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- using Content.Server.Hands.Systems;
- namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
- public sealed partial class EquipOperator : HTNOperator
- {
- [Dependency] private readonly IEntityManager _entManager = default!;
- [DataField("target")]
- public string Target = "Target";
- public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
- {
- if (!blackboard.TryGetValue<EntityUid>(Target, out var target, _entManager))
- {
- return HTNOperatorStatus.Failed;
- }
- var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
- var handsSystem = _entManager.System<HandsSystem>();
- // TODO: As elsewhere need some generic interaction cooldown system
- if (handsSystem.TryPickup(owner, target))
- {
- return HTNOperatorStatus.Finished;
- }
- return HTNOperatorStatus.Failed;
- }
- }
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