using Content.Server.Hands.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.WorldState.States.Inventory
{
///
/// AKA what's in active hand
///
[UsedImplicitly]
public sealed class EquippedEntityState : StateData
{
public override string Name => "EquippedEntity";
public override EntityUid GetValue()
{
if (!IoCManager.Resolve().TryGetComponent(Owner, out HandsComponent? handsComponent))
{
return default;
}
return handsComponent.GetActiveHand?.Owner ?? default;
}
}
}