Re-organize all projects (#4166)
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using System.Linq;
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using Content.Server.Research.Components;
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using Content.Shared.Lathe;
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using Content.Shared.Research.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Lathe.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedLatheDatabaseComponent))]
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public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "ProtolatheDatabase";
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ProtolatheDatabaseState(GetRecipeIdList());
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}
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/// <summary>
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/// Adds unlocked recipes from technologies to the database.
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/// </summary>
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public void Sync()
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{
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent? database)) return;
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foreach (var technology in database.Technologies)
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{
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foreach (var id in technology.UnlockedRecipes)
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{
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var recipe = (LatheRecipePrototype) _prototypeManager.Index(typeof(LatheRecipePrototype), id);
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UnlockRecipe(recipe);
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}
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}
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Dirty();
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}
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/// <summary>
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/// Unlocks a recipe but only if it's one of the allowed recipes on this protolathe.
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/// </summary>
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/// <param name="recipe">The recipe</param>
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/// <returns>Whether it could add it or not.</returns>
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public bool UnlockRecipe(LatheRecipePrototype recipe)
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{
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if (!ProtolatheRecipes.Contains(recipe)) return false;
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AddRecipe(recipe);
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return true;
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}
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}
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}
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