Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Mechanism/IMechanism.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

72 lines
2.4 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Body.Part;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
{
public interface IMechanism : IHasBody
{
IBodyPart? Part { get; set; }
/// <summary>
/// Professional description of the <see cref="IMechanism"/>.
/// </summary>
string Description { get; set; }
/// <summary>
/// The message to display upon examining a mob with this
/// <see cref="IMechanism"/> added.
/// If the string is empty (""), no message will be displayed.
/// </summary>
string ExamineMessage { get; set; }
/// <summary>
/// Max HP of this <see cref="IMechanism"/>.
/// </summary>
int MaxDurability { get; set; }
/// <summary>
/// Current HP of this <see cref="IMechanism"/>.
/// </summary>
int CurrentDurability { get; set; }
/// <summary>
/// At what HP this <see cref="IMechanism"/> is completely destroyed.
/// </summary>
int DestroyThreshold { get; set; }
/// <summary>
/// Armor of this <see cref="IMechanism"/> against attacks.
/// </summary>
int Resistance { get; set; }
/// <summary>
/// Determines a handful of things - mostly whether this
/// <see cref="IMechanism"/> can fit into a <see cref="IBodyPart"/>.
/// </summary>
// TODO BODY OnSizeChanged
int Size { get; set; }
/// <summary>
/// What kind of <see cref="IBodyPart"/> this
/// <see cref="IMechanism"/> can be easily installed into.
/// </summary>
BodyPartCompatibility Compatibility { get; set; }
/// <summary>
/// Called when the part housing this mechanism is added to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY PART CODE!
/// </summary>
/// <param name="old">The previous body, if any.</param>
/// <param name="current">The new body.</param>
void OnBodyAdd(IBody? old, IBody current);
/// <summary>
/// Called when the part housing this mechanism is removed from
/// a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY PART CODE!
/// </summary>
/// <param name="old">The old body.</param>
void OnBodyRemove(IBody old);
}
}