using Content.Server.Forensics;
using Content.Server.Objectives.Components;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared._DV.Recruiter;
using Content.Shared.Popups;
using Content.Shared.Hands.EntitySystems;
namespace Content.Server._DV.Recruiter;
///
/// Handles bloodstream related code since that isn't in shared.
///
public sealed class RecruiterPenSystem : SharedRecruiterPenSystem
{
[Dependency] private readonly ForensicsSystem _forensics = default!;
[Dependency] private readonly SolutionTransferSystem _transfer = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
protected override void DrawBlood(EntityUid uid, Entity dest, EntityUid user)
{
// how did you even use this mr plushie...
if (CompOrNull(user)?.BloodSolution is not { } blood)
return;
var desired = dest.Comp.Solution.AvailableVolume;
// TODO: when bloodstream is shared put the transfer in shared so PopupClient is actually used, and this popup isnt needed
if (desired == 0)
{
Popup.PopupEntity(Loc.GetString("recruiter-pen-prick-full", ("pen", uid)), user, user);
return;
}
if (_transfer.Transfer(new SolutionTransferData(user, user, blood, uid, dest, desired)) != desired)
return;
// this is why you have to keep the pen safe, it has the dna of everyone you recruited!
_forensics.TransferDna(uid, user, canDnaBeCleaned: false);
Popup.PopupEntity(Loc.GetString("recruiter-pen-pricked", ("pen", uid)), user, user, PopupType.LargeCaution);
}
protected override void Recruit(Entity ent, EntityUid user)
{
// only increment count once if 1 person signs multiple papers
if (!ent.Comp.Recruited.Add(user))
return;
if (ent.Comp.RecruiterMind is { } mindId &&
Mind.TryGetObjectiveComp(mindId, out var obj, null))
{
obj.Recruited++;
Reward(ent, user);
}
}
public void Reward(Entity ent, EntityUid user)
{
var pay = Spawn(ent.Comp.Currency);
_hands.PickupOrDrop(user, pay);
}
}