Files
tbd-station-14/Content.Shared/GameObjects/Components/Chemistry/ISolutionInteractionsComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

85 lines
2.1 KiB
C#

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;
void Refill(Solution solution)
{
}
//
// DRAINING
//
bool CanDrain => false;
ReagentUnit DrainAvailable => ReagentUnit.Zero;
Solution Drain(ReagentUnit amount)
{
return new();
}
}
}