Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Helpers.cs
Nemanja 161fd6c83c Mega Antag Refactor (#25786)
* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
2024-04-25 11:31:45 +10:00

143 lines
5.1 KiB
C#

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!;
/// <summary>
/// Yields all entities in hands or inventory slots with the specific flags.
/// </summary>
public IEnumerable<EntityUid> GetHandOrInventoryEntities(Entity<HandsComponent?, InventoryComponent?> user, SlotFlags flags = SlotFlags.All)
{
if (Resolve(user.Owner, ref user.Comp1, false))
{
foreach (var hand in user.Comp1.Hands.Values)
{
if (hand.HeldEntity == null)
continue;
yield return hand.HeldEntity.Value;
}
}
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;
}
}
/// <summary>
/// Returns the definition of the inventory slot that the given entity is currently in..
/// </summary>
public bool TryGetContainingSlot(Entity<TransformComponent?, MetaDataComponent?> entity, [NotNullWhen(true)] out SlotDefinition? slot)
{
if (!_containerSystem.TryGetContainingContainer(entity.Owner, out var container, entity.Comp2, entity.Comp1))
{
slot = null;
return false;
}
return TryGetSlot(container.Owner, container.ID, out slot);
}
/// <summary>
/// Returns true if the given entity is equipped to an inventory slot with the given inventory slot flags.
/// </summary>
public bool InSlotWithFlags(Entity<TransformComponent?, MetaDataComponent?> 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<EntityPrototype>(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();
}
/// <summary>
/// Will attempt to spawn a list of items inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="items">A list of prototype IDs that you want to spawn in the bag.</param>
public void SpawnItemsOnEntity(EntityUid entity, List<string> items)
{
foreach (var item in items)
{
SpawnItemOnEntity(entity, item);
}
}
/// <summary>
/// Will attempt to spawn an item inside of an entities bag, pockets, hands or nearby
/// </summary>
/// <param name="entity">The entity that you want to spawn an item on</param>
/// <param name="item">The prototype ID that you want to spawn in the bag.</param>
public void SpawnItemOnEntity(EntityUid entity, EntProtoId item)
{
//Transform() throws error if TransformComponent doesnt exist
if (!HasComp<TransformComponent>(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);
}
}