Files
tbd-station-14/Content.Server/Interfaces/GameObjects/Components/Items/IHandsComponent.cs
2017-09-24 21:09:26 +02:00

51 lines
1.9 KiB
C#

using SS14.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
namespace Content.Server.Interfaces.GameObjects
{
public interface IHandsComponent : IComponent
{
/// <summary>
/// The hand index of the currently active hand.
/// </summary>
string ActiveIndex { get; }
/// <summary>
/// Enumerates over every held item.
/// </summary>
IEnumerable<IItemComponent> GetAllHands();
/// <summary>
/// Gets the item held by a hand.
/// </summary>
/// <param name="index">The index of the hand to get.</param>
/// <returns>The item in the held, null if no item is held</returns>
IItemComponent GetHand(string index);
/// <summary>
/// Puts an item into any empty hand, preferring the active hand.
/// </summary>
/// <param name="item">The item to put in a hand.</param>
/// <returns>True if the item was inserted, false otherwise.</returns>
bool PutInHand(IItemComponent item);
/// <summary>
/// Puts an item into a specific hand.
/// </summary>
/// <param name="item">The item to put in the hand.</param>
/// <param name="index">The index of the hand to put the item into.</param>
/// <param name="fallback">
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(IItemComponent)" />
/// </param>
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
bool PutInHand(IItemComponent item, string index, bool fallback=true);
/// <summary>
/// Drops an item on the ground, removing it from the hand.
/// </summary>
/// <param name="index">The hand to drop from.</param>
/// <returns>True if an item was successfully dropped, false otherwise.</returns>
bool Drop(string index);
}
}