Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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32
Content.Server/AI/Operators/Inventory/DropEntityOperator.cs
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32
Content.Server/AI/Operators/Inventory/DropEntityOperator.cs
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using Content.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Log;
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namespace Content.Server.AI.Operators.Inventory
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{
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public class DropEntityOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _entity;
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public DropEntityOperator(IEntity owner, IEntity entity)
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{
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_owner = owner;
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_entity = entity;
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}
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/// <summary>
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/// Requires EquipEntityOperator to put it in the active hand first
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/// </summary>
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/// <param name="frameTime"></param>
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/// <returns></returns>
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return Outcome.Failed;
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}
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return handsComponent.Drop(_entity) ? Outcome.Success : Outcome.Failed;
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}
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}
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}
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