using Content.Shared.Chemistry;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Chemistry
{
///
/// High-level solution transferring operations like "what happens when a syringe tries to inject this entity."
///
///
/// This interface is most often implemented by using
/// and setting the appropriate
///
public interface ISolutionInteractionsComponent : IComponent
{
//
// INJECTING
//
///
/// Whether we CAN POTENTIALLY be injected with solutions by items like syringes.
///
///
///
/// This should NOT change to communicate behavior like "the container is full".
/// Change to 0 for that.
///
///
/// If refilling is allowed () you should also always allow injecting.
///
///
bool CanInject => false;
///
/// The amount of solution space available for injecting.
///
ReagentUnit InjectSpaceAvailable => ReagentUnit.Zero;
///
/// Actually inject reagents.
///
void Inject(Solution solution)
{
}
//
// DRAWING
//
bool CanDraw => false;
ReagentUnit DrawAvailable => ReagentUnit.Zero;
Solution Draw(ReagentUnit amount)
{
return new();
}
//
// REFILLING
//
bool CanRefill => false;
ReagentUnit RefillSpaceAvailable => ReagentUnit.Zero;
void Refill(Solution solution)
{
}
//
// DRAINING
//
bool CanDrain => false;
ReagentUnit DrainAvailable => ReagentUnit.Zero;
Solution Drain(ReagentUnit amount)
{
return new();
}
}
}