using Content.Shared.EntityTable.EntitySelectors;
using Content.Shared.GameTicking.Rules;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityTable.Conditions;
///
/// Condition that only succeeds if a table supplies a sufficient "cost" to a given
///
public sealed partial class HasBudgetCondition : EntityTableCondition
{
public const string BudgetContextKey = "Budget";
///
/// Used for determining the cost for the budget.
/// If null, attempts to fetch the cost from the attached selector.
///
[DataField]
public int? CostOverride;
protected override bool EvaluateImplementation(EntityTableSelector root,
IEntityManager entMan,
IPrototypeManager proto,
EntityTableContext ctx)
{
if (!ctx.TryGetData(BudgetContextKey, out var budget))
return false;
int cost;
if (CostOverride != null)
{
cost = CostOverride.Value;
}
else
{
if (root is not EntSelector entSelector)
return false;
if (!proto.Index(entSelector.Id).TryGetComponent(out DynamicRuleCostComponent? costComponent, entMan.ComponentFactory))
{
var log = Logger.GetSawmill("HasBudgetCondition");
log.Error($"Rule {entSelector.Id} does not have a DynamicRuleCostComponent.");
return false;
}
cost = costComponent.Cost;
}
return budget >= cost;
}
}