Openable refactor (#19750)
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46
Content.Server/Nutrition/Components/OpenableComponent.cs
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46
Content.Server/Nutrition/Components/OpenableComponent.cs
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using Content.Server.Nutrition.EntitySystems;
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using Robust.Shared.Audio;
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namespace Content.Server.Nutrition.Components;
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/// <summary>
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/// A drink or food that can be opened.
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/// Starts closed, open it with Z or E.
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/// </summary>
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[RegisterComponent, Access(typeof(OpenableSystem))]
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public sealed partial class OpenableComponent : Component
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{
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/// <summary>
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/// Whether this drink or food is opened or not.
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/// Drinks can only be drunk or poured from/into when open, and food can only be eaten when open.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Opened;
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/// <summary>
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/// If this is false you cant press Z to open it.
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/// Requires an OpenBehavior damage threshold or other logic to open.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool OpenableByHand = true;
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/// <summary>
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/// Text shown when examining and its open.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public string ExamineText = "drink-component-on-examine-is-opened";
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/// <summary>
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/// The locale id for the popup shown when IsClosed is called and closed. Needs a "owner" entity argument passed to it.
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/// Defaults to the popup drink uses since its "correct".
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/// It's still generic enough that you should change it if you make openable non-drinks, i.e. unwrap it first, peel it first.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public string ClosedPopup = "drink-component-try-use-drink-not-open";
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/// <summary>
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/// Sound played when opening.
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/// </summary>
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[DataField]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("canOpenSounds");
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}
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