Files
tbd-station-14/Content.Server/NPC/HTN/Preconditions/ActiveHandComponentPrecondition.cs
Nemanja 524725d378 HandsSystem Refactor (#38438)
* checkpoint

* pt 2

* pt... i forgot

* pt 4

* patch

* More test fixes

* optimization!!!

* the REAL hand system

* fix RetractableItemActionSystem.cs oversight

* the review

* test

* remove test usage of body prototype

* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* hellcode

* hellcode 2

* Minor cleanup

* test

* Chasing the last of the bugs

* changes

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-06-25 15:13:03 +02:00

44 lines
1.2 KiB
C#

using Content.Server.Hands.Systems;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.HTN.Preconditions;
/// <summary>
/// Returns true if the active hand entity has the specified components.
/// </summary>
public sealed partial class ActiveHandComponentPrecondition : HTNPrecondition
{
[Dependency] private readonly IEntityManager _entManager = default!;
[DataField("invert")]
public bool Invert;
[DataField("components", required: true)]
public ComponentRegistry Components = new();
public override bool IsMet(NPCBlackboard blackboard)
{
if (!blackboard.TryGetValue<EntityUid>(NPCBlackboard.Owner, out var owner, _entManager) ||
!blackboard.TryGetValue<string>(NPCBlackboard.ActiveHand, out var hand, _entManager))
{
return Invert;
}
if (!_entManager.System<HandsSystem>().TryGetHeldItem(owner, hand, out var entity))
return Invert;
foreach (var comp in Components)
{
var hasComp = _entManager.HasComponent(entity, comp.Value.Component.GetType());
if (!hasComp ||
Invert && hasComp)
{
return false;
}
}
return true;
}
}