Files
tbd-station-14/Content.Server/AI/Operators/Nutrition/UseFoodInInventoryOperator.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* 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
2021-02-11 01:13:03 -08:00

73 lines
2.3 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;
namespace Content.Server.AI.Operators.Nutrition
{
public class UseFoodInInventoryOperator : AiOperator
{
private readonly IEntity _owner;
private readonly IEntity _target;
private float _interactionCooldown;
public UseFoodInInventoryOperator(IEntity owner, IEntity target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
if (_interactionCooldown >= 0)
{
_interactionCooldown -= frameTime;
return Outcome.Continuing;
}
// TODO: Also have this check storage a la backpack etc.
if (_target.Deleted ||
!_owner.TryGetComponent(out HandsComponent? handsComponent) ||
!_target.TryGetComponent(out ItemComponent? itemComponent))
{
return Outcome.Failed;
}
FoodComponent? foodComponent = null;
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
if (!_target.TryGetComponent(out foodComponent))
{
return Outcome.Failed;
}
// This should also implicitly open it.
handsComponent.ActivateItem();
_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
}
if (foodComponent == null)
{
return Outcome.Failed;
}
if (_target.Deleted ||
foodComponent.UsesRemaining == 0 ||
_owner.TryGetComponent(out HungerComponent? hungerComponent) &&
hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay])
{
return Outcome.Success;
}
return Outcome.Continuing;
}
}
}