CatStation/Content.Client/Construction/ConstructionPlacementHijack.cs
JrInventor05 ad456613ad
Fix some SpriteComponent-related warnings and ConstructionPlacementHijack cleanup (#43903)
* obsolete

* review

* linter fix

* Reviews, cleanup ConstructionPlacementHijack

---------

Co-authored-by: JrInventor05Next <205915704+JrInventor05Next@users.noreply.github.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-07-29 04:38:18 +00:00

65 lines
2 KiB
C#

using System.Linq;
using Content.Shared.Construction.Prototypes;
using Robust.Client.GameObjects;
using Robust.Client.Placement;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Client.Construction;
public sealed partial class ConstructionPlacementHijack : PlacementHijack
{
[Dependency] private IEntityManager _entMan = default!;
[Dependency] private IPrototypeManager _protoMan = default!;
private readonly ConstructionSystem _constructionSystem;
private readonly SpriteSystem _spriteSystem;
private readonly ConstructionPrototype? _prototype;
public ConstructionPrototype? CurrentPrototype => _prototype;
public override bool CanRotate { get; }
public ConstructionPlacementHijack(ConstructionPrototype? prototype)
{
IoCManager.InjectDependencies(this);
_constructionSystem = _entMan.System<ConstructionSystem>();
_spriteSystem = _entMan.System<SpriteSystem>();
_prototype = prototype;
CanRotate = prototype?.CanRotate ?? true;
}
/// <inheritdoc />
public override bool HijackPlacementRequest(EntityCoordinates coordinates)
{
if (_prototype != null)
{
var dir = Manager.Direction;
_constructionSystem.SpawnGhost(_prototype, coordinates, dir);
}
return true;
}
/// <inheritdoc />
public override bool HijackDeletion(EntityUid entity)
{
if (_entMan.HasComponent<ConstructionGhostComponent>(entity))
_constructionSystem.ClearGhost(entity.GetHashCode());
return true;
}
/// <inheritdoc />
public override void StartHijack(PlacementManager manager)
{
base.StartHijack(manager);
if (_prototype is null || !_constructionSystem.TryGetRecipePrototype(_prototype.ID, out var targetProtoId))
return;
if (!_protoMan.TryIndex(targetProtoId, out var proto))
return;
manager.CurrentTextures = _spriteSystem.GetPrototypeTextures(proto).ToList();
}
}