Re-organize all projects (#4166)
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using System;
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using Content.Shared.Lathe;
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using Content.Shared.Research.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Lathe.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedLatheDatabaseComponent))]
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public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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/// <summary>
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/// Invoked when the database gets updated.
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/// </summary>
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public event Action? OnDatabaseUpdated;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not ProtolatheDatabaseState state) return;
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Clear();
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foreach (var ID in state.Recipes)
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{
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if(!_prototypeManager.TryIndex(ID, out LatheRecipePrototype? recipe)) continue;
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AddRecipe(recipe);
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}
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OnDatabaseUpdated?.Invoke();
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}
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}
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}
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