46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.Components;
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using Content.Server.WireHacking;
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using Content.Shared.Construction;
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using Content.Shared.Examine;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Construction.Conditions
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{
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/// <summary>
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/// A condition that requires all wires to be cut (or intact)
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/// Returns true if the entity doesn't have a wires component.
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/// </summary>
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[UsedImplicitly]
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[DataDefinition]
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public class AllWiresCut : IGraphCondition
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{
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[DataField("value")] public bool Value { get; private set; } = true;
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public async Task<bool> Condition(IEntity entity)
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{
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if (entity.Deleted)
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return false;
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if (!entity.TryGetComponent<WiresComponent>(out var wires))
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return true;
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foreach (var wire in wires.WiresList)
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{
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switch (Value)
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{
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case true when !wire.IsCut:
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case false when wire.IsCut:
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return false;
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}
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}
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return true;
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}
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// TODO CONSTRUCTION: Examine for this condition.
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}
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}
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