Re-organize all projects (#4166)
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Notification;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Server.Weapon.Ranged.Ammunition.Components
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{
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[RegisterComponent]
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public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse, IExamine
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{
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public override string Name => "RangedMagazine";
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private readonly Stack<IEntity> _spawnedAmmo = new();
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private Container _ammoContainer = default!;
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public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount;
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public int Capacity => _capacity;
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[DataField("capacity")]
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private int _capacity = 20;
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public MagazineType MagazineType => _magazineType;
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[DataField("magazineType")]
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private MagazineType _magazineType = MagazineType.Unspecified;
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public BallisticCaliber Caliber => _caliber;
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[DataField("caliber")]
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private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
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private AppearanceComponent? _appearanceComponent;
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// If there's anything already in the magazine
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[DataField("fillPrototype")]
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private string? _fillPrototype;
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// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
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// Generally you probablt don't want to use this
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private int _unspawnedCount;
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void IMapInit.MapInit()
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{
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if (_fillPrototype != null)
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{
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_unspawnedCount += Capacity;
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}
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UpdateAppearance();
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}
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public override void Initialize()
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{
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base.Initialize();
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_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-magazine", out var existing);
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if (existing)
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{
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if (_ammoContainer.ContainedEntities.Count > Capacity)
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{
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throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity");
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}
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foreach (var entity in _ammoContainer.ContainedEntities)
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{
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_spawnedAmmo.Push(entity);
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_unspawnedCount--;
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}
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}
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if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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}
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private void UpdateAppearance()
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{
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public bool TryInsertAmmo(IEntity user, IEntity ammo)
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{
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if (!ammo.TryGetComponent(out AmmoComponent? ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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if (ShotsLeft >= Capacity)
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{
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Owner.PopupMessage(user, Loc.GetString("Magazine is full"));
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return false;
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}
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_ammoContainer.Insert(ammo);
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_spawnedAmmo.Push(ammo);
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UpdateAppearance();
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return true;
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}
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public IEntity? TakeAmmo()
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{
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IEntity? ammo = null;
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// If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left)
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if (_spawnedAmmo.TryPop(out var entity))
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{
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ammo = entity;
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_ammoContainer.Remove(entity);
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}
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else if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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}
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UpdateAppearance();
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return ammo;
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertAmmo(eventArgs.User, eventArgs.Using);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out HandsComponent? handsComponent))
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{
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return false;
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}
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var ammo = TakeAmmo();
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if (ammo == null)
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{
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return false;
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}
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var itemComponent = ammo.GetComponent<ItemComponent>();
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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ammo.Transform.Coordinates = eventArgs.User.Transform.Coordinates;
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ServerRangedBarrelComponent.EjectCasing(ammo);
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}
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else
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{
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handsComponent.PutInHand(itemComponent);
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}
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return true;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var text = Loc.GetString("It's a [color=white]{0}[/color] magazine of [color=white]{1}[/color] caliber.", MagazineType, Caliber);
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message.AddMarkup(text);
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}
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}
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}
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