using Content.Server.Hands.Components; using Content.Server.Nutrition.Components; using Content.Server.Nutrition.EntitySystems; using Content.Shared.Item; using Content.Shared.Nutrition.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Random; namespace Content.Server.AI.Operators.Nutrition { public class UseDrinkInInventoryOperator : AiOperator { private readonly EntityUid _owner; private readonly EntityUid _target; private float _interactionCooldown; public UseDrinkInInventoryOperator(EntityUid owner, EntityUid target) { _owner = owner; _target = target; } public override Outcome Execute(float frameTime) { if (_interactionCooldown >= 0) { _interactionCooldown -= frameTime; return Outcome.Continuing; } var entities = IoCManager.Resolve(); // TODO: Also have this check storage a la backpack etc. if (entities.Deleted(_target) || !entities.TryGetComponent(_owner, out HandsComponent? handsComponent) || !entities.TryGetComponent(_target, out SharedItemComponent? itemComponent)) { return Outcome.Failed; } DrinkComponent? drinkComponent = null; foreach (var slot in handsComponent.ActivePriorityEnumerable()) { if (handsComponent.GetItem(slot) != itemComponent) continue; handsComponent.ActiveHand = slot; if (!entities.TryGetComponent(_target, out drinkComponent)) { return Outcome.Failed; } // This should also implicitly open it. handsComponent.ActivateItem(); _interactionCooldown = IoCManager.Resolve().NextFloat() + 0.5f; } if (drinkComponent == null) { return Outcome.Failed; } if (drinkComponent.Deleted || EntitySystem.Get().IsEmpty(drinkComponent.Owner, drinkComponent) || entities.TryGetComponent(_owner, out ThirstComponent? thirstComponent) && thirstComponent.CurrentThirst >= thirstComponent.ThirstThresholds[ThirstThreshold.Okay]) { return Outcome.Success; } return Outcome.Continuing; } } }