using System.Collections.Generic;
using Content.Server.WireHacking;
using Content.Shared.Construction;
using Content.Shared.Examine;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Construction.Conditions
{
///
/// A condition that requires all wires to be cut (or intact)
/// Returns true if the entity doesn't have a wires component.
///
[UsedImplicitly]
[DataDefinition]
public sealed class AllWiresCut : IGraphCondition
{
[DataField("value")] public bool Value { get; private set; } = true;
public bool Condition(EntityUid uid, IEntityManager entityManager)
{
if (!entityManager.TryGetComponent(uid, out WiresComponent? wires))
return true;
foreach (var wire in wires.WiresList)
{
switch (Value)
{
case true when !wire.IsCut:
case false when wire.IsCut:
return false;
}
}
return true;
}
public bool DoExamine(ExaminedEvent args)
{
args.PushMarkup(Loc.GetString(Value
? "construction-examine-condition-all-wires-cut"
: "construction-examine-condition-all-wires-intact"));
return true;
}
public IEnumerable GenerateGuideEntry()
{
yield return new ConstructionGuideEntry()
{
Localization = Value ? "construction-guide-condition-all-wires-cut"
: "construction-guide-condition-all-wires-intact"
};
}
}
}