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>
26 lines
899 B
C#
26 lines
899 B
C#
using Content.Server.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Logger = Robust.Shared.Log.Logger;
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namespace Content.Server.AI.WorldState.States.Inventory
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{
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/// <summary>
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/// If we open a storage locker than it will be stored here
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/// Useful if we want to close it after
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/// </summary>
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public sealed class LastOpenedStorageState : StoredStateData<IEntity>
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{
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// TODO: IF we chain lockers need to handle it.
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// Fine for now I guess
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public override string Name => "LastOpenedStorage";
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public override void SetValue(IEntity value)
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{
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base.SetValue(value);
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if (value != null && !value.HasComponent<EntityStorageComponent>())
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{
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Logger.Warning("Set LastOpenedStorageState for an entity that doesn't have a storage component");
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}
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}
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}
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} |