Files
tbd-station-14/Content.Server/Hands/Components/IHandsComponent.cs
2021-07-16 17:37:09 -07:00

194 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Server.Items;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands.Components;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.Hands.Components
{
public interface IHandsComponent : ISharedHandsComponent
{
/// <summary>
/// Invoked when the hand contents changes or when a hand is added/removed.
/// </summary>
event Action? OnItemChanged;
/// <summary>
/// The hands in this component.
/// </summary>
IEnumerable<string> HandNames { get; }
/// <summary>
/// The hand name of the currently active hand.
/// </summary>
string? ActiveHand { get; set; }
/// <summary>
/// Enumerates over every held item.
/// </summary>
IEnumerable<ItemComponent> GetAllHeldItems();
/// <summary>
/// Gets the item held by a hand.
/// </summary>
/// <param name="handName">The name of the hand to get.</param>
/// <returns>The item in the held, null if no item is held</returns>
ItemComponent? GetItem(string handName);
/// <summary>
/// Attempts to get an item in a hand.
/// </summary>
/// <param name="handName">The name of the hand to get.</param>
/// <param name="item">The item in the held, null if no item is held</param>
/// <returns>Whether it was holding an item</returns>
bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item);
/// <summary>
/// Gets item held by the current active hand
/// </summary>
ItemComponent? GetActiveHand { get; }
/// <summary>
/// Puts an item into any empty hand, preferring the active hand.
/// </summary>
/// <param name="item">The item to put in a hand.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <returns>True if the item was inserted, false otherwise.</returns>
bool PutInHand(ItemComponent item, bool mobCheck = true);
/// <summary>
/// Checks to see if an item can be put in any hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(ItemComponent item, bool mobCheck = true);
/// <summary>
/// Drops the item contained in the slot to the same position as our entity.
/// </summary>
/// <param name="slot">The slot of which to drop to drop the item.</param>
/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param
/// <returns>True on success, false if something blocked the drop.</returns>
bool Drop(string slot, bool mobChecks = true, bool intentional = true);
/// <summary>
/// Drops an item held by one of our hand slots to the same position as our owning entity.
/// </summary>
/// <param name="entity">The item to drop.</param>
/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <returns>True on success, false if something blocked the drop.</returns>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool Drop(IEntity entity, bool mobChecks = true, bool intentional = true);
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <param name="coords"></param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
bool TryDropHand(string slot, EntityCoordinates coords, bool doMobChecks = true, bool intentional = true);
/// <summary>
/// Drop the specified entity in our hands to a certain position.
/// </summary>
/// <remarks>
/// There are no checks whether or not the user is within interaction range of the drop location
/// or whether the drop location is occupied.
/// </remarks>
/// <param name="entity">The entity to drop, must be held in one of the hands.</param>
/// <param name="coords">The coordinates to drop the entity at.</param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <returns>
/// True if the drop succeeded,
/// false if it failed (due to failing to eject from our hand slot, etc...)
/// </returns>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool TryDropEntity(IEntity entity, EntityCoordinates coords, bool doMobChecks = true, bool intentional = true);
/// <summary>
/// Drop the item contained in a slot into another container.
/// </summary>
/// <param name="slot">The slot of which to drop the entity.</param>
/// <param name="targetContainer">The container to drop into.</param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop(IEntity)"/> for the mob or not.</param>
/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
/// </exception>
bool TryPutHandIntoContainer(string slot, BaseContainer targetContainer, bool doMobChecks = true);
/// <summary>
/// Drops an item in one of the hands into a container.
/// </summary>
/// <param name="entity">The item to drop.</param>
/// <param name="targetContainer">The container to drop into.</param>
/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if dry-run checks reported OK to remove and insert,
/// but practical remove or insert returned false anyways.
/// This is an edge-case that is currently unhandled.
/// </exception>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="entity"/> is null.
/// </exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="entity"/> is not actually held in any hand.
/// </exception>
bool Drop(IEntity entity, BaseContainer targetContainer, bool doMobChecks = true);
/// <summary>
/// Checks whether the item in the specified hand can be dropped.
/// </summary>
/// <param name="name">The hand to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <returns>
/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
/// </returns>
bool CanDrop(string name, bool mobCheck = true);
/// <summary>
/// Adds a new hand to this hands component.
/// </summary>
/// <param name="name">The name of the hand to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if a hand with specified name already exists.
/// </exception>
void AddHand(string name, HandLocation handLocation);
/// <summary>
/// Removes a hand from this hands component.
/// </summary>
/// <remarks>
/// If the hand contains an item, the item is dropped.
/// </remarks>
/// <param name="name">The name of the hand to remove.</param>
void RemoveHand(string name);
/// <summary>
/// Checks whether a hand with the specified name exists.
/// </summary>
/// <param name="name">The hand name to check.</param>
/// <returns>True if the hand exists, false otherwise.</returns>
bool HasHand(string name);
}
}