178 lines
7.1 KiB
C#
178 lines
7.1 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.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Mechanism
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{
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public interface IMechanism : IComponent
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{
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/// <summary>
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/// The body that owns the <see cref="IBodyPart"/> in which this
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/// <see cref="IMechanism"/> is in.
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/// </summary>
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IBody? Body { get; }
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/// <summary>
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/// The part in which this <see cref="IMechanism"/> is in.
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/// </summary>
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IBodyPart? Part { get; set; }
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/// <summary>
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/// The behaviors attached to this <see cref="IMechanism"/>
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/// mapped by their type.
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/// </summary>
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IReadOnlyDictionary<Type, IMechanismBehavior> Behaviors { get; }
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/// <summary>
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/// Max HP of this <see cref="IMechanism"/>.
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/// </summary>
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int MaxDurability { get; set; }
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/// <summary>
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/// Current HP of this <see cref="IMechanism"/>.
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/// </summary>
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int CurrentDurability { get; set; }
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/// <summary>
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/// At what HP this <see cref="IMechanism"/> is completely destroyed.
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/// </summary>
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int DestroyThreshold { get; set; }
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/// <summary>
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/// Armor of this <see cref="IMechanism"/> against attacks.
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/// </summary>
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int Resistance { get; set; }
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/// <summary>
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/// Determines a handful of things - mostly whether this
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/// <see cref="IMechanism"/> can fit into a <see cref="IBodyPart"/>.
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/// </summary>
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// TODO BODY OnSizeChanged
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int Size { get; set; }
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/// <summary>
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/// What kind of <see cref="IBodyPart"/> this
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/// <see cref="IMechanism"/> can be easily installed into.
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/// </summary>
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BodyPartCompatibility Compatibility { get; set; }
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/// <summary>
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/// Adds a <see cref="IMechanismBehavior"/> if this
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/// <see cref="IMechanism"/> does not have it already.
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/// </summary>
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/// <typeparam name="T">The behavior type to add.</typeparam>
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/// <returns>
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/// True if the behavior already existed, false if it had to be created.
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/// </returns>
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bool EnsureBehavior<T>(out T behavior) where T : IMechanismBehavior, new();
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/// <summary>
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/// Checks if this <see cref="IMechanism"/> has the specified
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/// <see cref="IMechanismBehavior"/>.
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/// </summary>
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/// <typeparam name="T">
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/// The type of <see cref="IMechanismBehavior"/> to check for.
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/// </typeparam>
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/// <returns>
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/// true if it has the <see cref="IMechanismBehavior"/>, false otherwise.
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/// </returns>
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bool HasBehavior<T>() where T : IMechanismBehavior;
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/// <summary>
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/// Removes the specified <see cref="IMechanismBehavior"/> from this
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/// <see cref="IMechanism"/> if it has it.
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/// </summary>
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/// <typeparam name="T">
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/// The type of <see cref="IMechanismBehavior"/> to remove.
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/// </typeparam>
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/// <returns>true if it was removed, false otherwise.</returns>
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bool TryRemoveBehavior<T>() where T : IMechanismBehavior;
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/// <summary>
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/// Runs an update cycle for this <see cref="IMechanism"/>.
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/// </summary>
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/// <param name="frameTime">
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/// The amount of seconds that passed since the last update.
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/// </param>
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void Update(float frameTime);
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// TODO BODY Turn these into event listeners so they dont need to be exposed
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head with a brain inside to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that this <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToBody(IBody body);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// added into a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, adding a brain to a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="part">
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/// The part that this <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPart(IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is added to a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, adding a brain to a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that this <see cref="IMechanism"/> was added to.
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/// </param>
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/// <param name="part">
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/// The part that this <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPartInBody(IBody body, IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, removing a head with a brain inside from a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The body that this <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromBody(IBody old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// removed from a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, removing a brain from a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The part that this <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPart(IBodyPart old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is removed from a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, removing a brain from a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="oldBody">
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/// The body that this <see cref="IMechanism"/> was removed from.
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/// </param>
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/// <param name="oldPart">
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/// The part that this <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart);
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}
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}
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