using System.Diagnostics.CodeAnalysis; using Content.Shared.Hands.Components; using Content.Shared.Storage.EntitySystems; using Robust.Shared.Prototypes; namespace Content.Shared.Inventory; public partial class InventorySystem { [Dependency] private SharedStorageSystem _storageSystem = default!; /// /// Yields all entities in hands or inventory slots with the specific flags. /// public IEnumerable GetHandOrInventoryEntities(Entity user, SlotFlags flags = SlotFlags.All) { if (Resolve(user.Owner, ref user.Comp1, false)) { foreach (var held in _handsSystem.EnumerateHeld(user)) { yield return held; } } if (!Resolve(user.Owner, ref user.Comp2, false)) yield break; var slotEnumerator = new InventorySlotEnumerator(user.Comp2, flags); while (slotEnumerator.NextItem(out var item)) { yield return item; } } /// /// Returns the definition of the inventory slot that the given entity is currently in.. /// public bool TryGetContainingSlot(Entity entity, [NotNullWhen(true)] out SlotDefinition? slot) { if (!_containerSystem.TryGetContainingContainer(entity, out var container)) { slot = null; return false; } return TryGetSlot(container.Owner, container.ID, out slot); } /// /// Returns true if the given entity is equipped to an inventory slot with exactly matching inventory slot flags. /// /// public bool InSlotWithFlags(Entity entity, SlotFlags flags) { return TryGetContainingSlot(entity, out var slot) && (slot.SlotFlags & flags) == flags; } /// /// Returns true if the given entity is equipped to an inventory slot that /// has any flags in common with the given ones. /// /// public bool InSlotWithAnyFlags(Entity ent, SlotFlags flags) { return TryGetContainingSlot(ent, out var slot) && (slot.SlotFlags & flags) != 0; } public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, bool silent = false, bool force = false, InventoryComponent? inventory = null) { return SpawnItemInSlot(uid, slot, prototype, out _, silent, force, inventory); } public bool SpawnItemInSlot(EntityUid uid, string slot, string prototype, [NotNullWhen(true)] out EntityUid? spawned, bool silent = false, bool force = false, InventoryComponent? inventory = null) { spawned = 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 (!ProtoMan.HasIndex(prototype)) return false; // Let's spawn this first... var item = Spawn(prototype, Transform(uid).Coordinates); // We finally try to equip the item, otherwise we delete it. if (TryEquip(uid, item, slot, silent, force)) { spawned = item; return true; } Del(item); return false; } }