Re-organize all projects (#4166)
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50
Content.Server/Repairable/RepairableComponent.cs
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50
Content.Server/Repairable/RepairableComponent.cs
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Tools.Components;
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using Content.Shared.Damage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Notification;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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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.Repairable
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{
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[RegisterComponent]
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public class RepairableComponent : Component, IInteractUsing
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{
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public override string Name => "Repairable";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fuelCost")]
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private int _fuelCost = 5;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("doAfterDelay")]
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private int _doAfterDelay = 1;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// Only repair if you are using a lit welder
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
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return false;
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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// Repair the target if it is damaged, oherwise do nothing
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if (damageable.TotalDamage > 0)
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{
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if (!await welder.UseTool(eventArgs.User, Owner, _doAfterDelay, ToolQuality.Welding, _fuelCost))
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return false;
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damageable.Heal();
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("comp-repairable-repair",
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("target", Owner),
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("welder", eventArgs.Using)));
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}
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}
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return true;
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}
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}
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}
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