using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Wires;
namespace Content.Server.Wires;
///
public abstract class BaseWireAction : IWireAction
{
public IEntityManager EntityManager = default!;
public WiresSystem WiresSystem = default!;
// not virtual so implementors are aware that they need a nullable here
public abstract object? StatusKey { get; }
// ugly, but IoC doesn't work during deserialization
public virtual void Initialize()
{
EntityManager = IoCManager.Resolve();
WiresSystem = EntityManager.EntitySysManager.GetEntitySystem();
}
public virtual bool AddWire(Wire wire, int count) => count == 1;
public abstract bool Cut(EntityUid user, Wire wire);
public abstract bool Mend(EntityUid user, Wire wire);
public abstract bool Pulse(EntityUid user, Wire wire);
public virtual void Update(Wire wire)
{
return;
}
public abstract StatusLightData? GetStatusLightData(Wire wire);
// most things that use wires are powered by *something*, so
//
// this isn't required by any wire system methods though, so whatever inherits it here
// can use it
///
/// Utility function to check if this given entity is powered.
///
/// true if powered, false otherwise
protected bool IsPowered(EntityUid uid)
{
return WiresSystem.IsPowered(uid, EntityManager);
}
}