Files
tbd-station-14/Content.Server/AI/Operators/Nutrition/UseFoodInInventoryOperator.cs
2021-12-05 18:09:01 +01:00

74 lines
2.7 KiB
C#

using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;
namespace Content.Server.AI.Operators.Nutrition
{
public 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<IEntityManager>();
// TODO: Also have this check storage a la backpack etc.
if ((!entities.EntityExists(_target) ? EntityLifeStage.Deleted : entities.GetComponent<MetaDataComponent>(_target).EntityLifeStage) >= EntityLifeStage.Deleted ||
!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
!entities.TryGetComponent(_target, out ItemComponent? itemComponent))
{
return Outcome.Failed;
}
FoodComponent? foodComponent = null;
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
if (!entities.TryGetComponent(_target, out foodComponent))
{
return Outcome.Failed;
}
// This should also implicitly open it.
handsComponent.ActivateItem();
_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
}
if (foodComponent == null)
{
return Outcome.Failed;
}
if ((!entities.EntityExists(_target) ? EntityLifeStage.Deleted : entities.GetComponent<MetaDataComponent>(_target).EntityLifeStage) >= EntityLifeStage.Deleted ||
foodComponent.UsesRemaining == 0 ||
entities.TryGetComponent(_owner, out HungerComponent? hungerComponent) &&
hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay])
{
return Outcome.Success;
}
return Outcome.Continuing;
}
}
}