Files
tbd-station-14/Content.Server/AI/Operators/Nutrition/UseDrinkInInventoryOperator.cs
Fortune117 76bc00b218 Changed drinks to use ECS (#4948)
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-11-02 11:40:55 +11:00

72 lines
2.4 KiB
C#

using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
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 UseDrinkInInventoryOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
private float _interactionCooldown;
public UseDrinkInInventoryOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
if (_interactionCooldown >= 0)
{
_interactionCooldown -= frameTime;
return Outcome.Continuing;
}
// TODO: Also have this check storage a la backpack etc.
if (_target.Deleted ||
!_owner.TryGetComponent(out HandsComponent? handsComponent) ||
!_target.TryGetComponent(out ItemComponent? itemComponent))
{
return Outcome.Failed;
}
DrinkComponent? drinkComponent = null;
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
if (!_target.TryGetComponent(out drinkComponent))
{
return Outcome.Failed;
}
// This should also implicitly open it.
handsComponent.ActivateItem();
_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
}
if (drinkComponent == null)
{
return Outcome.Failed;
}
if (drinkComponent.Deleted || EntitySystem.Get<DrinkSystem>().IsEmpty(drinkComponent.Owner.Uid, drinkComponent)
|| _owner.TryGetComponent(out ThirstComponent? thirstComponent) &&
thirstComponent.CurrentThirst >= thirstComponent.ThirstThresholds[ThirstThreshold.Okay])
{
return Outcome.Success;
}
return Outcome.Continuing;
}
}
}