using Content.Client.Audio;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Robust.Client.Player;
using Robust.Shared.GameStates;
namespace Content.Client.Salvage;
public sealed class SalvageSystem : SharedSalvageSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly ContentAudioSystem _audio = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<PlayAmbientMusicEvent>(OnPlayAmbientMusic);
SubscribeLocalEvent<SalvageExpeditionComponent, ComponentHandleState>(OnExpeditionHandleState);
}
private void OnExpeditionHandleState(EntityUid uid, SalvageExpeditionComponent component, ref ComponentHandleState args)
if (args.Current is not SalvageExpeditionComponentState state)
return;
component.Stage = state.Stage;
if (component.Stage >= ExpeditionStage.MusicCountdown)
_audio.DisableAmbientMusic();
private void OnPlayAmbientMusic(ref PlayAmbientMusicEvent ev)
if (ev.Cancelled)
var player = _playerManager.LocalEntity;
if (!TryComp(player, out TransformComponent? xform) ||
!TryComp<SalvageExpeditionComponent>(xform.MapUid, out var expedition) ||
expedition.Stage < ExpeditionStage.MusicCountdown)
ev.Cancelled = true;