Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Surgery/ISurgeon.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

35 lines
1.4 KiB
C#

using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Surgery
{
/// <summary>
/// Interface representing an entity capable of performing surgery (performing operations on an
/// <see cref="SurgeryDataComponent"/> class).
/// For an example see <see cref="SurgeryToolComponent"/>, which inherits from this class.
/// </summary>
public interface ISurgeon
{
public delegate void MechanismRequestCallback(
IMechanism target,
IBodyPartContainer container,
ISurgeon surgeon,
IEntity performer);
/// <summary>
/// How long it takes to perform a single surgery step (in seconds).
/// </summary>
public float BaseOperationTime { get; set; }
/// <summary>
/// When performing a surgery, the <see cref="SurgeryDataComponent"/> may sometimes require selecting from a set of Mechanisms
/// to operate on.
/// This function is called in that scenario, and it is expected that you call the callback with one mechanism from the
/// provided list.
/// </summary>
public void RequestMechanism(IEnumerable<IMechanism> options, MechanismRequestCallback callback);
}
}