Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using Content.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Operators.Inventory
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{
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public sealed class EquipEntityOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _entity;
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public EquipEntityOperator(IEntity owner, IEntity entity)
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{
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_owner = owner;
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_entity = entity;
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}
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public override Outcome Execute(float frameTime)
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{
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if (!_owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return Outcome.Failed;
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}
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// TODO: If in clothing then click on it
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetHand(hand)?.Owner == _entity)
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{
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handsComponent.ActiveIndex = hand;
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return Outcome.Success;
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}
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}
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// TODO: Get free hand count; if no hands free then fail right here
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// TODO: Go through inventory
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return Outcome.Failed;
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}
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}
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}
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