Files
tbd-station-14/Content.Shared/Damage/Components/IDamageableComponent.cs
2021-07-16 17:37:09 -07:00

149 lines
5.7 KiB
C#

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