using SS14.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
namespace Content.Server.Interfaces.GameObjects
{
public interface IHandsComponent : IComponent
{
///
/// The hand index of the currently active hand.
///
string ActiveIndex { get; }
///
/// Enumerates over every held item.
///
IEnumerable GetAllHands();
///
/// 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
IItemComponent GetHand(string index);
///
/// 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(IItemComponent 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(IItemComponent item, string index, bool fallback=true);
///
/// Drops an item on the ground, removing it from the hand.
///
/// The hand to drop from.
/// True if an item was successfully dropped, false otherwise.
bool Drop(string index);
}
}