using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Weapons.Ranged.Events;
namespace Content.Server.NPC.HTN.Preconditions;
///
/// Gets ammo for this NPC's selected gun; either active hand or itself.
///
public sealed partial class GunAmmoPrecondition : HTNPrecondition
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("minPercent")]
public float MinPercent = 0f;
[DataField("maxPercent")]
public float MaxPercent = 1f;
public override bool IsMet(NPCBlackboard blackboard)
{
var owner = blackboard.GetValue(NPCBlackboard.Owner);
var gunSystem = _entManager.System();
if (!gunSystem.TryGetGun(owner, out var gunUid, out _))
{
return false;
}
var ammoEv = new GetAmmoCountEvent();
_entManager.EventBus.RaiseLocalEvent(gunUid, ref ammoEv);
float percent;
if (ammoEv.Capacity == 0)
percent = 0f;
else
percent = ammoEv.Count / (float) ammoEv.Capacity;
percent = System.Math.Clamp(percent, 0f, 1f);
if (MaxPercent < percent)
return false;
if (MinPercent > percent)
return false;
return true;
}
}