Re-organize all projects (#4166)
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96
Content.Server/Light/Components/MatchstickComponent.cs
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96
Content.Server/Light/Components/MatchstickComponent.cs
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#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Content.Shared.Smoking;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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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.Light.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IHotItem))]
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public class MatchstickComponent : Component, IHotItem, IInteractUsing
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{
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public override string Name => "Matchstick";
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private SharedBurningStates _currentState = SharedBurningStates.Unlit;
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/// <summary>
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/// How long will matchstick last in seconds.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)] [DataField("duration")]
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private int _duration = 10;
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/// <summary>
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/// Sound played when you ignite the matchstick.
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/// </summary>
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[DataField("igniteSound")] private string? _igniteSound;
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/// <summary>
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/// Point light component. Gives matches a glow in dark effect.
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/// </summary>
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[ComponentDependency]
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private readonly PointLightComponent? _pointLightComponent = default!;
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/// <summary>
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/// Current state to matchstick. Can be <code>Unlit</code>, <code>Lit</code> or <code>Burnt</code>.
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/// </summary>
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[ViewVariables]
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public SharedBurningStates CurrentState
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{
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get => _currentState;
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private set
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{
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_currentState = value;
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if (_pointLightComponent != null)
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{
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_pointLightComponent.Enabled = _currentState == SharedBurningStates.Lit;
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}
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(SmokingVisuals.Smoking, _currentState);
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}
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}
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}
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bool IHotItem.IsCurrentlyHot()
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{
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return CurrentState == SharedBurningStates.Lit;
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}
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public void Ignite(IEntity user)
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{
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// Play Sound
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if (!string.IsNullOrEmpty(_igniteSound))
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{
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SoundSystem.Play(Filter.Pvs(Owner), _igniteSound, Owner,
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AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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}
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// Change state
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CurrentState = SharedBurningStates.Lit;
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Owner.SpawnTimer(_duration * 1000, () => CurrentState = SharedBurningStates.Burnt);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Target.TryGetComponent<IHotItem>(out var hotItem)
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&& hotItem.IsCurrentlyHot()
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&& CurrentState == SharedBurningStates.Unlit)
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{
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Ignite(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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