* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
using Content.Server.Hands.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Nutrition.EntitySystems;
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using Content.Shared.Item;
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using Content.Shared.Nutrition.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.AI.Operators.Nutrition
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{
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public class UseDrinkInInventoryOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _target;
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private float _interactionCooldown;
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public UseDrinkInInventoryOperator(EntityUid owner, EntityUid target)
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{
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_owner = owner;
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_target = target;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_interactionCooldown >= 0)
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{
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_interactionCooldown -= frameTime;
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return Outcome.Continuing;
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}
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var entities = IoCManager.Resolve<IEntityManager>();
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// TODO: Also have this check storage a la backpack etc.
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if (entities.Deleted(_target) ||
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!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
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!entities.TryGetComponent(_target, out SharedItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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DrinkComponent? drinkComponent = null;
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foreach (var slot in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(slot) != itemComponent) continue;
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handsComponent.ActiveHand = slot;
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if (!entities.TryGetComponent(_target, out drinkComponent))
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{
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return Outcome.Failed;
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}
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// This should also implicitly open it.
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handsComponent.ActivateItem();
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_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
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}
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if (drinkComponent == null)
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{
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return Outcome.Failed;
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}
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if (drinkComponent.Deleted || EntitySystem.Get<DrinkSystem>().IsEmpty(drinkComponent.Owner, drinkComponent)
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|| entities.TryGetComponent(_owner, out ThirstComponent? thirstComponent) &&
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thirstComponent.CurrentThirst >= thirstComponent.ThirstThresholds[ThirstThreshold.Okay])
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{
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return Outcome.Success;
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}
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return Outcome.Continuing;
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}
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}
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}
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