Shooting NPCs and more (#18042)
* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
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using Content.Shared.Hands.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.HTN.Preconditions;
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/// <summary>
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/// Returns true if the active hand entity has the specified components.
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/// </summary>
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public sealed class ActiveHandComponentPrecondition : HTNPrecondition
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[DataField("invert")]
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public bool Invert;
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[DataField("components", required: true)]
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public ComponentRegistry Components = new();
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public override bool IsMet(NPCBlackboard blackboard)
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{
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if (!blackboard.TryGetValue<Hand>(NPCBlackboard.ActiveHand, out var hand, _entManager) || hand.HeldEntity == null)
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{
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return Invert;
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}
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foreach (var comp in Components)
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{
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var hasComp = _entManager.HasComponent(hand.HeldEntity, comp.Value.Component.GetType());
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if (!hasComp ||
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Invert && hasComp)
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{
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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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}
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