#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
{
public interface IMechanism : IComponent
{
///
/// The body that owns the in which this
/// is in.
///
IBody? Body { get; }
///
/// The part in which this is in.
///
IBodyPart? Part { get; set; }
///
/// The behaviors attached to this
/// mapped by their type.
///
IReadOnlyDictionary Behaviors { get; }
///
/// Max HP of this .
///
int MaxDurability { get; set; }
///
/// Current HP of this .
///
int CurrentDurability { get; set; }
///
/// At what HP this is completely destroyed.
///
int DestroyThreshold { get; set; }
///
/// Armor of this against attacks.
///
int Resistance { get; set; }
///
/// Determines a handful of things - mostly whether this
/// can fit into a .
///
// TODO BODY OnSizeChanged
int Size { get; set; }
///
/// What kind of this
/// can be easily installed into.
///
BodyPartCompatibility Compatibility { get; set; }
///
/// Adds a if this
/// does not have it already.
///
/// The behavior type to add.
///
/// True if the behavior already existed, false if it had to be created.
///
bool EnsureBehavior(out T behavior) where T : IMechanismBehavior, new();
///
/// Checks if this has the specified
/// .
///
///
/// The type of to check for.
///
///
/// true if it has the , false otherwise.
///
bool HasBehavior() where T : IMechanismBehavior;
///
/// Removes the specified from this
/// if it has it.
///
///
/// The type of to remove.
///
/// true if it was removed, false otherwise.
bool TryRemoveBehavior() where T : IMechanismBehavior;
///
/// Runs an update cycle for this .
///
///
/// The amount of seconds that passed since the last update.
///
void Update(float frameTime);
// TODO BODY Turn these into event listeners so they dont need to be exposed
///
/// Called when the containing is attached to a
/// .
/// For instance, attaching a head with a brain inside to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that this was added to.
///
void AddedToBody(IBody body);
///
/// Called when the parent is
/// added into a that is not attached to a
/// .
/// For instance, adding a brain to a dismembered head.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The part that this was added to.
///
void AddedToPart(IBodyPart part);
///
/// Called when the parent is added to a
/// that is attached to a .
/// For instance, adding a brain to a head that is attached to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that this was added to.
///
///
/// The part that this was added to.
///
void AddedToPartInBody(IBody body, IBodyPart part);
///
/// Called when the parent is removed from a
/// .
/// For instance, removing a head with a brain inside from a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that this was removed from.
///
void RemovedFromBody(IBody old);
///
/// Called when the parent is
/// removed from a that is not attached to a
/// .
/// For instance, removing a brain from a dismembered head.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The part that this was removed from.
///
void RemovedFromPart(IBodyPart old);
///
/// Called when the parent is removed from a
/// that is attached to a .
/// For instance, removing a brain from a head that is attached to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that this was removed from.
///
///
/// The part that this was removed from.
///
void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart);
}
}