using System.Threading.Tasks;
using Content.Shared.Construction;
using Content.Shared.Maps;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Construction.Conditions
{
///
/// Makes the condition fail if any entities on a tile have (or not) a component.
///
[UsedImplicitly]
[DataDefinition]
public class ComponentInTile : IGraphCondition
{
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public ComponentInTile()
{
IoCManager.InjectDependencies(this);
}
///
/// If true, any entity on the tile must have the component.
/// If false, no entity on the tile must have the component.
///
[DataField("hasEntity")]
public bool HasEntity { get; private set; }
///
/// The component name in question.
///
[DataField("component")]
public string Component { get; private set; } = string.Empty;
public async Task Condition(IEntity entity)
{
if (string.IsNullOrEmpty(Component)) return false;
var type = _componentFactory.GetRegistration(Component).Type;
var indices = entity.Transform.Coordinates.ToVector2i(entity.EntityManager, _mapManager);
var entities = indices.GetEntitiesInTile(entity.Transform.GridID, true, entity.EntityManager);
foreach (var ent in entities)
{
if (ent.HasComponent(type))
return HasEntity;
}
return !HasEntity;
}
}
}