Files
tbd-station-14/Content.Server/Construction/Conditions/EntityAnchored.cs
2021-02-04 17:44:49 +01:00

47 lines
1.4 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.Construction.Conditions
{
[UsedImplicitly]
public class EntityAnchored : IEdgeCondition
{
public bool Anchored { get; private set; }
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.Anchored, "anchored", true);
}
public async Task<bool> Condition(IEntity entity)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false;
return physics.Anchored == Anchored;
}
public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false;
switch (Anchored)
{
case true when !physics.Anchored:
message.AddMarkup("First, anchor it.\n");
return true;
case false when physics.Anchored:
message.AddMarkup("First, unanchor it.\n");
return true;
}
return false;
}
}
}