* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
#nullable enable
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using Content.Server.AI.Utility;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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namespace Content.Server.AI.Operators.Inventory
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{
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/// <summary>
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/// If the target is in EntityStorage will open its parent container
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/// </summary>
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public sealed class OpenStorageOperator : AiOperator
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{
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private readonly IEntity _owner;
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private readonly IEntity _target;
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public OpenStorageOperator(IEntity owner, IEntity 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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if (!_target.TryGetContainer(out var container))
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{
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return Outcome.Success;
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}
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if (!_owner.InRangeUnobstructed(container, popup: true))
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{
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return Outcome.Failed;
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}
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if (!container.Owner.TryGetComponent(out EntityStorageComponent? storageComponent) ||
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storageComponent.IsWeldedShut)
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{
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return Outcome.Failed;
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}
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if (!storageComponent.Open)
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{
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var activateArgs = new ActivateEventArgs {User = _owner, Target = _target};
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storageComponent.Activate(activateArgs);
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}
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var blackboard = UtilityAiHelpers.GetBlackboard(_owner);
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blackboard?.GetState<LastOpenedStorageState>().SetValue(container.Owner);
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return Outcome.Success;
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}
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}
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}
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