Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Helpers.cs
2022-05-13 17:59:03 +10:00

43 lines
1.5 KiB
C#

using Content.Shared.Item;
using Robust.Shared.Prototypes;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
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;
}
// If this doesn't have an item component, then we can't do anything with it.
if (!HasComp<SharedItemComponent>(item))
return DeleteItem();
// We finally try to equip the item, otherwise we delete it.
return TryEquip(uid, item, slot, silent, force) || DeleteItem();
}
}