Re-organize all projects (#4166)
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45
Content.Server/Light/EntitySystems/EmergencyLightSystem.cs
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45
Content.Server/Light/EntitySystems/EmergencyLightSystem.cs
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using System;
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using System.Collections.Generic;
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using Content.Server.Light.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class EmergencyLightSystem : EntitySystem
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{
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private readonly HashSet<EmergencyLightComponent> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
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}
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private void HandleEmergencyLightMessage(EmergencyLightMessage message)
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{
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switch (message.State)
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{
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case EmergencyLightComponent.EmergencyLightState.On:
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case EmergencyLightComponent.EmergencyLightState.Charging:
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_activeLights.Add(message.Component);
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break;
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case EmergencyLightComponent.EmergencyLightState.Full:
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case EmergencyLightComponent.EmergencyLightState.Empty:
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_activeLights.Remove(message.Component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void Update(float frameTime)
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{
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foreach (var activeLight in _activeLights)
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{
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activeLight.OnUpdate(frameTime);
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}
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}
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}
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}
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18
Content.Server/Light/EntitySystems/ExpendableLightSystem.cs
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18
Content.Server/Light/EntitySystems/ExpendableLightSystem.cs
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using Content.Server.Light.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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public class ExpendableLightSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var light in ComponentManager.EntityQuery<ExpendableLightComponent>(true))
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{
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light.Update(frameTime);
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}
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}
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}
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}
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50
Content.Server/Light/EntitySystems/HandHeldLightSystem.cs
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50
Content.Server/Light/EntitySystems/HandHeldLightSystem.cs
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Light.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class HandHeldLightSystem : EntitySystem
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{
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// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
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// But for now this will be better anyway.
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private HashSet<HandheldLightComponent> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivateHandheldLightMessage>(HandleActivate);
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SubscribeLocalEvent<DeactivateHandheldLightMessage>(HandleDeactivate);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_activeLights.Clear();
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UnsubscribeLocalEvent<ActivateHandheldLightMessage>();
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UnsubscribeLocalEvent<DeactivateHandheldLightMessage>();
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}
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private void HandleActivate(ActivateHandheldLightMessage message)
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{
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_activeLights.Add(message.Component);
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}
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private void HandleDeactivate(DeactivateHandheldLightMessage message)
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{
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_activeLights.Remove(message.Component);
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}
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public override void Update(float frameTime)
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{
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foreach (var handheld in _activeLights.ToArray())
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{
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if (handheld.Deleted || handheld.Paused) continue;
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handheld.OnUpdate(frameTime);
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}
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}
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}
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}
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64
Content.Server/Light/EntitySystems/LightReplacerSystem.cs
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64
Content.Server/Light/EntitySystems/LightReplacerSystem.cs
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#nullable enable
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using Content.Server.Light.Components;
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using Content.Server.Storage.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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public class LightReplacerSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightReplacerComponent, InteractUsingEvent>(HandleInteract);
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SubscribeLocalEvent<LightReplacerComponent, AfterInteractEvent>(HandleAfterInteract);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<LightReplacerComponent, InteractUsingEvent>(HandleInteract);
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UnsubscribeLocalEvent<LightReplacerComponent, AfterInteractEvent>(HandleAfterInteract);
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}
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private void HandleAfterInteract(EntityUid uid, LightReplacerComponent component, AfterInteractEvent eventArgs)
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{
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// standard interaction checks
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if (!ActionBlockerSystem.CanUse(eventArgs.User)) return;
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if (!eventArgs.CanReach) return;
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// behaviour will depends on target type
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if (eventArgs.Target != null)
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{
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// replace broken light in fixture?
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if (eventArgs.Target.TryGetComponent(out PoweredLightComponent? fixture))
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component.TryReplaceBulb(fixture, eventArgs.User);
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// add new bulb to light replacer container?
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else if (eventArgs.Target.TryGetComponent(out LightBulbComponent? bulb))
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component.TryInsertBulb(bulb, eventArgs.User, true);
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}
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}
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private void HandleInteract(EntityUid uid, LightReplacerComponent component, InteractUsingEvent eventArgs)
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{
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// standard interaction checks
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if (!ActionBlockerSystem.CanInteract(eventArgs.User)) return;
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if (eventArgs.Used != null)
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{
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// want to insert a new light bulb?
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if (eventArgs.Used.TryGetComponent(out LightBulbComponent? bulb))
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component.TryInsertBulb(bulb, eventArgs.User, true);
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// add bulbs from storage?
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else if (eventArgs.Used.TryGetComponent(out ServerStorageComponent? storage))
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component.TryInsertBulb(storage, eventArgs.User);
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}
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}
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}
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}
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