#nullable enable
using System.Threading.Tasks;
using Content.Server.Stack;
using Content.Server.Tools.Components;
using Content.Shared.Interaction;
using Content.Shared.Tool;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Power.Components
{
///
/// Allows the attached entity to be destroyed by a cutting tool, dropping a piece of cable.
///
[RegisterComponent]
public class CableComponent : Component, IInteractUsing
{
public override string Name => "Cable";
[ViewVariables]
[DataField("cableDroppedOnCutPrototype")]
private string? _cableDroppedOnCutPrototype = "CableHVStack1";
///
/// Checked by to determine if there is
/// already a cable of a type on a tile.
///
[ViewVariables]
public CableType CableType => _cableType;
[DataField("cableType")]
private CableType _cableType = CableType.HighVoltage;
async Task IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (_cableDroppedOnCutPrototype == null)
return false;
if (!eventArgs.Using.TryGetComponent(out var tool)) return false;
if (!await tool.UseTool(eventArgs.User, Owner, 0.25f, ToolQuality.Cutting)) return false;
Owner.Delete();
var droppedEnt = Owner.EntityManager.SpawnEntity(_cableDroppedOnCutPrototype, eventArgs.ClickLocation);
// TODO: Literally just use a prototype that has a single thing in the stack, it's not that complicated...
if (droppedEnt.TryGetComponent(out var stack))
EntitySystem.Get().SetCount(droppedEnt.Uid, stack, 1);
return true;
}
}
public enum CableType
{
HighVoltage,
MediumVoltage,
Apc,
}
}