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; } } }