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