using Content.Server.Hands.Components;
using Content.Shared.Hands.EntitySystems;
namespace Content.Server.AI.Operators.Inventory
{
///
/// Will find the item in storage, put it in an active hand, then use it
///
public sealed class UseItemInInventoryOperator : AiOperator
{
private readonly EntityUid _owner;
private readonly EntityUid _target;
public UseItemInInventoryOperator(EntityUid owner, EntityUid target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
var entMan = IoCManager.Resolve();
var sysMan = IoCManager.Resolve();
var sys = sysMan.GetEntitySystem();
// TODO: Also have this check storage a la backpack etc.
if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent)
|| !sys.TrySelect(_owner, _target, handsComponent)
|| !sys.TryUseItemInHand(_owner, false, handsComponent))
{
return Outcome.Failed;
}
return Outcome.Success;
}
}
}