#nullable enable
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
namespace Content.Shared.Body.Surgery
{
///
/// Represents the current surgery state of a .
///
public interface ISurgeryData : IComponent
{
public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
///
/// The this
/// is attached to.
///
public IBodyPart? Parent { get; }
///
/// The of the parent
/// .
///
public BodyPartType? ParentType { get; }
///
/// Returns a description of this entity.
///
/// The description shown upon observing this entity.
public string GetDescription();
///
/// Returns whether a can be added into the
/// this
/// represents.
///
public bool CanAddMechanism(IMechanism mechanism);
///
/// Returns whether the given can be connected
/// to the this
/// represents.
///
public bool CanAttachBodyPart(IBodyPart part);
///
/// Gets the delegate corresponding to the surgery step using the given
/// .
///
///
/// The corresponding surgery action or null if no step can be
/// performed.
///
public SurgeryAction? GetSurgeryStep(SurgeryType toolType);
///
/// Returns whether the given can be used to
/// perform a surgery on the this
/// represents.
///
public bool CheckSurgery(SurgeryType toolType)
{
return GetSurgeryStep(toolType) != null;
}
///
/// Attempts to perform surgery of the given .
///
///
/// The used for this surgery.
///
///
/// The container where the surgery is being done.
///
///
/// The entity being used to perform the surgery.
///
/// The entity performing the surgery.
/// True if successful, false otherwise.
public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon,
IEntity performer);
}
}