumerator<TimedFactoryComponent>();
while (factoryQuery.MoveNext(out var uid, out var factory))
{
if (factory.Active)
return;
factory.CooldownRemain -= frameTime;
Dirty(uid, factory);
if (factory.CooldownRemain > 0)
return;
factory.Active = true;
_appearance.SetData(uid, GenericCultVisuals.State, true);
}
}
private void OnTryOpenMenu(Entity<TimedFactoryComponent> factory, ref ActivatableUIOpenAttemptEvent args)
{
if (!factory.Comp.Active)
{
_popup.PopupClient(Loc.GetString("timed-factory-cooldown", ("cooldown", (int) factory.Comp.CooldownRemain)),
factory,
args.User);
args.Cancel();
return;
}
_ui.SetUiState(factory.Owner, RadialSelectorUiKey.Key, new TrackedRadialSelectorState(factory.Comp.Entries));
}
private void OnPrototypeSelected(Entity<TimedFactoryComponent> factory, ref RadialSelectorSelectedMessage args)
{
if (!factory.Comp.Active)
return;
factory.Comp.Active = false;
factory.Comp.CooldownRemain = factory.Comp.Cooldown;
_appearance.SetData(factory, GenericCultVisuals.State, false);
_ui.CloseUi(factory.Owner, RadialSelectorUiKey.Key);
if (!_netManager.IsServer)
return;
var product = Spawn(args.SelectedItem, Transform(args.Actor).Coordinates);
_hands.TryPickupAnyHand(args.Actor, product);
}
}