#nullable enable
using System;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.Construction
{
public static class StackHelpers
{
///
/// Spawns a stack of a specified type given an amount.
///
public static IEntity SpawnStack(StackType stack, int amount, EntityCoordinates coordinates, IEntityManager? entityManager = null)
{
entityManager ??= IoCManager.Resolve();
string prototype;
switch (stack)
{
case StackType.Metal:
prototype = "SteelSheet1";
break;
case StackType.Glass:
prototype = "GlassSheet1";
break;
case StackType.MetalRod:
prototype = "MetalRodStack1";
break;
case StackType.Phoron:
prototype = "PhoronStack1";
break;
case StackType.Plasteel:
prototype = "PlasteelSheet1";
break;
case StackType.Cable:
prototype = "ApcExtensionCableStack1";
break;
// TODO: Add more.
default:
throw new ArgumentOutOfRangeException(nameof(stack),"Stack type doesn't have a prototype specified yet!");
}
var ent = entityManager.SpawnEntity(prototype, coordinates);
var stackComponent = ent.GetComponent();
stackComponent.Count = Math.Min(amount, stackComponent.MaxCount);
return ent;
}
}
}