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>
This commit is contained in:
metalgearsloth
2020-06-18 22:52:44 +10:00
committed by GitHub
parent 9b8cedf6c6
commit 5391d3c72a
211 changed files with 10335 additions and 527 deletions

View File

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using Content.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// Will find the item in storage, put it in an active hand, then use it
/// </summary>
public class UseItemInHandsOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
public UseItemInHandsOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
if (_target == null)
{
return Outcome.Failed;
}
// TODO: Also have this check storage a la backpack etc.
if (!_owner.TryGetComponent(out HandsComponent handsComponent))
{
return Outcome.Failed;
}
if (_target.TryGetComponent(out ItemComponent itemComponent))
{
return Outcome.Failed;
}
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetHand(slot) != itemComponent) continue;
handsComponent.ActiveIndex = slot;
handsComponent.ActivateItem();
return Outcome.Success;
}
return Outcome.Failed;
}
}
}