Files
tbd-station-14/Content.Server/AI/Operators/Inventory/InteractWithEntityOperator.cs
chairbender b35333d366 Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00

49 lines
1.5 KiB
C#

using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.Utility;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// A Generic interacter; if you need to check stuff then make your own
/// </summary>
public class InteractWithEntityOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _useTarget;
public InteractWithEntityOperator(IEntity owner, IEntity useTarget)
{
_owner = owner;
_useTarget = useTarget;
}
public override Outcome Execute(float frameTime)
{
if (_useTarget.Transform.GridID != _owner.Transform.GridID)
{
return Outcome.Failed;
}
if (!InteractionChecks.InRangeUnobstructed(_owner, _useTarget.Transform.MapPosition))
{
return Outcome.Failed;
}
if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
combatModeComponent.IsInCombatMode = false;
}
// Click on da thing
var interactionSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InteractionSystem>();
interactionSystem.UseItemInHand(_owner, _useTarget.Transform.GridPosition, _useTarget.Uid);
return Outcome.Success;
}
}
}