Files
tbd-station-14/Content.Server/AI/Operators/Inventory/UseItemInInventoryOperator.cs
2022-02-16 18:23:23 +11:00

49 lines
1.5 KiB
C#

using Content.Server.Hands.Components;
using Content.Shared.Item;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// Will find the item in storage, put it in an active hand, then use it
/// </summary>
public sealed class UseItemInInventoryOperator : AiOperator
{
private readonly EntityUid _owner;
private readonly EntityUid _target;
public UseItemInInventoryOperator(EntityUid owner, EntityUid target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
var entMan = IoCManager.Resolve<IEntityManager>();
// TODO: Also have this check storage a la backpack etc.
if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent))
{
return Outcome.Failed;
}
if (!entMan.TryGetComponent(_target, out SharedItemComponent? itemComponent))
{
return Outcome.Failed;
}
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
handsComponent.ActivateItem();
return Outcome.Success;
}
return Outcome.Failed;
}
}
}