Remove mech component references (#15246)
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12
Content.Server/Mech/Components/MechAirComponent.cs
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12
Content.Server/Mech/Components/MechAirComponent.cs
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@@ -0,0 +1,12 @@
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using Content.Server.Atmos;
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namespace Content.Server.Mech.Components;
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[RegisterComponent]
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public sealed class MechAirComponent : Component
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{
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//TODO: this doesn't support a tank implant for mechs or anything like that
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[ViewVariables(VVAccess.ReadWrite)]
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public GasMixture Air = new (GasMixVolume);
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public const float GasMixVolume = 70f;
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}
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@@ -1,115 +0,0 @@
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using Content.Server.Atmos;
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using Content.Shared.Mech.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.Mech.Components;
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/// <inheritdoc/>
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[RegisterComponent, NetworkedComponent]
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[ComponentReference(typeof(SharedMechComponent))]
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public sealed class MechComponent : SharedMechComponent
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{
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/// <summary>
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/// How long it takes to enter the mech.
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/// </summary>
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[DataField("entryDelay")]
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public float EntryDelay = 3;
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/// <summary>
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/// How long it takes to pull *another person*
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/// outside of the mech. You can exit instantly yourself.
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/// </summary>
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[DataField("exitDelay")]
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public float ExitDelay = 3;
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/// <summary>
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/// How long it takes to pull out the battery.
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/// </summary>
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[DataField("batteryRemovalDelay")]
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public float BatteryRemovalDelay = 2;
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/// <summary>
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/// Whether or not the mech is airtight.
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/// </summary>
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/// <remarks>
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/// This needs to be redone
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/// when mech internals are added
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/// </remarks>
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[DataField("airtight"), ViewVariables(VVAccess.ReadWrite)]
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public bool Airtight;
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/// <summary>
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/// The equipment that the mech initially has when it spawns.
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/// Good for things like nukie mechs that start with guns.
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/// </summary>
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[DataField("startingEquipment", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public List<string> StartingEquipment = new();
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/// <summary>
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/// The battery the mech initially has when it spawns
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/// Good for admemes and nukie mechs.
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/// </summary>
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[DataField("startingBattery", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? StartingBattery;
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//TODO: this doesn't support a tank implant for mechs or anything like that
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[ViewVariables(VVAccess.ReadWrite)]
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public GasMixture Air = new (GasMixVolume);
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public const float GasMixVolume = 70f;
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}
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/// <summary>
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/// Event raised when a person successfully enters a mech
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/// </summary>
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public sealed class MechEntryFinishedEvent : EntityEventArgs
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{
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public EntityUid User;
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public MechEntryFinishedEvent(EntityUid user)
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{
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User = user;
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}
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}
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/// <summary>
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/// Event raised when a person fails to enter a mech
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/// </summary>
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public sealed class MechEntryCanclledEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Event raised when a person successfully removes someone from a mech
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/// </summary>
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public sealed class MechExitFinishedEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Event raised when a person fails to remove someone from a mech
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/// </summary>
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public sealed class MechExitCanclledEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Event raised when the battery is successfully removed from the mech
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/// </summary>
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public sealed class MechRemoveBatteryFinishedEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Event raised when the battery fails to be removed from the mech
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/// </summary>
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public sealed class MechRemoveBatteryCancelledEvent : EntityEventArgs
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{
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}
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