Files
RobustToolbox/Robust.Shared/Interfaces/GameObjects/Components/IContainer.cs
2019-12-22 13:40:43 +01:00

103 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
namespace Robust.Shared.Interfaces.GameObjects.Components
{
/// <summary>
/// A container is a way to "contain" entities inside other entities, in a logical way.
/// This is alike BYOND's <c>contents</c> system, except more advanced.
/// </summary>
/// <remarks>
/// <p>
/// Containers are logical separations of entities contained inside another entity.
/// for example, a crate with two separated compartments would have two separate containers.
/// If an entity inside compartment A drops something,
/// the dropped entity would be placed in compartment A too,
/// and compartment B would be completely untouched.
/// </p>
/// <p>
/// Containers are managed by an entity's <see cref="IContainerManager" />,
/// and have an ID to be referenced by.
/// </p>
/// </remarks>
/// <seealso cref="IContainerManager" />
public interface IContainer
{
/// <summary>
/// The container manager owning this container.
/// </summary>
IContainerManager Manager { get; }
/// <summary>
/// The ID of this container.
/// </summary>
string ID { get; }
/// <summary>
/// The entity owning this container.
/// </summary>
IEntity Owner { get; }
/// <summary>
/// True if the container has been shut down via <see cref="Shutdown" />
/// </summary>
bool Deleted { get; }
/// <summary>
/// Readonly collection of all the entities contained within this specific container
/// </summary>
IReadOnlyCollection<IEntity> ContainedEntities { get; }
/// <summary>
/// Checks if the entity can be inserted into this container.
/// </summary>
/// <param name="toinsert">The entity to attempt to insert.</param>
/// <returns>True if the entity can be inserted, false otherwise.</returns>
bool CanInsert(IEntity toinsert);
/// <summary>
/// Attempts to insert the entity into this container.
/// </summary>
/// <remarks>
/// If the insertion is successful, the inserted entity will end up parented to the
/// container entity, and the inserted entity's local position will be set to the zero vector.
/// </remarks>
/// <param name="toinsert">The entity to insert.</param>
/// <returns>False if the entity could not be inserted.</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if this container is a child of the entity,
/// which would cause infinite loops.
/// </exception>
bool Insert(IEntity toinsert);
/// <summary>
/// Checks if the entity can be removed from this container.
/// </summary>
/// <param name="toremove">The entity to check.</param>
/// <returns>True if the entity can be removed, false otherwise.</returns>
bool CanRemove(IEntity toremove);
/// <summary>
/// Attempts to remove the entity from this container.
/// </summary>
/// <param name="toremove">The entity to attempt to remove.</param>
/// <returns>True if the entity was removed, false otherwise.</returns>
bool Remove(IEntity toremove);
void ForceRemove(IEntity toRemove);
/// <summary>
/// Checks if the entity is contained in this container.
/// This is not recursive, so containers of children are not checked.
/// </summary>
/// <param name="contained">The entity to check.</param>
/// <returns>True if the entity is immediately contained in this container, false otherwise.</returns>
bool Contains(IEntity contained);
/// <summary>
/// Clears the container and marks it as deleted.
/// </summary>
void Shutdown();
}
}