Files
tbd-station-14/Content.Server/AI/Operators/Inventory/UseItemInInventoryOperator.cs
Vera Aguilera Puerto 5cd42c9ad6 Inline UID
2021-12-03 15:53:09 +01:00

47 lines
1.4 KiB
C#

using Content.Server.Hands.Components;
using Content.Server.Items;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// Will find the item in storage, put it in an active hand, then use it
/// </summary>
public class UseItemInInventoryOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
public UseItemInInventoryOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
// TODO: Also have this check storage a la backpack etc.
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_owner, out HandsComponent? handsComponent))
{
return Outcome.Failed;
}
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_target, out ItemComponent? itemComponent))
{
return Outcome.Failed;
}
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
handsComponent.ActivateItem();
return Outcome.Success;
}
return Outcome.Failed;
}
}
}