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;
using Robust.Shared.Collections;
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)
var toClose = new ValueList<(EntityUid Entity, Enum Key)>();
foreach (var bui in _userInterfaceSystem.GetActorUis(uid))
if (HasComp<ActivatableUIRequiresVisionComponent>(bui.Entity))
toClose.Add(bui);
foreach (var bui in toClose)
_userInterfaceSystem.CloseUi(bui.Entity, bui.Key, uid);