using System.Threading.Tasks; using Content.Server.GameObjects.Components; using Content.Server.WireHacking; using Content.Shared.Construction; using Content.Shared.Examine; using JetBrains.Annotations; using Robust.Shared.GameObjects; 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 class AllWiresCut : IGraphCondition { [DataField("value")] 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; } // TODO CONSTRUCTION: Examine for this condition. } }