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.
}
}