using Content.Server.GameObjects.Components; using Robust.Shared.Interfaces.GameObjects; using Logger = Robust.Shared.Log.Logger; namespace Content.Server.AI.WorldState.States.Inventory { /// /// If we open a storage locker than it will be stored here /// Useful if we want to close it after /// public sealed class LastOpenedStorageState : StoredStateData { // TODO: IF we chain lockers need to handle it. // Fine for now I guess public override string Name => "LastOpenedStorage"; public override void SetValue(IEntity value) { base.SetValue(value); if (value != null && !value.HasComponent()) { Logger.Warning("Set LastOpenedStorageState for an entity that doesn't have a storage component"); } } } }