Files
tbd-station-14/Content.Server/Utility/InventoryHelpers.cs
2020-08-21 18:09:47 +02:00

50 lines
1.9 KiB
C#

using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.GameObjects.Components.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.Utility
{
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>();
// Let's do nothing if the owner of the inventory has been deleted.
if (inventory.Owner.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 in nullspace first...
var item = entityManager.SpawnEntity(prototype, MapCoordinates.Nullspace);
// 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();
}
}
}