Files
tbd-station-14/Content.Server/Eye/Blinding/ActivatableUIRequiresVisionSystem.cs
Ed 498ad2d5d7 Lock Anomaly generator to research access (#24464)
* small patch

* fix

* remove garbage

* fix

* moved to shared events

* fix

* LocId

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-01 19:45:24 +11:00

61 lines
2.0 KiB
C#

using Content.Shared.Eye.Blinding;
using Content.Shared.UserInterface;
using Content.Server.Popups;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.Player;
using Robust.Server.GameObjects;
namespace Content.Server.Eye.Blinding;
public sealed class ActivatableUIRequiresVisionSystem : EntitySystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActivatableUIRequiresVisionComponent, ActivatableUIOpenAttemptEvent>(OnOpenAttempt);
SubscribeLocalEvent<BlindableComponent, BlindnessChangedEvent>(OnBlindnessChanged);
}
private void OnOpenAttempt(EntityUid uid, ActivatableUIRequiresVisionComponent component, ActivatableUIOpenAttemptEvent args)
{
if (args.Cancelled)
return;
if (TryComp<BlindableComponent>(args.User, out var blindable) && blindable.IsBlind)
{
_popupSystem.PopupCursor(Loc.GetString("blindness-fail-attempt"), args.User, Shared.Popups.PopupType.MediumCaution);
args.Cancel();
}
}
private void OnBlindnessChanged(EntityUid uid, BlindableComponent component, ref BlindnessChangedEvent args)
{
if (!args.Blind)
return;
if (!TryComp<ActorComponent>(uid, out var actor))
return;
var uiList = _userInterfaceSystem.GetAllUIsForSession(actor.PlayerSession);
if (uiList == null)
return;
Queue<PlayerBoundUserInterface> closeList = new(); // foreach collection modified moment
foreach (var ui in uiList)
{
if (HasComp<ActivatableUIRequiresVisionComponent>(ui.Owner))
closeList.Enqueue(ui);
}
foreach (var ui in closeList)
{
_userInterfaceSystem.CloseUi(ui, actor.PlayerSession);
}
}
}