* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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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/// <summary>
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/// Returns the definition of the inventory slot that the given entity is currently in..
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/// </summary>
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public bool TryGetContainingSlot(EntityUid uid, [NotNullWhen(true)] out SlotDefinition? slot)
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{
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if (!_containerSystem.TryGetContainingContainer(uid, out var container))
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{
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slot = null;
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return false;
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}
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return TryGetSlot(container.Owner, container.ID, out slot);
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}
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/// <summary>
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/// Returns true if the given entity is equipped to an inventory slot with the given inventory slot flags.
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/// </summary>
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public bool InSlotWithFlags(EntityUid uid, SlotFlags flags)
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{
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return TryGetContainingSlot(uid, out var slot) && ((slot.SlotFlags & flags) == flags);
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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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// 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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