Re-organize all projects (#4166)
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#nullable enable
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Chemistry.Solution.Components
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{
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/// <summary>
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/// High-level solution transferring operations like "what happens when a syringe tries to inject this entity."
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/// </summary>
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/// <remarks>
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/// This interface is most often implemented by using <see cref="SharedSolutionContainerComponent"/>
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/// and setting the appropriate <see cref="SolutionContainerCaps"/>
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/// </remarks>
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public interface ISolutionInteractionsComponent : IComponent
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{
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//
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// INJECTING
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//
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/// <summary>
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/// Whether we CAN POTENTIALLY be injected with solutions by items like syringes.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This should NOT change to communicate behavior like "the container is full".
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/// Change <see cref="InjectSpaceAvailable"/> to 0 for that.
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/// </para>
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/// <para>
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/// If refilling is allowed (<see cref="CanRefill"/>) you should also always allow injecting.
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/// </para>
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/// </remarks>
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bool CanInject => false;
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/// <summary>
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/// The amount of solution space available for injecting.
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/// </summary>
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ReagentUnit InjectSpaceAvailable => ReagentUnit.Zero;
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/// <summary>
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/// Actually inject reagents.
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/// </summary>
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void Inject(Solution solution)
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{
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}
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//
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// DRAWING
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//
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bool CanDraw => false;
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ReagentUnit DrawAvailable => ReagentUnit.Zero;
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Solution Draw(ReagentUnit amount)
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{
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return new();
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}
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//
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// REFILLING
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//
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bool CanRefill => false;
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ReagentUnit RefillSpaceAvailable => ReagentUnit.Zero;
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/// <summary>
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/// The amount that will transfer if something is spilled on the container.
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/// </summary>
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ReagentUnit MaxSpillRefill => ReagentUnit.Zero;
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void Refill(Solution solution)
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{
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}
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//
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// DRAINING
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//
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bool CanDrain => false;
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ReagentUnit DrainAvailable => ReagentUnit.Zero;
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Solution Drain(ReagentUnit amount)
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{
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return new();
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}
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}
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}
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