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

41 lines
1.3 KiB
C#
Raw Normal View History

2021-06-09 22:19:39 +02:00
using Content.Server.Hands.Components;
2022-03-17 20:13:31 +13:00
using Content.Shared.Hands.EntitySystems;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
using Content.Shared.Item;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Operators.Inventory
{
/// <summary>
/// Will find the item in storage, put it in an active hand, then use it
/// </summary>
public sealed class UseItemInInventoryOperator : AiOperator
{
2021-12-05 18:09:01 +01:00
private readonly EntityUid _owner;
private readonly EntityUid _target;
2021-12-05 18:09:01 +01:00
public UseItemInInventoryOperator(EntityUid owner, EntityUid target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
2021-12-08 17:04:21 +01:00
var entMan = IoCManager.Resolve<IEntityManager>();
2022-03-17 20:13:31 +13:00
var sysMan = IoCManager.Resolve<IEntitySystemManager>();
var sys = sysMan.GetEntitySystem<SharedHandsSystem>();
2021-12-08 17:04:21 +01:00
// TODO: Also have this check storage a la backpack etc.
2022-03-17 20:13:31 +13:00
if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent)
|| !sys.TrySelect(_owner, _target, handsComponent)
|| !sys.TryUseItemInHand(_owner, false, handsComponent))
{
return Outcome.Failed;
}
2022-03-17 20:13:31 +13:00
return Outcome.Success;
}
}
}