using Content.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Log;
namespace Content.Server.AI.Operators.Inventory
{
public class DropEntityOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _entity;
public DropEntityOperator(IEntity owner, IEntity entity)
{
_owner = owner;
_entity = entity;
}
///
/// Requires EquipEntityOperator to put it in the active hand first
///
///
///
public override Outcome Execute(float frameTime)
{
if (!_owner.TryGetComponent(out HandsComponent handsComponent) || handsComponent.FindHand(_entity) == null)
{
return Outcome.Failed;
}
return handsComponent.Drop(_entity) ? Outcome.Success : Outcome.Failed;
}
}
}