using System;
using Content.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Shared.Map;
namespace Content.Server.Interfaces.GameObjects
{
public interface IHandsComponent : IComponent
{
///
/// The hand index of the currently active hand.
///
string ActiveIndex { get; set; }
///
/// Enumerates over every held item.
///
IEnumerable GetAllHeldItems();
///
/// Gets the item held by a hand.
///
/// The index of the hand to get.
/// The item in the held, null if no item is held
ItemComponent GetHand(string index);
///
/// Gets item held by the current active hand
///
ItemComponent GetActiveHand { get; }
///
/// Puts an item into any empty hand, preferring the active hand.
///
/// The item to put in a hand.
/// True if the item was inserted, false otherwise.
bool PutInHand(ItemComponent item);
///
/// Puts an item into a specific hand.
///
/// The item to put in the hand.
/// The index of the hand to put the item into.
///
/// If true and the provided hand is full, the method will fall back to
///
/// True if the item was inserted into a hand, false otherwise.
bool PutInHand(ItemComponent item, string index, bool fallback=true);
///
/// Checks to see if an item can be put in any hand.
///
/// The item to check for.
/// True if the item can be inserted, false otherwise.
bool CanPutInHand(ItemComponent item);
///
/// Checks to see if an item can be put in the specified hand.
///
/// The item to check for.
/// The index for the hand to check for.
/// True if the item can be inserted, false otherwise.
bool CanPutInHand(ItemComponent item, string index);
///
/// Finds the hand slot holding the specified entity, if any.
///
///
/// The entity to look for in our hands.
///
///
/// The index of the hand slot if the entity is indeed held, otherwise.
///
string FindHand(IEntity entity);
///
/// Drops the item contained in the slot to the same position as our entity.
///
/// The slot of which to drop to drop the item.
/// True on success, false if something blocked the drop.
bool Drop(string slot);
///
/// Drops an item held by one of our hand slots to the same position as our owning entity.
///
/// The item to drop.
/// True on success, false if something blocked the drop.
///
/// Thrown if is null.
///
///
/// Thrown if is not actually held in any hand.
///
bool Drop(IEntity entity);
///
/// Drops the item in a slot.
///
/// The slot to drop the item from.
///
/// True if an item was dropped, false otherwise.
bool Drop(string slot, GridCoordinates coords);
///
/// Drop the specified entity in our hands to a certain position.
///
///
/// There are no checks whether or not the user is within interaction range of the drop location
/// or whether the drop location is occupied.
///
/// The entity to drop, must be held in one of the hands.
/// The coordinates to drop the entity at.
///
/// True if the drop succeeded,
/// false if it failed (due to failing to eject from our hand slot, etc...)
///
///
/// Thrown if is null.
///
///
/// Thrown if is not actually held in any hand.
///
bool Drop(IEntity entity, GridCoordinates coords);
///
/// Drop the item contained in a slot into another container.
///
/// The slot of which to drop the entity.
/// The container to drop into.
/// True on success, false if something was blocked (insertion or removal).
///
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
///
bool Drop(string slot, BaseContainer targetContainer);
///
/// Drops an item in one of the hands into a container.
///
/// The item to drop.
/// The container to drop into.
/// True on success, false if something was blocked (insertion or removal).
///
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
///
///
/// Thrown if is null.
///
///
/// Thrown if is not actually held in any hand.
///
bool Drop(IEntity entity, BaseContainer targetContainer);
///
/// Checks whether the item in the specified hand can be dropped.
///
/// The hand to check for.
///
/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
///
bool CanDrop(string index);
///
/// Adds a new hand to this hands component.
///
/// The name of the hand to add.
///
/// Thrown if a hand with specified name already exists.
///
void AddHand(string index);
///
/// Removes a hand from this hands component.
///
///
/// If the hand contains an item, the item is dropped.
///
/// The name of the hand to remove.
void RemoveHand(string index);
///
/// Checks whether a hand with the specified name exists.
///
/// The hand name to check.
/// True if the hand exists, false otherwise.
bool HasHand(string index);
void HandleSlotModifiedMaybe(ContainerModifiedMessage message);
}
}