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crystall-punk-14/Content.Server/Inventory/InventoryHelpers.cs

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