using Content.Server.Hands.Components; using Content.Server.Items; using Content.Server.Nutrition.Components; 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 UseFoodInInventoryOperator : AiOperator { private readonly EntityUid _owner; private readonly EntityUid _target; private float _interactionCooldown; public UseFoodInInventoryOperator(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 ItemComponent? itemComponent)) { return Outcome.Failed; } FoodComponent? foodComponent = null; foreach (var slot in handsComponent.ActivePriorityEnumerable()) { if (handsComponent.GetItem(slot) != itemComponent) continue; handsComponent.ActiveHand = slot; if (!entities.TryGetComponent(_target, out foodComponent)) { return Outcome.Failed; } // This should also implicitly open it. handsComponent.ActivateItem(); _interactionCooldown = IoCManager.Resolve().NextFloat() + 0.5f; } if (foodComponent == null) { return Outcome.Failed; } if ((!entities.EntityExists(_target) ? EntityLifeStage.Deleted : entities.GetComponent(_target).EntityLifeStage) >= EntityLifeStage.Deleted || foodComponent.UsesRemaining == 0 || entities.TryGetComponent(_owner, out HungerComponent? hungerComponent) && hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay]) { return Outcome.Success; } return Outcome.Continuing; } } }