Files
tbd-station-14/Content.Server/Interfaces/GameObjects/Components/Items/IHandsComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

206 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.Interfaces.GameObjects.Components.Items
{
public interface IHandsComponent : IComponent
{
/// <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>
/// 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>
/// <returns>True if the item was inserted, false otherwise.</returns>
bool PutInHand(ItemComponent item);
/// <summary>
/// Puts an item into a specific hand.
/// </summary>
/// <param name="item">The item to put in the hand.</param>
/// <param name="index">The name of the hand to put the item into.</param>
/// <param name="fallback">
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(ItemComponent)" />
/// </param>
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
bool PutInHand(ItemComponent item, string index, bool fallback=true);
/// <summary>
/// Checks to see if an item can be put in any hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(ItemComponent item);
/// <summary>
/// Checks to see if an item can be put in the specified hand.
/// </summary>
/// <param name="item">The item to check for.</param>
/// <param name="index">The name for the hand to check for.</param>
/// <returns>True if the item can be inserted, false otherwise.</returns>
bool CanPutInHand(ItemComponent item, string index);
/// <summary>
/// Finds the hand slot holding the specified entity, if any.
/// </summary>
/// <param name="entity">The entity to look for in our hands.</param>
/// <param name="handName">
/// The name of the hand slot if the entity is indeed held,
/// <see langword="null" /> otherwise.
/// </param>
/// <returns>
/// true if the entity is held, false otherwise
/// </returns>
bool TryHand(IEntity entity, out string handName);
/// <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="doMobChecks">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 doMobChecks = 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="doMobChecks">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 doMobChecks = 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 Drop(string slot, GridCoordinates coords, bool doMobChecks = 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 Drop(IEntity entity, GridCoordinates coords, bool doMobChecks = 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 Drop(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>
/// <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);
/// <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);
/// <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);
void HandleSlotModifiedMaybe(ContainerModifiedMessage message);
}
}