Files
tbd-station-14/Content.Server/AI/Operators/Inventory/EquipEntityOperator.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

40 lines
1.2 KiB
C#

using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.GUI;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Inventory
{
public sealed class EquipEntityOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _entity;
public EquipEntityOperator(IEntity owner, IEntity entity)
{
_owner = owner;
_entity = entity;
}
public override Outcome Execute(float frameTime)
{
if (!_owner.TryGetComponent(out HandsComponent handsComponent))
{
return Outcome.Failed;
}
// TODO: If in clothing then click on it
foreach (var hand in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(hand)?.Owner == _entity)
{
handsComponent.ActiveHand = hand;
return Outcome.Success;
}
}
// TODO: Get free hand count; if no hands free then fail right here
// TODO: Go through inventory
return Outcome.Failed;
}
}
}