Upgradeable machines. (#2675)
* Start work on upgradeable machines. * Upgradeable machines work * Component requirements for upgradeable machines * Better container handling * Remember to not push submodule updates in your PRs, kids! * Refresh parts after building a machine. * NetSync false * Address some reviews, fix some bugs * Nullable stackhelpers dependencies * Use container helper method to delete all entities in containers * Nullable string in AddContainer * Better examine for machine frame and construction in general * Machine breakage * Nullable node * nullable GraphPrototype * Re-save saltern for autolathe parts * Fix SaveLoadSave
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Content.Server/Construction/Conditions/AllWiresCut.cs
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46
Content.Server/Construction/Conditions/AllWiresCut.cs
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.Construction.Conditions
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{
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/// <summary>
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/// A condition that requires all wires to be cut (or intact)
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/// Returns true if the entity doesn't have a wires component.
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/// </summary>
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[UsedImplicitly]
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public class AllWiresCut : IEdgeCondition
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{
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Value, "value", true);
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}
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public bool Value { get; private set; } = true;
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public async Task<bool> Condition(IEntity entity)
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{
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if (entity.Deleted)
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return false;
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if (!entity.TryGetComponent<WiresComponent>(out var wires))
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return true;
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foreach (var wire in wires.WiresList)
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{
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switch (Value)
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{
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case true when !wire.IsCut:
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case false when wire.IsCut:
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return false;
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}
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}
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return true;
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}
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}
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}
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