* Add mechanism events when added/removed to/from body/parts * Change old usages * Add TODO * Remove BodyExtensions and IHasBody * Remove unnecessary extensions and fix wrong event call in mechanism behavior component * Complete test and fix event calls
110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Mechanism
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{
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public interface IMechanism : IComponent
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{
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IBody? Body { get; }
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IBodyPart? Part { get; set; }
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/// <summary>
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/// Professional description of the <see cref="IMechanism"/>.
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/// </summary>
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string Description { get; set; }
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/// <summary>
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/// The message to display upon examining a mob with this
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/// <see cref="IMechanism"/> added.
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/// If the string is empty (""), no message will be displayed.
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/// </summary>
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string ExamineMessage { get; set; }
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/// <summary>
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/// Max HP of this <see cref="IMechanism"/>.
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/// </summary>
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int MaxDurability { get; set; }
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/// <summary>
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/// Current HP of this <see cref="IMechanism"/>.
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/// </summary>
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int CurrentDurability { get; set; }
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/// <summary>
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/// At what HP this <see cref="IMechanism"/> is completely destroyed.
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/// </summary>
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int DestroyThreshold { get; set; }
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/// <summary>
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/// Armor of this <see cref="IMechanism"/> against attacks.
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/// </summary>
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int Resistance { get; set; }
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/// <summary>
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/// Determines a handful of things - mostly whether this
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/// <see cref="IMechanism"/> can fit into a <see cref="IBodyPart"/>.
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/// </summary>
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// TODO BODY OnSizeChanged
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int Size { get; set; }
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/// <summary>
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/// What kind of <see cref="IBodyPart"/> this
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/// <see cref="IMechanism"/> can be easily installed into.
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/// </summary>
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BodyPartCompatibility Compatibility { get; set; }
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// TODO BODY Turn these into event listeners so they dont need to be exposed
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head with a brain inside to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void AddedToBody();
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// added into a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, adding a brain to a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void AddedToPart();
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is added to a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, adding a brain to a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void AddedToPartInBody();
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/// <summary>
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/// Called when the parent <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, removing a head with a brain inside from a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void RemovedFromBody(IBody old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// removed from a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, removing a brain from a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void RemovedFromPart(IBodyPart old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is removed from a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, removing a brain from a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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void RemovedFromPartInBody(IBody? oldBody, IBodyPart? oldPart);
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}
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}
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