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>
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.AI.Utility.Actions;
|
|
using Content.Server.AI.Utility.Actions.Clothing.Head;
|
|
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.Head
|
|
{
|
|
/// <summary>
|
|
/// Equip any head item currently in our inventory
|
|
/// </summary>
|
|
public sealed class EquipAnyHeadExp : ExpandableUtilityAction
|
|
{
|
|
public override float Bonus => UtilityAction.NormalBonus;
|
|
|
|
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
|
|
{
|
|
var owner = context.GetState<SelfState>().GetValue();
|
|
|
|
foreach (var entity in context.GetState<InventoryState>().GetValue())
|
|
{
|
|
if (entity.TryGetComponent(out ClothingComponent clothing) &&
|
|
(clothing.SlotFlags & EquipmentSlotDefines.SlotFlags.HEAD) != 0)
|
|
{
|
|
yield return new EquipHead(owner, entity, Bonus);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|