using Content.Server.Hands.Components; using Content.Server.Nutrition.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Nutrition.Components; namespace Content.Server.AI.Operators.Nutrition { public sealed class UseFoodInInventoryOperator : AiOperator { private readonly EntityUid _owner; private readonly EntityUid _target; private float _interactionCooldown; public UseFoodInInventoryOperator(EntityUid owner, EntityUid target) { _owner = owner; _target = target; } public override Outcome Execute(float frameTime) { if (_interactionCooldown >= 0) { _interactionCooldown -= frameTime; return Outcome.Continuing; } var entities = IoCManager.Resolve(); var sysMan = IoCManager.Resolve(); var handsSys = sysMan.GetEntitySystem(); // TODO: Also have this check storage a la backpack etc. if (entities.Deleted(_target) || !entities.TryGetComponent(_owner, out HandsComponent? handsComponent)) { return Outcome.Failed; } if (!handsSys.TrySelect(_owner, out var foodComponent, handsComponent)) return Outcome.Failed; if (!handsSys.TryUseItemInHand(_owner, false, handsComponent)) return Outcome.Failed; if ((!entities.EntityExists(_target) ? EntityLifeStage.Deleted : entities.GetComponent(_target).EntityLifeStage) >= EntityLifeStage.Deleted || foodComponent.UsesRemaining == 0 || entities.TryGetComponent(_owner, out HungerComponent? hungerComponent) && hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay]) { return Outcome.Success; } /// do afters for food might mess this up? return Outcome.Continuing; } } }