using Content.Server.Hands.Systems;
using Content.Shared.Hands.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
///
/// Drops the active hand entity underneath us.
///
public sealed partial class DropOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, _entManager))
{
return HTNOperatorStatus.Finished;
}
var owner = blackboard.GetValueOrDefault(NPCBlackboard.Owner, _entManager);
// TODO: Need some sort of interaction cooldown probably.
var handsSystem = _entManager.System();
if (handsSystem.TryDrop(owner))
{
return HTNOperatorStatus.Finished;
}
return HTNOperatorStatus.Failed;
}
}