using Content.Shared.Interaction.Events;
using Content.Shared._White.Cult;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Player;
using CultistComponent = Content.Shared._White.Cult.Components.CultistComponent;
namespace Content.Server._White.Cult.Structures;
public sealed class CultStructureCraftSystem : EntitySystem
{
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<RunicMetalComponent, UseInHandEvent>(OnUseInHand);
}
private void OnUseInHand(EntityUid uid, RunicMetalComponent component, UseInHandEvent args)
if (!HasComp<CultistComponent>(args.User))
return;
if(_uiSystem.HasUi(args.User, component.UserInterfaceKey))
_uiSystem.CloseUi(uid, component.UserInterfaceKey, args.User);
_uiSystem.OpenUi(uid, component.UserInterfaceKey, args.User);