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.Clothing; using Content.Server.AI.Utility.Considerations.Inventory; using Content.Server.AI.Utility.Curves; using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Shared.GameObjects.Components.Inventory; using Robust.Shared.Interfaces.GameObjects; 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 UseItemInHandsOperator(Owner, _entity), }); } protected override void UpdateBlackboard(Blackboard context) { base.UpdateBlackboard(context); context.GetState().SetValue(_entity); } protected override Consideration[] Considerations { get; } = { new ClothingInSlotCon(EquipmentSlotDefines.Slots.HEAD, new InverseBoolCurve()), new CanPutTargetInHandsCon( new BoolCurve()), }; } }