using Robust.Client.GameObjects; using Content.Shared.Lathe; using Content.Shared.Power; using Content.Client.Power; using Content.Shared.Research.Prototypes; namespace Content.Client.Lathe; public sealed class LatheSystem : SharedLatheSystem { [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SpriteSystem _sprite = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAppearanceChange); } private void OnAppearanceChange(EntityUid uid, LatheComponent component, ref AppearanceChangeEvent args) { if (args.Sprite == null) return; // Lathe specific stuff if (_appearance.TryGetData(uid, LatheVisuals.IsRunning, out var isRunning, args.Component)) { if (_sprite.LayerMapTryGet((uid, args.Sprite), LatheVisualLayers.IsRunning, out var runningLayer, false) && component.RunningState != null && component.IdleState != null) { var state = isRunning ? component.RunningState : component.IdleState; _sprite.LayerSetRsiState((uid, args.Sprite), runningLayer, state); } } if (_appearance.TryGetData(uid, PowerDeviceVisuals.Powered, out var powered, args.Component) && _sprite.LayerMapTryGet((uid, args.Sprite), PowerDeviceVisualLayers.Powered, out var powerLayer, false)) { _sprite.LayerSetVisible((uid, args.Sprite), powerLayer, powered); if (component.UnlitIdleState != null && component.UnlitRunningState != null) { var state = isRunning ? component.UnlitRunningState : component.UnlitIdleState; _sprite.LayerSetRsiState((uid, args.Sprite), powerLayer, state); } } } /// /// Whether or not a recipe is available is not really visible to the client, /// so it just defaults to true. /// protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component) { return true; } } public enum LatheVisualLayers : byte { IsRunning }