using Content.Server.Hands.Systems;
using Content.Shared.Wieldable;
using Content.Shared.Wieldable.Components;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat;
///
/// Operator that wields or unwields a weapon.
///
public sealed partial class WieldOperator : HTNOperator
{
[Dependency] private IEntityManager _entManager = default!;
///
/// If true, tries to wield the item. If false, tries to unwield it.
///
[DataField]
public bool Wield = true;
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
var owner = blackboard.GetValue(NPCBlackboard.Owner);
if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out var activeHand, _entManager))
return HTNOperatorStatus.Failed;
var handsSystem = _entManager.System();
if (!handsSystem.TryGetHeldItem(owner, activeHand, out var weaponUid))
return HTNOperatorStatus.Failed;
if (!_entManager.TryGetComponent(weaponUid, out var wieldable))
return HTNOperatorStatus.Failed;
var wieldableSystem = _entManager.System();
if (Wield)
{
if (wieldable.Wielded)
return HTNOperatorStatus.Failed;
return wieldableSystem.TryWield((weaponUid.Value, wieldable), owner)
? HTNOperatorStatus.Finished
: HTNOperatorStatus.Failed;
}
if (!wieldable.Wielded)
return HTNOperatorStatus.Failed;
return wieldableSystem.TryUnwield((weaponUid.Value, wieldable), owner)
? HTNOperatorStatus.Finished
: HTNOperatorStatus.Failed;
}
}