Re-organize all projects (#4166)
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@@ -1,99 +0,0 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class GodmodeSystem : EntitySystem, IResettingEntitySystem
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{
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private readonly Dictionary<IEntity, OldEntityInformation> _entities = new();
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public void Reset()
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{
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_entities.Clear();
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}
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public bool EnableGodmode(IEntity entity)
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{
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if (_entities.ContainsKey(entity))
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{
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return false;
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}
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_entities[entity] = new OldEntityInformation(entity);
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if (entity.TryGetComponent(out MovedByPressureComponent? moved))
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{
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moved.Enabled = false;
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}
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if (entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.AddFlag(DamageFlag.Invulnerable);
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}
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return true;
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}
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public bool HasGodmode(IEntity entity)
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{
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return _entities.ContainsKey(entity);
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}
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public bool DisableGodmode(IEntity entity)
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{
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if (!_entities.Remove(entity, out var old))
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{
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return false;
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}
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if (entity.TryGetComponent(out MovedByPressureComponent? moved))
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{
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moved.Enabled = old.MovedByPressure;
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}
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if (entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.RemoveFlag(DamageFlag.Invulnerable);
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}
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return true;
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}
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/// <summary>
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/// Toggles godmode for a given entity.
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/// </summary>
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/// <param name="entity">The entity to toggle godmode for.</param>
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/// <returns>true if enabled, false if disabled.</returns>
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public bool ToggleGodmode(IEntity entity)
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{
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if (HasGodmode(entity))
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{
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DisableGodmode(entity);
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return false;
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}
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else
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{
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EnableGodmode(entity);
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return true;
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}
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}
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public class OldEntityInformation
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{
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public OldEntityInformation(IEntity entity)
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{
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Entity = entity;
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MovedByPressure = entity.IsMovedByPressure();
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}
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public IEntity Entity { get; }
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public bool MovedByPressure { get; }
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}
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}
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}
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