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;
}
}