using System.Diagnostics.CodeAnalysis;
using Content.Shared.Hands.Components;
using Content.Shared.Storage.EntitySystems;
using Robust.Shared.Prototypes;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
[Dependency] private readonly SharedStorageSystem _storageSystem = default!;
///
/// Yields all entities in hands or inventory slots with the specific flags.
///
public IEnumerable GetHandOrInventoryEntities(Entity user, SlotFlags flags = SlotFlags.All)
{
if (Resolve(user.Owner, ref user.Comp1, false))
{
foreach (var held in _handsSystem.EnumerateHeld(user))
{
yield return held;
}
}
if (!Resolve(user.Owner, ref user.Comp2, false))
yield break;
var slotEnumerator = new InventorySlotEnumerator(user.Comp2, flags);
while (slotEnumerator.NextItem(out var item))
{
yield return item;
}
}
///
/// Returns the definition of the inventory slot that the given entity is currently in..
///
public bool TryGetContainingSlot(Entity entity, [NotNullWhen(true)] out SlotDefinition? slot)
{
if (!_containerSystem.TryGetContainingContainer(entity, out var container))
{
slot = null;
return false;
}
return TryGetSlot(container.Owner, container.ID, out slot);
}
///
/// Returns true if the given entity is equipped to an inventory slot with the given inventory slot flags.
///
public bool InSlotWithFlags(Entity entity, SlotFlags flags)
{
return TryGetContainingSlot(entity, out var slot)
&& (slot.SlotFlags & flags) == flags;
}
public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, bool silent = false, bool force = false, InventoryComponent? inventory = null)
{
if (!Resolve(uid, ref inventory, false))
return false;
// Let's do nothing if the owner of the inventory has been deleted.
if (Deleted(uid))
return false;
// If we don't have that slot or there's already an item there, we do nothing.
if (!HasSlot(uid, slot) || TryGetSlotEntity(uid, slot, out _, inventory))
return false;
// If the prototype in question doesn't exist, we do nothing.
if (!_prototypeManager.HasIndex(prototype))
return false;
// Let's spawn this first...
var item = Spawn(prototype, Transform(uid).Coordinates);
// Helper method that deletes the item and returns false.
bool DeleteItem()
{
Del(item);
return false;
}
// We finally try to equip the item, otherwise we delete it.
return TryEquip(uid, item, slot, silent, force) || DeleteItem();
}
///
/// Will attempt to spawn a list of items inside of an entities bag, pockets, hands or nearby
///
/// The entity that you want to spawn an item on
/// A list of prototype IDs that you want to spawn in the bag.
public void SpawnItemsOnEntity(EntityUid entity, List items)
{
foreach (var item in items)
{
SpawnItemOnEntity(entity, item);
}
}
///
/// Will attempt to spawn an item inside of an entities bag, pockets, hands or nearby
///
/// The entity that you want to spawn an item on
/// The prototype ID that you want to spawn in the bag.
public void SpawnItemOnEntity(EntityUid entity, EntProtoId item)
{
//Transform() throws error if TransformComponent doesnt exist
if (!HasComp(entity))
return;
var xform = Transform(entity);
var mapCoords = _transform.GetMapCoordinates(xform);
var itemToSpawn = Spawn(item, mapCoords);
//Try insert into the backpack
if (TryGetSlotContainer(entity, "back", out var backSlot, out _)
&& backSlot.ContainedEntity.HasValue
&& _storageSystem.Insert(backSlot.ContainedEntity.Value, itemToSpawn, out _)
)
return;
//Try insert into pockets
if (TryGetSlotContainer(entity, "pocket1", out var pocket1, out _)
&& _containerSystem.Insert(itemToSpawn, pocket1)
)
return;
if (TryGetSlotContainer(entity, "pocket2", out var pocket2, out _)
&& _containerSystem.Insert(itemToSpawn, pocket2)
)
return;
//Try insert into hands, or drop on the floor
_handsSystem.PickupOrDrop(entity, itemToSpawn, false);
}
}