Re-organize all projects (#4166)
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@@ -1,60 +0,0 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Damage
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{
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[RegisterComponent]
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public class DamageOnToolInteractComponent : Component, IInteractUsing
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{
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public override string Name => "DamageOnToolInteract";
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[DataField("damage")]
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protected int Damage;
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[DataField("tools")]
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private List<ToolQuality> _tools = new();
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
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{
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foreach (var toolQuality in _tools)
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{
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if (tool.HasQuality(ToolQuality.Welding) && toolQuality == ToolQuality.Welding)
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{
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if (eventArgs.Using.TryGetComponent(out WelderComponent? welder))
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{
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if (welder.WelderLit) return CallDamage(eventArgs, tool);
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}
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break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
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}
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if (tool.HasQuality(toolQuality)) return CallDamage(eventArgs, tool);
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}
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}
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return false;
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}
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protected bool CallDamage(InteractUsingEventArgs eventArgs, ToolComponent tool)
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{
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if (eventArgs.Target.TryGetComponent<IDamageableComponent>(out var damageable))
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{
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damageable.ChangeDamage(tool.HasQuality(ToolQuality.Welding)
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? DamageType.Heat
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: DamageType.Blunt,
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Damage, false, eventArgs.User);
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return true;
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}
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return false;
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}
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}
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}
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