Re-organize all projects (#4166)
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38
Content.Server/Interaction/Components/ClumsyComponent.cs
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38
Content.Server/Interaction/Components/ClumsyComponent.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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#nullable enable
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namespace Content.Server.Interaction.Components
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{
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/// <summary>
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/// A simple clumsy tag-component.
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/// </summary>
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[RegisterComponent]
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public class ClumsyComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Clumsy";
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public bool RollClumsy(float chance)
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{
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return Running && _random.Prob(chance);
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}
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/// <summary>
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/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
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/// </summary>
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/// <param name="entity">The entity that the clumsy check is happening for.</param>
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/// <param name="chance">
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/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
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/// </param>
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/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
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public static bool TryRollClumsy(IEntity entity, float chance)
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{
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return entity.TryGetComponent(out ClumsyComponent? clumsy)
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&& clumsy.RollClumsy(chance);
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}
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}
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}
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@@ -0,0 +1,45 @@
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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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.Interaction.Components
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{
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/// <summary>
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/// Simple sound emitter that emits sound on use in hand
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnUseComponent : Component, IUse
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{
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/// <inheritdoc />
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///
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public override string Name => "EmitSoundOnUse";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("sound")] public string? _soundName;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float _pitchVariation;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("semitoneVariation")] public int _semitoneVariation;
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!string.IsNullOrWhiteSpace(_soundName))
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{
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if (_pitchVariation > 0.0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
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return true;
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}
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if (_semitoneVariation > 0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
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return true;
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}
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
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return true;
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}
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return false;
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}
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}
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}
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