Re-organize all projects (#4166)
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36
Content.Server/Flash/Components/FlashComponent.cs
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36
Content.Server/Flash/Components/FlashComponent.cs
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using Robust.Shared.GameObjects;
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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.Flash.Components
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{
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[RegisterComponent]
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public class FlashComponent : Component
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{
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public override string Name => "Flash";
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[DataField("duration")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int FlashDuration { get; set; } = 5000;
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[DataField("uses")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int Uses { get; set; } = 5;
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[DataField("range")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range { get; set; } = 7f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("aoeFlashDuration")]
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public int AoeFlashDuration { get; set; } = 2000;
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[DataField("slowTo")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float SlowTo { get; set; } = 0.5f;
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public bool Flashing;
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public bool HasUses => Uses > 0;
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}
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}
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39
Content.Server/Flash/Components/FlashProjectileComponent.cs
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39
Content.Server/Flash/Components/FlashProjectileComponent.cs
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using Content.Server.Projectiles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Flash.Components
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{
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/// <summary>
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/// Upon colliding with an object this will flash in an area around it
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/// </summary>
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[RegisterComponent]
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public class FlashProjectileComponent : Component, IStartCollide
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{
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public override string Name => "FlashProjectile";
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[DataField("range")]
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private float _range = 1.0f;
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[DataField("duration")]
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private float _duration = 8.0f;
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private bool _flashed;
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public override void Initialize()
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{
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base.Initialize();
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// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
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Owner.EnsureComponent<ProjectileComponent>();
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (_flashed) return;
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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}
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}
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}
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50
Content.Server/Flash/Components/FlashableComponent.cs
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50
Content.Server/Flash/Components/FlashableComponent.cs
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using System;
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using Content.Shared.Flash;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Physics;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.Flash.Components
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{
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[RegisterComponent]
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public sealed class FlashableComponent : SharedFlashableComponent
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private double _duration;
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private TimeSpan _lastFlash;
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public void Flash(double duration)
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{
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_lastFlash = _gameTiming.CurTime;
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_duration = duration;
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Dirty();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new FlashComponentState(_duration, _lastFlash);
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}
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public static void FlashAreaHelper(IEntity source, float range, float duration, string? sound = null)
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{
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foreach (var entity in IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(source.Transform.Coordinates, range))
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{
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if (!entity.TryGetComponent(out FlashableComponent? flashable) ||
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!source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
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flashable.Flash(duration);
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}
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if (!string.IsNullOrEmpty(sound))
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{
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SoundSystem.Play(Filter.Pvs(source), sound, source.Transform.Coordinates);
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}
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}
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}
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}
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