166 lines
6.3 KiB
C#
166 lines
6.3 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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public interface IDamageableComponent : IComponent, IExAct
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{
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/// <summary>
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/// Sum of all damages taken.
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/// </summary>
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int TotalDamage { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageClass"/>.
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/// </summary>
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IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
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/// <summary>
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/// The amount of damage mapped by <see cref="DamageType"/>.
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/// </summary>
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IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
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/// <summary>
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/// The damage flags on this component.
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/// </summary>
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DamageFlag Flags { get; }
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/// <summary>
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/// Adds a flag to this component.
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/// </summary>
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/// <param name="flag">The flag to add.</param>
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void AddFlag(DamageFlag flag);
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/// <summary>
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/// Checks whether or not this component has a specific flag.
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/// </summary>
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/// <param name="flag">The flag to check for.</param>
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/// <returns>True if it has the flag, false otherwise.</returns>
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bool HasFlag(DamageFlag flag);
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/// <summary>
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/// Removes a flag from this component.
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/// </summary>
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/// <param name="flag">The flag to remove.</param>
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void RemoveFlag(DamageFlag flag);
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bool SupportsDamageClass(DamageClass @class);
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bool SupportsDamageType(DamageType type);
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/// <summary>
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/// Gets the amount of damage of a type.
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/// </summary>
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/// <param name="type">The type to get the damage of.</param>
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/// <param name="damage">The amount of damage of that type.</param>
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/// <returns>
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/// True if the given <see cref="type"/> is supported, false otherwise.
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/// </returns>
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bool TryGetDamage(DamageType type, out int damage);
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/// <summary>
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/// Gets the amount of damage of a class.
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/// </summary>
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/// <param name="class">The class to get the damage of.</param>
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/// <param name="damage">The amount of damage of that class.</param>
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/// <returns>
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/// True if the given <see cref="@class"/> is supported, false otherwise.
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/// </returns>
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bool TryGetDamage(DamageClass @class, out int damage);
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/// <summary>
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/// Changes the specified <see cref="DamageType"/>, applying
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/// resistance values only if it is damage.
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/// </summary>
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/// <param name="type">Type of damage being changed.</param>
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/// <param name="amount">
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/// Amount of damage being received (positive for damage, negative for heals).
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/// </param>
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/// <param name="ignoreResistances">
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/// Whether or not to ignore resistances.
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/// Healing always ignores resistances, regardless of this input.
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/// </param>
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/// <param name="source">
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/// The entity that dealt or healed the damage, if any.
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/// </param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require, such as a specific limb to target.
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/// </param>
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/// <returns>
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/// False if the given type is not supported or improper
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/// <see cref="DamageChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool ChangeDamage(
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DamageType type,
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int amount,
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bool ignoreResistances,
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IEntity? source = null,
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DamageChangeParams? extraParams = null);
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/// <summary>
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/// Changes the specified <see cref="DamageClass"/>, applying
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/// resistance values only if it is damage.
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/// Spreads amount evenly between the <see cref="DamageType"></see>s
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/// represented by that class.
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/// </summary>
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/// <param name="class">Class of damage being changed.</param>
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/// <param name="amount">
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/// Amount of damage being received (positive for damage, negative for heals).
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/// </param>
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/// <param name="ignoreResistances">
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/// Whether to ignore resistances.
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/// Healing always ignores resistances, regardless of this input.
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/// </param>
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/// <param name="source">Entity that dealt or healed the damage, if any.</param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require,
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/// such as a specific limb to target.
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/// </param>
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/// <returns>
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/// Returns false if the given class is not supported or improper
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/// <see cref="DamageChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool ChangeDamage(
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DamageClass @class,
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int amount,
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bool ignoreResistances,
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IEntity? source = null,
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DamageChangeParams? extraParams = null);
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/// <summary>
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/// Forcefully sets the specified <see cref="DamageType"/> to the given
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/// value, ignoring resistance values.
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/// </summary>
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/// <param name="type">Type of damage being changed.</param>
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/// <param name="newValue">New damage value to be set.</param>
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/// <param name="source">Entity that set the new damage value.</param>
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/// <param name="extraParams">
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/// Extra parameters that some components may require,
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/// such as a specific limb to target.
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/// </param>
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/// <returns>
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/// Returns false if the given type is not supported or improper
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/// <see cref="DamageChangeParams"/> were provided; true otherwise.
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/// </returns>
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bool SetDamage(
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DamageType type,
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int newValue,
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IEntity? source = null,
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DamageChangeParams? extraParams = null);
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/// <summary>
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/// Sets all damage values to zero.
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/// </summary>
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void Heal();
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/// <summary>
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/// Invokes the HealthChangedEvent with the current values of health.
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/// </summary>
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void ForceHealthChangedEvent();
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}
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}
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