using Content.Shared._DV.Salvage.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Robust.Shared.Timing;
namespace Content.Shared._DV.Salvage.Systems;
///
/// Handles interaction for shelter capsules.
/// Room spawning is done serverside.
///
public abstract class SharedShelterCapsuleSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnUse);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var now = _timing.CurTime;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextSpawn is not {} nextSpawn || now < nextSpawn)
continue;
comp.User = null;
comp.NextSpawn = null;
if (TrySpawnRoom((uid, comp)) is {} id)
{
var msg = Loc.GetString(id, ("capsule", uid));
_popup.PopupEntity(msg, uid, PopupType.LargeCaution);
}
}
}
///
/// Spawn the room, returning a locale string for an error. It gets "capsule" passed.
///
protected virtual LocId? TrySpawnRoom(Entity ent)
{
return null;
}
private void OnUse(Entity ent, ref UseInHandEvent args)
{
if (args.Handled || ent.Comp.NextSpawn != null)
return;
args.Handled = true;
var msg = Loc.GetString("shelter-capsule-warning", ("capsule", ent));
_popup.PopupPredicted(msg, ent, args.User, PopupType.LargeCaution);
ent.Comp.User = args.User;
ent.Comp.NextSpawn = _timing.CurTime + ent.Comp.Delay;
}
}