using System.Threading.Tasks; using Content.Server.GameObjects.Components; using Content.Server.GameObjects.Components.Power; using Content.Shared.Construction; using JetBrains.Annotations; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Serialization; 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] public class AllWiresCut : IEdgeCondition { public void ExposeData(ObjectSerializer serializer) { serializer.DataField(this, x => x.Value, "value", true); } public bool Value { get; private set; } = true; public async Task Condition(IEntity entity) { if (entity.Deleted) return false; if (!entity.TryGetComponent(out var 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; } } }