using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.Prototypes;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
///
/// Returns the definition of the inventory slot that the given entity is currently in..
///
public bool TryGetContainingSlot(EntityUid uid, [NotNullWhen(true)] out SlotDefinition? slot)
{
if (!_containerSystem.TryGetContainingContainer(uid, 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(EntityUid uid, SlotFlags flags)
{
return TryGetContainingSlot(uid, 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 = EntityManager.SpawnEntity(prototype, Transform(uid).Coordinates);
// Helper method that deletes the item and returns false.
bool DeleteItem()
{
EntityManager.DeleteEntity(item);
return false;
}
// We finally try to equip the item, otherwise we delete it.
return TryEquip(uid, item, slot, silent, force) || DeleteItem();
}
}