Files
RobustToolbox/Robust.Shared/GameObjects/IEntityManager.cs
2021-12-03 17:01:46 +01:00

128 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();
void TickUpdate(float frameTime, 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;
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>
/// Returns an entity by id
/// </summary>
/// <param name="uid"></param>
/// <returns>Entity or throws if entity id doesn't exist</returns>
EntityUid GetEntity(EntityUid uid);
/// <summary>
/// Attempt to get an entity, returning whether or not an entity was gotten.
/// </summary>
/// <param name="uid"></param>
/// <param name="entity">The requested entity or null if the entity couldn't be found.</param>
/// <returns>True if a value was returned, false otherwise.</returns>
bool TryGetEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity);
/// <summary>
/// How many entities are currently active.
/// </summary>
int EntityCount { get; }
/// <summary>
/// Returns all entities
/// </summary>
/// <returns></returns>
IEnumerable<EntityUid> GetEntities();
/// <summary>
/// Returns all entities by uid
/// </summary>
/// <returns></returns>
IEnumerable<EntityUid> GetEntityUids();
public void DirtyEntity(EntityUid uid);
public void QueueDeleteEntity(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>
/// Returns a string representation of an entity with various information regarding it.
/// </summary>
EntityStringRepresentation ToPrettyString(EntityUid uid);
#endregion Entity Management
}
}