49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using Content.Server.CombatMode;
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using Content.Server.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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/// <summary>
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/// A Generic interacter; if you need to check stuff then make your own
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/// </summary>
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public class InteractWithEntityOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _useTarget;
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public InteractWithEntityOperator(IEntity owner, IEntity useTarget)
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{
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_owner = owner;
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_useTarget = useTarget;
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}
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public override Outcome Execute(float frameTime)
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{
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if (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(_useTarget.Uid).GridID != IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(_owner.Uid).GridID)
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{
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return Outcome.Failed;
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}
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if (!_owner.InRangeUnobstructed(_useTarget, popup: true))
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{
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return Outcome.Failed;
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}
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(_owner.Uid, out CombatModeComponent? combatModeComponent))
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{
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combatModeComponent.IsInCombatMode = false;
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}
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// Click on da thing
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var interactionSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InteractionSystem>();
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interactionSystem.AiUseInteraction(_owner, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(_useTarget.Uid).Coordinates, _useTarget.Uid);
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return Outcome.Success;
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}
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}
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}
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