using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Head;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head
{
///
/// Equip any head item currently in our inventory
///
public sealed class EquipAnyHeadExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.NormalBonus;
protected override IEnumerable> GetCommonConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve();
return new[] {
considerationsManager.Get().Slot(EquipmentSlotDefines.Slots.HEAD, context)
.InverseBoolCurve(context),
};
}
public override IEnumerable GetActions(Blackboard context)
{
var owner = context.GetState().GetValue();
foreach (var entity in context.GetState().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent? clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
{
yield return new EquipHead {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}
}
}