Files
tbd-station-14/Content.Server/NPC/HTN/PrimitiveTasks/Operators/Interactions/DropOperator.cs
metalgearsloth c31c848afd Shooting NPCs and more (#18042)
* Add pirate shooting

* Shooting working

* Basics working

* Refactor time

* More conversion

* Update primitives

* Update yml

* weh

* Building again

* Draft

* weh

* b

* Start shutdown

* Starting to take form

* Code side done

* is it worky

* Fix prototypes

* stuff

* Shitty working

* Juke events working

* Even more cleanup

* RTX

* Fix interaction combat mode and compquery

* GetAmmoCount relays

* Fix rotation speed

* Juke fixes

* fixes

* weh

* The collision avoidance never ends

* Fixes

* Pause support

* framework

* lazy

* Fix idling

* Fix drip

* goobed

* Fix takeover shutdown bug

* Merge fixes

* shitter

* Fix carpos
2023-08-01 19:48:56 -05:00

32 lines
989 B
C#

using Content.Server.Hands.Systems;
using Content.Shared.Hands.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
/// <summary>
/// Drops the active hand entity underneath us.
/// </summary>
public sealed class DropOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, _entManager))
{
return HTNOperatorStatus.Finished;
}
var owner = blackboard.GetValueOrDefault<EntityUid>(NPCBlackboard.Owner, _entManager);
// TODO: Need some sort of interaction cooldown probably.
var handsSystem = _entManager.System<HandsSystem>();
if (handsSystem.TryDrop(owner))
{
return HTNOperatorStatus.Finished;
}
return HTNOperatorStatus.Failed;
}
}