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");
}
}
}
}