Files
RobustToolbox/Robust.Shared/GameObjects/IEntityManager.Components.cs
T

288 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using JetBrains.Annotations;
using Robust.Shared.Players;
namespace Robust.Shared.GameObjects
{
public partial interface IEntityManager
{
/// <summary>
/// A component was added to the manager.
/// </summary>
event EventHandler<ComponentEventArgs>? ComponentAdded;
/// <summary>
/// A component was removed from the manager.
/// </summary>
event EventHandler<ComponentEventArgs>? ComponentRemoved;
/// <summary>
/// A component was deleted. This is usually deferred until some time after it was removed.
/// Usually you will want to subscribe to <see cref="ComponentRemoved"/>.
/// </summary>
event EventHandler<ComponentEventArgs>? ComponentDeleted;
/// <summary>
/// Adds a Component type to an entity. If the entity is already Initialized, the component will
/// automatically be Initialized and Started.
/// </summary>
/// <typeparam name="T">Concrete component type to add.</typeparam>
/// <returns>The newly added component.</returns>
T AddComponent<T>(IEntity entity) where T : Component, new();
/// <summary>
/// Adds a Component type to an entity. If the entity is already Initialized, the component will
/// automatically be Initialized and Started.
/// </summary>
/// <typeparam name="T">Concrete component type to add.</typeparam>
/// <returns>The newly added component.</returns>
T AddComponent<T>(EntityUid uid) where T : Component, new();
/// <summary>
/// Adds a Component to an entity. If the entity is already Initialized, the component will
/// automatically be Initialized and Started.
/// </summary>
/// <param name="entity">Entity being modified.</param>
/// <param name="component">Component to add.</param>
/// <param name="overwrite">Should it overwrite existing components?</param>
void AddComponent<T>(IEntity entity, T component, bool overwrite = false) where T : Component;
/// <summary>
/// Adds a Component to an entity. If the entity is already Initialized, the component will
/// automatically be Initialized and Started.
/// </summary>
/// <param name="uid">Entity being modified.</param>
/// <param name="component">Component to add.</param>
/// <param name="overwrite">Should it overwrite existing components?</param>
void AddComponent<T>(EntityUid uid, T component, bool overwrite = false) where T : Component;
/// <summary>
/// Removes the component with the specified reference type,
/// Without needing to have the component itself.
/// </summary>
/// <typeparam name="T">The component reference type to remove.</typeparam>
/// <param name="uid">Entity UID to modify.</param>
void RemoveComponent<T>(EntityUid uid);
/// <summary>
/// Removes the component with a specified type.
/// </summary>
/// <param name="uid">Entity UID to modify.</param>
/// <param name="type">A trait or component type to check for.</param>
void RemoveComponent(EntityUid uid, Type type);
/// <summary>
/// Removes the component with a specified network ID.
/// </summary>
/// <param name="uid">Entity UID to modify.</param>
/// <param name="netID">Network ID of the component to remove.</param>
void RemoveComponent(EntityUid uid, ushort netID);
/// <summary>
/// Removes the specified component.
/// </summary>
/// <param name="uid">Entity UID to modify.</param>
/// <param name="component">Component to remove.</param>
void RemoveComponent(EntityUid uid, IComponent component);
/// <summary>
/// Removes all components from an entity, except the required components.
/// </summary>
/// <param name="uid">Entity UID to modify.</param>
void RemoveComponents(EntityUid uid);
/// <summary>
/// Removes ALL components from an entity. This includes the required components,
/// <see cref="TransformComponent"/> and <see cref="MetaDataComponent"/>. This should ONLY be
/// used when deleting an entity.
/// </summary>
/// <param name="uid">Entity UID to modify.</param>
void DisposeComponents(EntityUid uid);
/// <summary>
/// Checks if the entity has a component type.
/// </summary>
/// <typeparam name="T">Component reference type to check for.</typeparam>
/// <param name="uid">Entity UID to check.</param>
/// <returns>True if the entity has the component type, otherwise false.</returns>
bool HasComponent<T>(EntityUid uid);
/// <summary>
/// Checks if the entity has a component type.
/// </summary>
/// <param name="uid">Entity UID to check.</param>
/// <param name="type">A trait or component type to check for.</param>
/// <returns>True if the entity has the component type, otherwise false.</returns>
bool HasComponent(EntityUid uid, Type type);
/// <summary>
/// Checks if the entity has a component with a given network ID. This does not check
/// if the component is deleted.
/// </summary>
/// <param name="uid">Entity UID to check.</param>
/// <param name="netId">Network ID to check for.</param>
/// <returns>True if the entity has a component with the given network ID, otherwise false.</returns>
bool HasComponent(EntityUid uid, ushort netId);
/// <summary>
/// This method will always return a component for a certain entity, adding it if it's not there already.
/// </summary>
/// <param name="entity">Entity to modify.</param>
/// <typeparam name="T">Component to add.</typeparam>
/// <returns>The component in question</returns>
T EnsureComponent<T>(IEntity entity) where T : Component, new();
/// <summary>
/// This method will always return a component for a certain entity, adding it if it's not there already.
/// </summary>
/// <param name="uid">Entity to modify.</param>
/// <typeparam name="T">Component to add.</typeparam>
/// <returns>The component in question</returns>
T EnsureComponent<T>(EntityUid uid) where T : Component, new();
/// <summary>
/// Returns the component of a specific type.
/// </summary>
/// <typeparam name="T">A trait or type of a component to retrieve.</typeparam>
/// <param name="uid">Entity UID to look on.</param>
/// <returns>The component of Type from the Entity.</returns>
T GetComponent<T>(EntityUid uid);
/// <summary>
/// Returns the component of a specific type.
/// </summary>
/// <param name="uid">Entity UID to look on.</param>
/// <param name="type">A trait or component type to check for.</param>
/// <returns>The component of Type from the Entity.</returns>
IComponent GetComponent(EntityUid uid, Type type);
/// <summary>
/// Returns the component with a specific network ID. This does not check
/// if the component is deleted.
/// </summary>
/// <param name="uid">Entity UID to look on.</param>
/// <param name="netId">Network ID of the component to retrieve.</param>
/// <returns>The component with the specified network id.</returns>
IComponent GetComponent(EntityUid uid, ushort netId);
/// <summary>
/// Returns the component of a specific type.
/// </summary>
/// <typeparam name="T">A trait or type of a component to retrieve.</typeparam>
/// <param name="uid">Entity UID to check.</param>
/// <param name="component">Component of the specified type (if exists).</param>
/// <returns>If the component existed in the entity.</returns>
bool TryGetComponent<T>(EntityUid uid, [NotNullWhen(true)] out T component);
/// <summary>
/// Returns the component of a specific type.
/// </summary>
/// <param name="uid">Entity UID to check.</param>
/// <param name="type">A trait or component type to check for.</param>
/// <param name="component">Component of the specified type (if exists).</param>
/// <returns>If the component existed in the entity.</returns>
bool TryGetComponent(EntityUid uid, Type type, [NotNullWhen(true)] out IComponent? component);
/// <summary>
/// Returns the component with a specified network ID. This does not check
/// if the component is deleted.
/// </summary>
/// <param name="uid">Entity UID to check.</param>
/// <param name="netId">Component Network ID to check for.</param>
/// <param name="component">Component with the specified network id.</param>
/// <returns>If the component existed in the entity.</returns>
bool TryGetComponent(EntityUid uid, ushort netId, [NotNullWhen(true)] out IComponent? component);
/// <summary>
/// Returns ALL component type instances on an entity. A single component instance
/// can have multiple component types.
/// </summary>
/// <param name="uid">Entity UID to look on.</param>
/// <returns>All component types on the Entity.</returns>
IEnumerable<IComponent> GetComponents(EntityUid uid);
/// <summary>
/// Returns ALL component type instances that are assignable to the specified type.
/// A single component instance can have multiple component type instances.
/// </summary>
/// <typeparam name="T">A trait or type of a component to retrieve.</typeparam>
/// <param name="uid">Entity UID to look on.</param>
/// <returns>All components that are assignable to the specified type.</returns>
IEnumerable<T> GetComponents<T>(EntityUid uid);
/// <summary>
/// Returns ALL networked components on an entity, including deleted ones.
/// </summary>
/// <param name="uid">Entity UID to look on.</param>
/// <returns>All components that have a network ID.</returns>
NetComponentEnumerable GetNetComponents(EntityUid uid);
/// <summary>
/// Gets a component state for a certain player.
/// </summary>
/// <param name="eventBus">A reference to the event bus instance.</param>
/// <param name="component">Component to generate the state for.</param>
/// <param name="player">The player to generate the state for.</param>
/// <returns>The component state of the component, for the player.</returns>
ComponentState GetComponentState(IEventBus eventBus, IComponent component, ICommonSession player);
/// <summary>
/// Returns ALL component instances of a specified type.
/// </summary>
/// <typeparam name="T">A trait or type of a component to retrieve.</typeparam>
/// <returns>All components that have the specified type.</returns>
IEnumerable<T> EntityQuery<T>(bool includePaused = false);
/// <summary>
/// Returns the relevant components from all entities that contain the two required components.
/// </summary>
/// <typeparam name="TComp1">First required component.</typeparam>
/// <typeparam name="TComp2">Second required component.</typeparam>
/// <returns>The pairs of components from each entity that has the two required components.</returns>
IEnumerable<(TComp1, TComp2)> EntityQuery<TComp1, TComp2>(bool includePaused = false)
where TComp1 : IComponent
where TComp2 : IComponent;
/// <summary>
/// Returns the relevant components from all entities that contain the three required components.
/// </summary>
/// <typeparam name="TComp1">First required component.</typeparam>
/// <typeparam name="TComp2">Second required component.</typeparam>
/// <typeparam name="TComp3">Third required component.</typeparam>
/// <returns>The pairs of components from each entity that has the three required components.</returns>
IEnumerable<(TComp1, TComp2, TComp3)> EntityQuery<TComp1, TComp2, TComp3>(bool includePaused = false)
where TComp1 : IComponent
where TComp2 : IComponent
where TComp3 : IComponent;
/// <summary>
/// Returns the relevant components from all entities that contain the four required components.
/// </summary>
/// <typeparam name="TComp1">First required component.</typeparam>
/// <typeparam name="TComp2">Second required component.</typeparam>
/// <typeparam name="TComp3">Third required component.</typeparam>
/// <typeparam name="TComp4">Fourth required component.</typeparam>
/// <returns>The pairs of components from each entity that has the four required components.</returns>
IEnumerable<(TComp1, TComp2, TComp3, TComp4)> EntityQuery<TComp1, TComp2, TComp3, TComp4>(bool includePaused = false)
where TComp1 : IComponent
where TComp2 : IComponent
where TComp3 : IComponent
where TComp4 : IComponent;
/// <summary>
/// Returns ALL component instances of a specified type.
/// </summary>
/// <param name="type">A trait or component type to check for.</param>
/// <param name="includePaused"></param>
/// <returns>All components that are the specified type.</returns>
IEnumerable<IComponent> GetAllComponents(Type type, bool includePaused = false);
/// <summary>
/// Culls all components from the collection that are marked as deleted. This needs to be called often.
/// </summary>
void CullRemovedComponents();
}
}