Files
RobustToolbox/Robust.Shared/Containers/IContainer.cs

148 lines
6.0 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Physics.Components;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Containers
{
/// <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" />
[PublicAPI]
[ImplicitDataDefinitionForInheritors]
public partial interface IContainer
{
/// <summary>
/// Readonly collection of all the entities contained within this specific container
/// </summary>
IReadOnlyList<EntityUid> ContainedEntities { get; }
List<EntityUid> ExpectedEntities { get; }
/// <summary>
/// The type of this container.
/// </summary>
string ContainerType { get; }
/// <summary>
/// True if the container has been shut down via <see cref="Shutdown" />
/// </summary>
bool Deleted { get; }
/// <summary>
/// The ID of this container.
/// </summary>
string ID { get; }
/// <summary>
/// Prevents light from escaping the container, from ex. a flashlight.
/// </summary>
bool OccludesLight { get; set; }
/// <summary>
/// The entity owning this container.
/// </summary>
EntityUid Owner { get; }
/// <summary>
/// Should the contents of this container be shown? False for closed containers like lockers, true for
/// things like glass display cases.
/// </summary>
bool ShowContents { get; set; }
/// <summary>
/// Checks if the entity can be inserted into this container.
/// </summary>
/// <param name="toinsert">The entity to attempt to insert.</param>
/// <param name="entMan"></param>
/// <returns>True if the entity can be inserted, false otherwise.</returns>
bool CanInsert(EntityUid toinsert, IEntityManager? entMan = null);
/// <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>
/// <param name="entMan"></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(EntityUid toinsert,
IEntityManager? entMan = null,
TransformComponent? transform = null,
TransformComponent? ownerTransform = null,
MetaDataComponent? meta = null,
PhysicsComponent? physics = null,
bool force = false);
/// <summary>
/// Checks if the entity can be removed from this container.
/// </summary>
/// <param name="toremove">The entity to check.</param>
/// <param name="entMan"></param>
/// <returns>True if the entity can be removed, false otherwise.</returns>
bool CanRemove(EntityUid toremove, IEntityManager? entMan = null);
/// <summary>
/// Attempts to remove the entity from this container.
/// </summary>
/// <param name="reparent">If false, this operation will not rigger a move or parent change event. Ignored if
/// destination is not null</param>
/// <param name="force">If true, this will not perform can-remove checks.</param>
/// <param name="destination">Where to place the entity after removing. Avoids unnecessary broadphase updates.
/// If not specified, and reparent option is true, then the entity will either be inserted into a parent
/// container, the grid, or the map.</param>
/// <param name="localRotation">Optional final local rotation after removal. Avoids redundant move events.</param>
bool Remove(
EntityUid toremove,
IEntityManager? entMan = null,
TransformComponent? xform = null,
MetaDataComponent? meta = null,
bool reparent = true,
bool force = false,
EntityCoordinates? destination = null,
Angle? localRotation = null);
[Obsolete("use force option in Remove()")]
void ForceRemove(EntityUid toRemove, IEntityManager? entMan = null, MetaDataComponent? meta = null);
/// <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(EntityUid contained);
/// <summary>
/// Clears the container and marks it as deleted.
/// </summary>
void Shutdown(IEntityManager? entMan = null, INetManager? netMan = null);
}
}