197 lines
8.4 KiB
C#
197 lines
8.4 KiB
C#
using System;
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using Content.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using System.Collections.Generic;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Shared.Map;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IHandsComponent : IComponent
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{
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/// <summary>
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/// The hand index of the currently active hand.
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/// </summary>
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string ActiveIndex { get; set; }
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/// <summary>
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/// Enumerates over every held item.
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/// </summary>
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IEnumerable<ItemComponent> GetAllHeldItems();
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/// <summary>
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/// Gets the item held by a hand.
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/// </summary>
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/// <param name="index">The index of the hand to get.</param>
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/// <returns>The item in the held, null if no item is held</returns>
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ItemComponent GetHand(string index);
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/// <summary>
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/// Gets item held by the current active hand
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/// </summary>
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ItemComponent GetActiveHand { get; }
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/// <summary>
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/// Puts an item into any empty hand, preferring the active hand.
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/// </summary>
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/// <param name="item">The item to put in a hand.</param>
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/// <returns>True if the item was inserted, false otherwise.</returns>
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bool PutInHand(ItemComponent item);
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/// <summary>
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/// Puts an item into a specific hand.
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/// </summary>
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/// <param name="item">The item to put in the hand.</param>
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/// <param name="index">The index of the hand to put the item into.</param>
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/// <param name="fallback">
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/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(ItemComponent)" />
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/// </param>
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/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
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bool PutInHand(ItemComponent item, string index, bool fallback=true);
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/// <summary>
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/// Checks to see if an item can be put in any hand.
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/// </summary>
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/// <param name="item">The item to check for.</param>
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/// <returns>True if the item can be inserted, false otherwise.</returns>
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bool CanPutInHand(ItemComponent item);
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/// <summary>
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/// Checks to see if an item can be put in the specified hand.
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/// </summary>
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/// <param name="item">The item to check for.</param>
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/// <param name="index">The index for the hand to check for.</param>
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/// <returns>True if the item can be inserted, false otherwise.</returns>
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bool CanPutInHand(ItemComponent item, string index);
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/// <summary>
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/// Finds the hand slot holding the specified entity, if any.
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/// </summary>
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/// <param name="entity">
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/// The entity to look for in our hands.
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/// </param>
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/// <returns>
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/// The index of the hand slot if the entity is indeed held, <see langword="null" /> otherwise.
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/// </returns>
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string FindHand(IEntity entity);
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/// <summary>
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/// Drops the item contained in the slot to the same position as our entity.
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/// </summary>
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/// <param name="slot">The slot of which to drop to drop the item.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
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bool Drop(string slot);
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/// <summary>
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/// Drops an item held by one of our hand slots to the same position as our owning entity.
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/// </summary>
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/// <param name="entity">The item to drop.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity);
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/// <summary>
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/// Drops the item in a slot.
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/// </summary>
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/// <param name="slot">The slot to drop the item from.</param>
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/// <param name="coords"></param>
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/// <returns>True if an item was dropped, false otherwise.</returns>
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bool Drop(string slot, GridCoordinates coords);
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/// <summary>
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/// Drop the specified entity in our hands to a certain position.
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/// </summary>
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/// <remarks>
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/// There are no checks whether or not the user is within interaction range of the drop location
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/// or whether the drop location is occupied.
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/// </remarks>
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/// <param name="entity">The entity to drop, must be held in one of the hands.</param>
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/// <param name="coords">The coordinates to drop the entity at.</param>
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/// <returns>
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/// True if the drop succeeded,
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/// false if it failed (due to failing to eject from our hand slot, etc...)
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/// </returns>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity, GridCoordinates coords);
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/// <summary>
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/// Drop the item contained in a slot into another container.
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/// </summary>
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/// <param name="slot">The slot of which to drop the entity.</param>
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/// <param name="targetContainer">The container to drop into.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
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/// <exception cref="InvalidOperationException">
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/// Thrown if dry-run checks reported OK to remove and insert,
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/// but practical remove or insert returned false anyways.
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/// This is an edge-case that is currently unhandled.
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/// </exception>
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bool Drop(string slot, BaseContainer targetContainer);
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/// <summary>
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/// Drops an item in one of the hands into a container.
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/// </summary>
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/// <param name="entity">The item to drop.</param>
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/// <param name="targetContainer">The container to drop into.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
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/// <exception cref="InvalidOperationException">
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/// Thrown if dry-run checks reported OK to remove and insert,
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/// but practical remove or insert returned false anyways.
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/// This is an edge-case that is currently unhandled.
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/// </exception>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity, BaseContainer targetContainer);
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/// <summary>
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/// Checks whether the item in the specified hand can be dropped.
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/// </summary>
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/// <param name="index">The hand to check for.</param>
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/// <returns>
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/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
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/// </returns>
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bool CanDrop(string index);
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/// <summary>
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/// Adds a new hand to this hands component.
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/// </summary>
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/// <param name="index">The name of the hand to add.</param>
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/// <exception cref="InvalidOperationException">
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/// Thrown if a hand with specified name already exists.
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/// </exception>
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void AddHand(string index);
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/// <summary>
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/// Removes a hand from this hands component.
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/// </summary>
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/// <remarks>
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/// If the hand contains an item, the item is dropped.
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/// </remarks>
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/// <param name="index">The name of the hand to remove.</param>
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void RemoveHand(string index);
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/// <summary>
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/// Checks whether a hand with the specified name exists.
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/// </summary>
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/// <param name="index">The hand name to check.</param>
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/// <returns>True if the hand exists, false otherwise.</returns>
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bool HasHand(string index);
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void HandleSlotModifiedMaybe(ContainerModifiedMessage message);
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}
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}
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