Inventories WiP
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using SS14.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IHandsComponent : IComponent
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{
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/// <summary>
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/// The hand index of the currently active hand.
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/// </summary>
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string ActiveIndex { get; }
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/// <summary>
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/// Enumerates over every held item.
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/// </summary>
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IEnumerable<IItemComponent> GetAllHands();
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/// <summary>
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/// Gets the item held by a hand.
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/// </summary>
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/// <param name="index">The index of the hand to get.</param>
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/// <returns>The item in the held, null if no item is held</returns>
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IItemComponent GetHand(string index);
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/// <summary>
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/// Puts an item into any empty hand, preferring the active hand.
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/// </summary>
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/// <param name="item">The item to put in a hand.</param>
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/// <returns>True if the item was inserted, false otherwise.</returns>
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bool PutInHand(IItemComponent item);
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/// <summary>
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/// Puts an item into a specific hand.
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/// </summary>
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/// <param name="item">The item to put in the hand.</param>
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/// <param name="index">The index of the hand to put the item into.</param>
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/// <param name="fallback">
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/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(IItemComponent)" />
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/// </param>
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/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
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bool PutInHand(IItemComponent item, string index, bool fallback=true);
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/// <summary>
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/// Drops an item on the ground, removing it from the hand.
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/// </summary>
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/// <param name="index">The hand to drop from.</param>
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/// <returns>True if an item was successfully dropped, false otherwise.</returns>
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bool Drop(string index);
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}
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}
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