Files
tbd-station-14/Content.Server/AI/Operators/Nutrition/UseFoodInInventoryOperator.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* 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>
2021-12-30 22:56:10 +01:00

74 lines
2.5 KiB
C#

using Content.Server.Hands.Components;
using Content.Server.Nutrition.Components;
using Content.Shared.Item;
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.Deleted(_target) ||
!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
!entities.TryGetComponent(_target, out SharedItemComponent? 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;
}
}
}