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

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using Content.Server.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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
{
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private readonly EntityUid _owner;
private readonly EntityUid _target;
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public UseItemInInventoryOperator(EntityUid owner, EntityUid target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
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var entMan = IoCManager.Resolve<IEntityManager>();
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
var sys = sysMan.GetEntitySystem<SharedHandsSystem>();
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// TODO: Also have this check storage a la backpack etc.
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if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent)
|| !sys.TrySelect(_owner, _target, handsComponent)
|| !sys.TryUseItemInHand(_owner, false, handsComponent))
{
return Outcome.Failed;
}
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return Outcome.Success;
}
}
}