Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/IBody.cs
DrSmugleaf d460d2b64d Add a command and verb to attach a body part to yourself (#2372)
* Add attachbodypart command

* Make the slot name depend on the verb instead of the command
2020-10-25 23:16:57 +01:00

208 lines
9.2 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Body.Part.Property;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Body
{
/// <summary>
/// Component representing a collection of <see cref="IBodyPart"/>s
/// attached to each other.
/// </summary>
public interface IBody : IComponent, IBodyPartContainer
{
public string? TemplateName { get; }
public string? PresetName { get; }
// TODO BODY tf is this
/// <summary>
/// Maps all parts on this template to its BodyPartType.
/// For instance, "right arm" is mapped to "BodyPartType.arm" on the humanoid
/// template.
/// </summary>
public Dictionary<string, BodyPartType> Slots { get; }
/// <summary>
/// Maps slots to the part filling each one.
/// </summary>
public IReadOnlyDictionary<string, IBodyPart> Parts { get; }
// TODO BODY what am i doing
/// <summary>
/// Maps limb name to the list of their connections to other limbs.
/// For instance, on the humanoid template "torso" is mapped to a list
/// containing "right arm", "left arm", "left leg", and "right leg".
/// This is mapped both ways during runtime, but in the prototype only one
/// way has to be defined, i.e., "torso" to "left arm" will automatically
/// map "left arm" to "torso".
/// </summary>
public Dictionary<string, List<string>> Connections { get; }
/// <summary>
/// Maps a template slot to the ID of the <see cref="IBodyPart"/>
/// that should fill it. E.g. "right arm" : "BodyPart.arm.basic_human".
/// </summary>
public IReadOnlyDictionary<string, string> PartIds { get; }
/// <summary>
/// Adds the given <see cref="IBodyPart"/> into the given slot.
/// </summary>
/// <returns>True if successful, false otherwise.</returns>
bool TryAddPart(string slot, IBodyPart part, bool force = false);
bool HasPart(string slot);
bool HasPart(IBodyPart part);
/// <summary>
/// Removes the given <see cref="IBodyPart"/> reference, potentially
/// dropping other <see cref="IBodyPart">BodyParts</see> if they
/// were hanging off of it.
/// </summary>
void RemovePart(IBodyPart part);
/// <summary>
/// Removes the body part in slot <see cref="slot"/> from this body,
/// if one exists.
/// </summary>
/// <param name="slot">The slot to remove it from.</param>
/// <returns>True if the part was removed, false otherwise.</returns>
bool RemovePart(string slot);
/// <summary>
/// Removes the body part from this body, if one exists.
/// </summary>
/// <param name="part">The part to remove from this body.</param>
/// <param name="slotName">The slot that the part was in, if any.</param>
/// <returns>True if <see cref="part"/> was removed, false otherwise.</returns>
bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slotName);
/// <summary>
/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
/// dropping other <see cref="IBodyPart">BodyParts</see> if they
/// were hanging off of it.
/// </summary>
/// <param name="part">The part to drop.</param>
/// <param name="dropped">
/// All of the parts that were dropped, including <see cref="part"/>.
/// </param>
/// <returns>
/// True if the part was dropped, false otherwise.
/// </returns>
bool TryDropPart(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? dropped);
/// <summary>
/// Recursively searches for if <see cref="part"/> is connected to
/// the center.
/// </summary>
/// <param name="part">The body part to find the center for.</param>
/// <returns>True if it is connected to the center, false otherwise.</returns>
bool ConnectedToCenter(IBodyPart part);
/// <summary>
/// Finds the central <see cref="IBodyPart"/>, if any, of this body based on
/// the <see cref="BodyTemplate"/>. For humans, this is the torso.
/// </summary>
/// <returns>The <see cref="BodyPart"/> if one exists, null otherwise.</returns>
IBodyPart? CenterPart();
/// <summary>
/// Returns whether the given part slot name exists within the current
/// <see cref="BodyTemplate"/>.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <returns>True if the slot exists in this body, false otherwise.</returns>
bool HasSlot(string slot);
/// <summary>
/// Finds the <see cref="IBodyPart"/> in the given <see cref="slot"/> if
/// one exists.
/// </summary>
/// <param name="slot">The part slot to search in.</param>
/// <param name="result">The body part in that slot, if any.</param>
/// <returns>True if found, false otherwise.</returns>
bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result);
/// <summary>
/// Finds the slotName that the given <see cref="IBodyPart"/> resides in.
/// </summary>
/// <param name="part">
/// The <see cref="IBodyPart"/> to find the slot for.
/// </param>
/// <param name="slot">The slot found, if any.</param>
/// <returns>True if a slot was found, false otherwise</returns>
bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot);
/// <summary>
/// Finds the <see cref="BodyPartType"/> in the given
/// <see cref="slot"/> if one exists.
/// </summary>
/// <param name="slot">The slot to search in.</param>
/// <param name="result">
/// The <see cref="BodyPartType"/> of that slot, if any.
/// </param>
/// <returns>True if found, false otherwise.</returns>
bool TryGetSlotType(string slot, out BodyPartType result);
/// <summary>
/// Finds the names of all slots connected to the given
/// <see cref="slot"/> for the template.
/// </summary>
/// <param name="slot">The slot to search in.</param>
/// <param name="connections">The connections found, if any.</param>
/// <returns>True if the connections are found, false otherwise.</returns>
bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections);
/// <summary>
/// Grabs all occupied slots connected to the given slot,
/// regardless of whether the given <see cref="slot"/> is occupied.
/// </summary>
/// <param name="slot">The slot name to find connections from.</param>
/// <param name="connections">The connected body parts, if any.</param>
/// <returns>
/// True if successful, false if the slot couldn't be found on this body.
/// </returns>
bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? connections);
/// <summary>
/// Grabs all parts connected to the given <see cref="part"/>, regardless
/// of whether the given <see cref="part"/> is occupied.
/// </summary>
/// <param name="part">The part to find connections from.</param>
/// <param name="connections">The connected body parts, if any.</param>
/// <returns>
/// True if successful, false if the part couldn't be found on this body.
/// </returns>
bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections);
/// <summary>
/// Finds all <see cref="IBodyPart"/>s of the given type in this body.
/// </summary>
/// <returns>A list of parts of that type.</returns>
List<IBodyPart> GetPartsOfType(BodyPartType type);
/// <summary>
/// Finds all <see cref="IBodyPart"/>s with the given property in this body.
/// </summary>
/// <type name="type">The property type to look for.</type>
/// <returns>A list of parts with that property.</returns>
List<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type);
/// <summary>
/// Finds all <see cref="IBodyPart"/>s with the given property in this body.
/// </summary>
/// <typeparam name="T">The property type to look for.</typeparam>
/// <returns>A list of parts with that property.</returns>
List<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty;
// TODO BODY Make a slot object that makes sense to the human mind, and make it serializable. Imagine the possibilities!
KeyValuePair<string, BodyPartType> SlotAt(int index);
KeyValuePair<string, IBodyPart> PartAt(int index);
}
}