74 lines
2.5 KiB
C#
74 lines
2.5 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 EntityUid _owner;
|
|
private readonly EntityUid _target;
|
|
private float _interactionCooldown;
|
|
|
|
public UseDrinkInInventoryOperator(EntityUid owner, EntityUid target)
|
|
{
|
|
_owner = owner;
|
|
_target = target;
|
|
}
|
|
|
|
public override Outcome Execute(float frameTime)
|
|
{
|
|
if (_interactionCooldown >= 0)
|
|
{
|
|
_interactionCooldown -= frameTime;
|
|
return Outcome.Continuing;
|
|
}
|
|
|
|
var entities = IoCManager.Resolve<IEntityManager>();
|
|
|
|
// TODO: Also have this check storage a la backpack etc.
|
|
if (entities.Deleted(_target) ||
|
|
!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
|
|
!entities.TryGetComponent(_target, 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 (!entities.TryGetComponent(_target, 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, drinkComponent)
|
|
|| entities.TryGetComponent(_owner, out ThirstComponent? thirstComponent) &&
|
|
thirstComponent.CurrentThirst >= thirstComponent.ThirstThresholds[ThirstThreshold.Okay])
|
|
{
|
|
return Outcome.Success;
|
|
}
|
|
|
|
return Outcome.Continuing;
|
|
}
|
|
}
|
|
}
|