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crystall-punk-14/Content.Server/AI/Operators/Inventory/EquipEntityOperator.cs

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using Content.Server.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Inventory
{
public sealed class EquipEntityOperator : AiOperator
{
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private readonly EntityUid _owner;
private readonly EntityUid _entity;
public EquipEntityOperator(EntityUid owner, EntityUid entity)
{
_owner = owner;
_entity = entity;
}
public override Outcome Execute(float frameTime)
{
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedHandsSystem>();
// TODO: If in clothing then click on it
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if (sys.TrySelect(_owner, _entity))
return Outcome.Success;
// TODO: Get free hand count; if no hands free then fail right here
// TODO: Go through inventory
return Outcome.Failed;
}
}
}