Re-organize all projects (#4166)
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#nullable enable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Stack;
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using Content.Server.Tools.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Stacks;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Construction.Components
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{
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/// <summary>
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/// Used for something that can be refined by welder.
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/// For example, glass shard can be refined to glass sheet.
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/// </summary>
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[RegisterComponent]
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public class WelderRefinableComponent : Component, IInteractUsing
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{
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[ViewVariables]
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[DataField("refineResult")]
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private HashSet<string>? _refineResult = new() { };
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[ViewVariables]
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[DataField("refineTime")]
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private float _refineTime = 2f;
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private bool _beingWelded;
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public override string Name => "WelderRefinable";
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// check if object is welder
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if (!eventArgs.Using.TryGetComponent(out ToolComponent? tool))
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return false;
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// check if someone is already welding object
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if (_beingWelded)
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return false;
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_beingWelded = true;
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if (!await tool.UseTool(eventArgs.User, Owner, _refineTime, ToolQuality.Welding))
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{
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// failed to veld - abort refine
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_beingWelded = false;
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return false;
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}
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// get last owner coordinates and delete it
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var resultPosition = Owner.Transform.Coordinates;
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Owner.Delete();
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// spawn each result afrer refine
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foreach (var result in _refineResult!)
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{
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var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
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// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
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// This is not a good way to do it.
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if (droppedEnt.HasComponent<StackComponent>())
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Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
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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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