using System; using System.Collections.Generic; using Content.Server.AI.Operators; using Content.Server.AI.Operators.Inventory; using Content.Server.AI.Utility.Considerations; using Content.Server.AI.Utility.Considerations.Inventory; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Actions.Clothing.Head { public sealed class EquipHead : UtilityAction { private IEntity _entity; public EquipHead(IEntity owner, IEntity entity, float weight) : base(owner) { _entity = entity; Bonus = weight; } public override void SetupOperators(Blackboard context) { ActionOperators = new Queue(new AiOperator[] { new EquipEntityOperator(Owner, _entity), new UseItemInInventoryOperator(Owner, _entity), }); } protected override void UpdateBlackboard(Blackboard context) { base.UpdateBlackboard(context); context.GetState().SetValue(_entity); } protected override IReadOnlyCollection> GetConsiderations(Blackboard context) { var considerationsManager = IoCManager.Resolve(); return new[] { considerationsManager.Get() .BoolCurve(context), }; } } }