Files
tbd-station-14/Content.Server/AI/Utility/ExpandableActions/Clothing/Gloves/EquipAnyGlovesExp.cs
2022-05-13 17:59:03 +10:00

46 lines
1.7 KiB
C#

using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Clothing.Gloves;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves
{
/// <summary>
/// Equip any head item currently in our inventory
/// </summary>
public sealed class EquipAnyGlovesExp : ExpandableUtilityAction
{
public override float Bonus => UtilityAction.NormalBonus;
protected override IEnumerable<Func<float>> GetCommonConsiderations(Blackboard context)
{
var considerationsManager = IoCManager.Resolve<ConsiderationsManager>();
return new []
{
considerationsManager.Get<ClothingInSlotCon>().Slot("gloves", context)
.InverseBoolCurve(context),
};
}
public override IEnumerable<UtilityAction> GetActions(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
foreach (var entity in context.GetState<EnumerableInventoryState>().GetValue())
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClothingComponent? clothing) &&
(clothing.SlotFlags & SlotFlags.GLOVES) != 0)
{
yield return new EquipGloves {Owner = owner, Target = entity, Bonus = Bonus};
}
}
}
}
}