#nullable enable
using Content.Shared.GameObjects.Components.Body.Part;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
{
public interface IMechanism : IHasBody
{
IBodyPart? Part { get; set; }
///
/// Professional description of the .
///
string Description { get; set; }
///
/// The message to display upon examining a mob with this
/// added.
/// If the string is empty (""), no message will be displayed.
///
string ExamineMessage { get; set; }
///
/// 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; }
///
/// Called when the part housing this mechanism is added to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY PART CODE!
///
/// The previous body, if any.
/// The new body.
void OnBodyAdd(IBody? old, IBody current);
///
/// Called when the part housing this mechanism is removed from
/// a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY PART CODE!
///
/// The old body.
void OnBodyRemove(IBody old);
}
}