Files
tbd-station-14/Content.Server/AI/Operators/Inventory/UseItemInHandsOperator.cs
2020-07-07 00:20:07 +02:00

51 lines
1.5 KiB
C#

using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Items.Storage;
using Robust.Shared.Interfaces.GameObjects;
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 UseItemInHandsOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
public UseItemInHandsOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
if (_target == null)
{
return Outcome.Failed;
}
// TODO: Also have this check storage a la backpack etc.
if (!_owner.TryGetComponent(out HandsComponent handsComponent))
{
return Outcome.Failed;
}
if (!_target.TryGetComponent(out ItemComponent itemComponent))
{
return Outcome.Failed;
}
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetHand(slot) != itemComponent) continue;
handsComponent.ActiveIndex = slot;
handsComponent.ActivateItem();
return Outcome.Success;
}
return Outcome.Failed;
}
}
}