Files
tbd-station-14/Content.Server/Inventory/InventoryHelpers.cs
2021-06-09 22:19:39 +02:00

48 lines
1.8 KiB
C#

using Content.Server.Inventory.Components;
using Content.Server.Items;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.Server.Inventory
{
public static class InventoryHelpers
{
public static bool SpawnItemInSlot(this InventoryComponent inventory, Slots slot, string prototype, bool mobCheck = false)
{
var entityManager = inventory.Owner.EntityManager;
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var user = inventory.Owner;
// Let's do nothing if the owner of the inventory has been deleted.
if (user.Deleted)
return false;
// If we don't have that slot or there's already an item there, we do nothing.
if (!inventory.HasSlot(slot) || inventory.TryGetSlotItem(slot, out ItemComponent _))
return false;
// If the prototype in question doesn't exist, we do nothing.
if (!protoManager.HasIndex<EntityPrototype>(prototype))
return false;
// Let's spawn this first...
var item = entityManager.SpawnEntity(prototype, user.Transform.MapPosition);
// Helper method that deletes the item and returns false.
bool DeleteItem()
{
item.Delete();
return false;
}
// If this doesn't have an item component, then we can't do anything with it.
if (!item.TryGetComponent(out ItemComponent? itemComp))
return DeleteItem();
// We finally try to equip the item, otherwise we delete it.
return inventory.Equip(slot, itemComp, mobCheck) || DeleteItem();
}
}
}