43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Shared.Item;
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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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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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// If this doesn't have an item component, then we can't do anything with it.
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if (!HasComp<SharedItemComponent>(item))
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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 TryEquip(uid, item, slot, silent, force) || DeleteItem();
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}
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}
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