Make InteractUsing async, make tools use DoAfter. (#1772)
* Make IInteractUsing async, make tools use DoAfter. * Disable warning 1998 in Content.Server * Update Content.Server/GameObjects/Components/AnchorableComponent.cs
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@@ -1,5 +1,6 @@
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#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Items.Storage;
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@@ -97,16 +98,37 @@ namespace Content.Server.GameObjects.Components.Interactable
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return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
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}
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public override bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
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public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
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{
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var canUse = base.UseTool(user, target, toolQualityNeeded);
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bool ExtraCheck()
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{
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var extraCheck = doAfterCheck?.Invoke() ?? true;
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if (!CanWeld(DefaultFuelCost))
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{
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_notifyManager.PopupMessage(target, user, "Can't weld!");
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return false;
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}
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return extraCheck;
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}
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var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
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return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
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}
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public bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded, float fuelConsumed)
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public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
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{
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return base.UseTool(user, target, toolQualityNeeded) && TryWeld(fuelConsumed, user);
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bool ExtraCheck()
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{
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var extraCheck = doAfterCheck?.Invoke() ?? true;
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return extraCheck && CanWeld(fuelConsumed);
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}
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return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
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}
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private bool TryWeld(float value, IEntity? user = null, bool silent = false)
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@@ -236,7 +258,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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if (TryWeld(5, victim, silent: true))
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{
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PlaySoundCollection(WeldSoundCollection);
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chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim)); //TODO: theyre macro
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chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim));
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return SuicideKind.Heat;
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}
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