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;
}
}
}