Files
tbd-station-14/Content.Shared/GameObjects/Components/Chemistry/ISolutionInteractionsComponent.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

91 lines
2.3 KiB
C#

#nullable enable
using Content.Shared.Chemistry;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Chemistry
{
/// <summary>
/// High-level solution transferring operations like "what happens when a syringe tries to inject this entity."
/// </summary>
/// <remarks>
/// This interface is most often implemented by using <see cref="SharedSolutionContainerComponent"/>
/// and setting the appropriate <see cref="SolutionContainerCaps"/>
/// </remarks>
public interface ISolutionInteractionsComponent : IComponent
{
//
// INJECTING
//
/// <summary>
/// Whether we CAN POTENTIALLY be injected with solutions by items like syringes.
/// </summary>
/// <remarks>
/// <para>
/// This should NOT change to communicate behavior like "the container is full".
/// Change <see cref="InjectSpaceAvailable"/> to 0 for that.
/// </para>
/// <para>
/// If refilling is allowed (<see cref="CanRefill"/>) you should also always allow injecting.
/// </para>
/// </remarks>
bool CanInject => false;
/// <summary>
/// The amount of solution space available for injecting.
/// </summary>
ReagentUnit InjectSpaceAvailable => ReagentUnit.Zero;
/// <summary>
/// Actually inject reagents.
/// </summary>
void Inject(Solution solution)
{
}
//
// DRAWING
//
bool CanDraw => false;
ReagentUnit DrawAvailable => ReagentUnit.Zero;
Solution Draw(ReagentUnit amount)
{
return new();
}
//
// REFILLING
//
bool CanRefill => false;
ReagentUnit RefillSpaceAvailable => ReagentUnit.Zero;
/// <summary>
/// The amount that will transfer if something is spilled on the container.
/// </summary>
ReagentUnit MaxSpillRefill => ReagentUnit.Zero;
void Refill(Solution solution)
{
}
//
// DRAINING
//
bool CanDrain => false;
ReagentUnit DrainAvailable => ReagentUnit.Zero;
Solution Drain(ReagentUnit amount)
{
return new();
}
}
}