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™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * 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>
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43
Content.Shared/Inventory/InventorySystem.Helpers.cs
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43
Content.Shared/Inventory/InventorySystem.Helpers.cs
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Inventory;
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public partial class InventorySystem
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{
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public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, bool silent = false, bool force = false, InventoryComponent? inventory = null)
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{
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if (!Resolve(uid, ref inventory, false))
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return false;
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// Let's do nothing if the owner of the inventory has been deleted.
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if (Deleted(uid))
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return false;
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// If we don't have that slot or there's already an item there, we do nothing.
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if (!HasSlot(uid, slot) || TryGetSlotEntity(uid, slot, out _, inventory))
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return false;
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// If the prototype in question doesn't exist, we do nothing.
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if (!_prototypeManager.HasIndex<EntityPrototype>(prototype))
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return false;
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// Let's spawn this first...
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var item = EntityManager.SpawnEntity(prototype, Transform(uid).Coordinates);
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// Helper method that deletes the item and returns false.
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bool DeleteItem()
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{
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EntityManager.DeleteEntity(item);
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return false;
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}
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// If this doesn't have an item component, then we can't do anything with it.
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if (!HasComp<SharedItemComponent>(item))
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return DeleteItem();
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// We finally try to equip the item, otherwise we delete it.
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return TryEquip(uid, item, slot, silent, force) || DeleteItem();
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}
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}
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