CatStation/Content.Server/NPC/HTN/PrimitiveTasks/Operators/Combat/WieldOperator.cs
B_Kirill 5b9c0a6bdc
NPCs combat improvements (#40900)
* NPCs combat improvements

* CanRack and improved logic

* Minor stylistic improvements

* Just a test for my sanity

* Review
2026-04-21 04:23:17 +00:00

53 lines
1.8 KiB
C#

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