Some work
This commit is contained in:
@@ -100,7 +100,7 @@ namespace Content.Server.GameObjects.Components.Gravity
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public bool WelderAct(WelderActEventArgs eventArgs)
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{
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var welder = (WelderComponent)eventArgs.ToolComponent;
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var welder = eventArgs.WelderComponent;
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if (!welder.TryWeld(5.0f)) return false;
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// Repair generator
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var damageable = Owner.GetComponent<DamageableComponent>();
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@@ -2,6 +2,8 @@
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// ReSharper disable once RedundantUsingDirective
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using System;
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using System.Linq;
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using System.Reflection.Metadata.Ecma335;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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@@ -30,7 +32,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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[RegisterComponent]
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public class ToolComponent : SharedToolComponent, IExamine, IAfterAttack, IUse, IAttack
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public class ToolComponent : SharedToolComponent, IAfterAttack
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{
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#pragma warning disable 649
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[Dependency] private IEntitySystemManager _entitySystemManager;
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@@ -114,7 +116,17 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// <summary>
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/// Status modifier which determines whether or not we can act as a tool at this time
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/// </summary>
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public virtual bool CanUse()
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public virtual bool CanUse(float resource)
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{
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return true;
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}
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/// <summary>
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/// Method which will try to use the current tool and consume resources/power if applicable.
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/// </summary>
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/// <param name="resource">The amount of resource</param>
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/// <returns>Whether the tool could be used or not.</returns>
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public virtual bool TryUse(float resource = 0f)
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{
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return true;
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}
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@@ -142,6 +154,9 @@ namespace Content.Server.GameObjects.Components.Interactable
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public void AfterAttack(AfterAttackEventArgs eventArgs)
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{
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if (eventArgs.Attacked != null && RaiseToolAct(eventArgs))
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return;
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if (Behavior != Tool.Crowbar)
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return;
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@@ -166,17 +181,100 @@ namespace Content.Server.GameObjects.Components.Interactable
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tileItem.Transform.WorldPosition += (0.2f, 0.2f);
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}
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public virtual bool UseEntity(UseEntityEventArgs eventArgs)
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private bool RaiseToolAct(AfterAttackEventArgs eventArgs)
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{
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var attacked = eventArgs.Attacked;
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var clickLocation = eventArgs.ClickLocation;
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var user = eventArgs.User;
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switch (Behavior)
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{
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case Tool.Wrench:
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var wrenchList = attacked.GetAllComponents<IWrenchAct>().ToList();
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var wrenchAttackBy = new WrenchActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
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foreach (var comp in wrenchList)
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{
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if (comp.WrenchAct(wrenchAttackBy))
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return true;
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}
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break;
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case Tool.Crowbar:
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var crowbarList = attacked.GetAllComponents<ICrowbarAct>().ToList();
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var crowbarAttackBy = new CrowbarActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
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foreach (var comp in crowbarList)
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{
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if (comp.CrowbarAct(crowbarAttackBy))
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return true;
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}
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break;
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case Tool.Screwdriver:
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var screwdriverList = attacked.GetAllComponents<IScrewdriverAct>().ToList();
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var screwdriverAttackBy = new ScrewdriverActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
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foreach (var comp in screwdriverList)
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{
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if (comp.ScrewdriverAct(screwdriverAttackBy))
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return true;
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}
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break;
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case Tool.Wirecutter:
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var wirecutterList = attacked.GetAllComponents<IWirecutterAct>().ToList();
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var wirecutterAttackBy = new WirecutterActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
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foreach (var comp in wirecutterList)
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{
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if (comp.WirecutterAct(wirecutterAttackBy))
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return true;
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}
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break;
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case Tool.Welder:
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var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
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var welder = (WelderComponent) this;
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var welderAttackBy = new WelderActEventArgs()
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{
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User = user, ClickLocation = clickLocation, AttackWith = Owner,
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Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
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};
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foreach (var comp in welderList)
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{
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if (comp.WelderAct(welderAttackBy))
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return true;
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}
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break;
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case Tool.Multitool:
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var multitoolList = attacked.GetAllComponents<IMultitoolAct>().ToList();
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var multitoolAttackBy = new MultitoolActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
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foreach (var comp in multitoolList)
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{
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if (comp.MultitoolAct(multitoolAttackBy))
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return true;
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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return false;
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}
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public virtual void Examine(FormattedMessage message)
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{
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}
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public virtual void Attack(AttackEventArgs eventArgs)
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{
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}
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}
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}
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@@ -17,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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[RegisterComponent]
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[ComponentReference(typeof(ToolComponent))]
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public class WelderComponent : ToolComponent
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public class WelderComponent : ToolComponent, IExamine, IUse
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{
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#pragma warning disable 649
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[Dependency] private IEntitySystemManager _entitySystemManager;
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@@ -80,14 +80,16 @@ namespace Content.Server.GameObjects.Components.Interactable
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return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
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}
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/// <summary>
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/// Status modifier which determines whether or not we can act as a tool at this time
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/// </summary>
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public override bool CanUse()
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public bool CanUse()
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{
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return CanWeld(DefaultFuelCost);
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}
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public bool TryUse()
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{
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return TryWeld(DefaultFuelCost);
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}
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public bool TryWeld(float value)
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{
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if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
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@@ -133,12 +135,12 @@ namespace Content.Server.GameObjects.Components.Interactable
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return true;
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}
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleWelderStatus();
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}
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public override void Examine(FormattedMessage message)
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public void Examine(FormattedMessage message)
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{
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if (WelderLit)
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{
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@@ -135,6 +135,7 @@ namespace Content.Server.GameObjects.EntitySystems
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public class WelderActEventArgs : ToolActEventArgs
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{
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public override Tool Behavior => Tool.Welder;
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public WelderComponent WelderComponent => (WelderComponent)ToolComponent;
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public bool Lit { get; set; }
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public float Fuel { get; set; }
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public float FuelCapacity { get; set; }
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@@ -680,97 +681,6 @@ namespace Content.Server.GameObjects.EntitySystems
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return;
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}
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// We handle specific tools AttackBy here.
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if (weapon.TryGetComponent<ToolComponent>(out var tool))
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{
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switch (tool.Behavior)
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{
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case Tool.Wrench:
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var wrenchList = attacked.GetAllComponents<IWrenchAct>().ToList();
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var wrenchAttackBy = new WrenchActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
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foreach (var comp in wrenchList)
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{
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if (comp.WrenchAct(wrenchAttackBy))
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return;
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}
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break;
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case Tool.Crowbar:
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var crowbarList = attacked.GetAllComponents<ICrowbarAct>().ToList();
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var crowbarAttackBy = new CrowbarActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
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foreach (var comp in crowbarList)
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{
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if (comp.CrowbarAct(crowbarAttackBy))
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return;
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}
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break;
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case Tool.Screwdriver:
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var screwdriverList = attacked.GetAllComponents<IScrewdriverAct>().ToList();
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var screwdriverAttackBy = new ScrewdriverActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
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foreach (var comp in screwdriverList)
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{
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if (comp.ScrewdriverAct(screwdriverAttackBy))
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return;
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}
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break;
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case Tool.Wirecutter:
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var wirecutterList = attacked.GetAllComponents<IWirecutterAct>().ToList();
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var wirecutterAttackBy = new WirecutterActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
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foreach (var comp in wirecutterList)
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{
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if (comp.WirecutterAct(wirecutterAttackBy))
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return;
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}
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break;
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case Tool.Welder:
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var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
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var welder = (WelderComponent) tool;
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var welderAttackBy = new WelderActEventArgs()
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{
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User = user, ClickLocation = clickLocation, AttackWith = weapon,
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Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
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};
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foreach (var comp in welderList)
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{
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if (comp.WelderAct(welderAttackBy))
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return;
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}
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break;
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case Tool.Multitool:
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var multitoolList = attacked.GetAllComponents<IMultitoolAct>().ToList();
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var multitoolAttackBy = new MultitoolActEventArgs()
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{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
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foreach (var comp in multitoolList)
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{
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if (comp.MultitoolAct(multitoolAttackBy))
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return;
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
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RaiseLocalEvent(afterAtkMsg);
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if (afterAtkMsg.Handled)
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Block a user