Files

131 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using JetBrains.Annotations;
using Prometheus;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
/// <summary>
/// Holds a collection of entities and the components attached to them.
/// </summary>
[PublicAPI]
public partial interface IEntityManager
{
/// <summary>
/// The current simulation tick being processed.
/// </summary>
GameTick CurrentTick { get; }
void Initialize();
void Startup();
void Shutdown();
/// <summary>
/// Drops every entity, component and entity system.
/// </summary>
void Cleanup();
/// <param name="noPredictions">
/// Only run systems with <see cref="EntitySystem.UpdatesOutsidePrediction"/> set true.
/// </param>
void TickUpdate(float frameTime, bool noPredictions, Histogram? histogram=null);
/// <summary>
/// Client-specific per-render frame updating.
/// </summary>
void FrameUpdate(float frameTime);
IComponentFactory ComponentFactory { get; }
IEntitySystemManager EntitySysManager { get; }
IEntityNetworkManager? EntityNetManager { get; }
IEventBus EventBus { get; }
#region Entity Management
event EventHandler<EntityUid>? EntityAdded;
event EventHandler<EntityUid>? EntityInitialized;
event EventHandler<EntityUid>? EntityStarted;
event EventHandler<EntityUid>? EntityDeleted;
event EventHandler<EntityUid>? EntityDirtied; // only raised after initialization
EntityUid CreateEntityUninitialized(string? prototypeName, EntityUid euid);
EntityUid CreateEntityUninitialized(string? prototypeName);
EntityUid CreateEntityUninitialized(string? prototypeName, EntityCoordinates coordinates);
EntityUid CreateEntityUninitialized(string? prototypeName, MapCoordinates coordinates);
/// <summary>
/// Spawns an initialized entity at the default location, using the given prototype.
/// </summary>
/// <param name="protoName">The prototype to clone. If this is null, the entity won't have a prototype.</param>
/// <param name="coordinates"></param>
/// <returns>Newly created entity.</returns>
EntityUid SpawnEntity(string? protoName, EntityCoordinates coordinates);
/// <summary>
/// Spawns an entity at a specific position
/// </summary>
/// <param name="protoName"></param>
/// <param name="coordinates"></param>
/// <returns></returns>
EntityUid SpawnEntity(string? protoName, MapCoordinates coordinates);
/// <summary>
/// How many entities are currently active.
/// </summary>
int EntityCount { get; }
/// <summary>
/// Returns all entities
/// </summary>
/// <returns></returns>
IEnumerable<EntityUid> GetEntities();
public void Dirty(EntityUid uid);
public void Dirty(Component component);
public void QueueDeleteEntity(EntityUid uid);
public bool IsQueuedForDeletion(EntityUid uid);
/// <summary>
/// Shuts-down and removes the entity with the given <see cref="Robust.Shared.GameObjects.EntityUid"/>. This is also broadcast to all clients.
/// </summary>
/// <param name="uid">Uid of entity to remove.</param>
void DeleteEntity(EntityUid uid);
/// <summary>
/// Checks whether an entity with the specified ID exists.
/// </summary>
bool EntityExists(EntityUid uid);
/// <summary>
/// Checks whether an entity with the specified ID exists.
/// </summary>
bool EntityExists([NotNullWhen(true)] EntityUid? uid);
/// <summary>
/// Checks whether an entity with the specified ID has been deleted or is nonexistent.
/// </summary>
bool Deleted(EntityUid uid);
/// <summary>
/// Checks whether an entity with the specified ID has been deleted or is nonexistent.
/// </summary>
bool Deleted([NotNullWhen(false)] EntityUid? uid);
/// <summary>
/// Returns a string representation of an entity with various information regarding it.
/// </summary>
EntityStringRepresentation ToPrettyString(EntityUid uid);
#endregion Entity Management
}
}