Re-organize all projects (#4166)
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47
Content.Server/Inventory/InventoryHelpers.cs
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47
Content.Server/Inventory/InventoryHelpers.cs
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Inventory
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{
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public static class InventoryHelpers
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{
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public static bool SpawnItemInSlot(this InventoryComponent inventory, Slots slot, string prototype, bool mobCheck = false)
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{
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var entityManager = inventory.Owner.EntityManager;
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var protoManager = IoCManager.Resolve<IPrototypeManager>();
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var user = inventory.Owner;
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// Let's do nothing if the owner of the inventory has been deleted.
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if (user.Deleted)
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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 (!inventory.HasSlot(slot) || inventory.TryGetSlotItem(slot, out ItemComponent _))
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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 (!protoManager.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, user.Transform.MapPosition);
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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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item.Delete();
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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 (!item.TryGetComponent(out ItemComponent? itemComp))
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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 inventory.Equip(slot, itemComp, mobCheck) || DeleteItem();
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}
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}
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}
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