Re-organize all projects (#4166)
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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public sealed class MovementIgnoreGravityComponent : Component
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{
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public override string Name => "MovementIgnoreGravity";
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}
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public static class GravityExtensions
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{
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public static bool IsWeightless(this IEntity entity, PhysicsComponent? body = null, EntityCoordinates? coords = null, IMapManager? mapManager = null)
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{
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if (body == null)
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entity.TryGetComponent(out body);
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if (entity.HasComponent<MovementIgnoreGravityComponent>() ||
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(body?.BodyType & (BodyType.Static | BodyType.Kinematic)) != 0) return false;
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var transform = entity.Transform;
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var gridId = transform.GridID;
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if (!gridId.IsValid())
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{
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// Not on a grid = no gravity for now.
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// In the future, may want to allow maps to override to always have gravity instead.
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return true;
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}
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mapManager ??= IoCManager.Resolve<IMapManager>();
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var grid = mapManager.GetGrid(gridId);
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if (!grid.HasGravity)
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{
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return true;
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}
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coords ??= transform.Coordinates;
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if (!coords.Value.IsValid(entity.EntityManager))
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{
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return true;
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}
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var tile = grid.GetTileRef(coords.Value).Tile;
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return tile.IsEmpty;
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}
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}
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}
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