41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using Content.Server.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Item;
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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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/// Will find the item in storage, put it in an active hand, then use it
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/// </summary>
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public sealed class UseItemInInventoryOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _target;
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public UseItemInInventoryOperator(EntityUid owner, EntityUid target)
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{
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_owner = owner;
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_target = target;
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}
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public override Outcome Execute(float frameTime)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
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var sys = sysMan.GetEntitySystem<SharedHandsSystem>();
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// TODO: Also have this check storage a la backpack etc.
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if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent)
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|| !sys.TrySelect(_owner, _target, handsComponent)
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|| !sys.TryUseItemInHand(_owner, false, handsComponent))
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{
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return Outcome.Failed;
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}
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return Outcome.Success;
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}
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}
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}
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