Files
tbd-station-14/Content.Server/AI/Utility/ExpandableActions/Clothing/Gloves/EquipAnyGlovesExp.cs
metalgearsloth 5391d3c72a Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00

40 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Gloves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
{
/// <summary>
/// Equip any head item currently in our inventory
/// </summary>
public sealed class EquipAnyGlovesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.NormalBonus;
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
if (!owner.TryGetComponent(out AiControllerComponent controller))
{
throw new InvalidOperationException();
}
foreach (var entity in context.GetState<InventoryState>().GetValue())
{
if (entity.TryGetComponent(out ClothingComponent clothing) &&
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.GLOVES) != 0)
{
yield return new EquipGloves(owner, entity, Bonus);
}
}
}
}
}