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https://github.com/space-wizards/RobustToolboxTemplate.git
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Update template to latest RobustToolbox version.
- Converts template to use file-scoped namespaces. - Add manifest.yml and comments for it.
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18 changed files with 197 additions and 272 deletions
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@ -3,7 +3,7 @@
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<PropertyGroup>
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<!-- Work around https://github.com/dotnet/project-system/issues/4314 -->
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<TargetFramework>$(TargetFramework)</TargetFramework>
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<LangVersion>9</LangVersion>
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<LangVersion>latest</LangVersion>
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<IsPackable>false</IsPackable>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<OutputPath>../bin/Content.Shared</OutputPath>
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@ -3,40 +3,39 @@ using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
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namespace Content.Shared
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// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
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namespace Content.Shared;
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public class EntryPoint : GameShared
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{
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public class EntryPoint : GameShared
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{
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// IoC services shared between the client and the server go here...
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// IoC services shared between the client and the server go here...
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// See line 23. Controls the default game culture and language.
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// Robust calls this culture, but you might find it more fitting to call it the game
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// language. Robust doesn't support changing this mid-game. Load your config file early
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// if you want that.
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private const string Culture = "en-US";
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// See line 23. Controls the default game culture and language.
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// Robust calls this culture, but you might find it more fitting to call it the game
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// language. Robust doesn't support changing this mid-game. Load your config file early
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// if you want that.
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private const string Culture = "en-US";
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public override void PreInit()
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{
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IoCManager.InjectDependencies(this);
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public override void PreInit()
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{
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IoCManager.InjectDependencies(this);
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// Default to en-US.
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// DEVNOTE: If you want your game to be multiregional at runtime, you'll need to
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// do something more complicated here.
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IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
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// TODO: Document what else you might want to put here
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}
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// Default to en-US.
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// DEVNOTE: If you want your game to be multiregional at runtime, you'll need to
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// do something more complicated here.
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IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
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// TODO: Document what else you might want to put here
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}
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public override void Init()
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{
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// TODO: Document what you put here
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}
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public override void Init()
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{
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// TODO: Document what you put here
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}
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public override void PostInit()
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{
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base.PostInit();
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// DEVNOTE: You might want to put special init handlers for, say, tiles here.
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// TODO: Document what else you might want to put here
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}
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public override void PostInit()
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{
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base.PostInit();
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// DEVNOTE: You might want to put special init handlers for, say, tiles here.
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// TODO: Document what else you might want to put here
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}
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}
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@ -1,21 +1,20 @@
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using Robust.Shared;
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using Robust.Shared.Configuration;
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namespace Content.Shared
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{
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// DEVNOTE: This is the same as SS14's CCVars. Except it's not named CCVars as that name is
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// hot garbage.
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[CVarDefs]
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public sealed class GameConfigVars: CVars
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{
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// Declare persistent game config variables here.
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// ```
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// public static readonly CVarDef<SerializableType>
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// VariableName = CVarDef.Create("namespace.varname", default_value, CVar.TYPE | CVar.OTHERTYPE)
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// ```
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// This is a good spot to store your database config, among other things.
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namespace Content.Shared;
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public static readonly CVarDef<bool>
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DummyCVarForTemplate = CVarDef.Create("dummy.whydoineedthis", true, CVar.ARCHIVE);
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}
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// DEVNOTE: This is the same as SS14's CCVars. Except it's not named CCVars as that name is
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// hot garbage.
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[CVarDefs]
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public sealed class GameConfigVars: CVars
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{
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// Declare persistent game config variables here.
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// ```
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// public static readonly CVarDef<SerializableType>
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// VariableName = CVarDef.Create("namespace.varname", default_value, CVar.TYPE | CVar.OTHERTYPE)
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// ```
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// This is a good spot to store your database config, among other things.
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public static readonly CVarDef<bool>
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DummyCVarForTemplate = CVarDef.Create("dummy.whydoineedthis", true, CVar.ARCHIVE);
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}
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@ -1,11 +1,10 @@
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using Robust.Shared.Input;
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namespace Content.Shared.Input
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namespace Content.Shared.Input;
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[KeyFunctions]
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public static class ContentKeyFunctions
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{
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[KeyFunctions]
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public static class ContentKeyFunctions
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{
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// DEVNOTE: Stick keys you want to be bindable here.
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// public static readonly DummyKey = "DummyKey";
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}
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// DEVNOTE: Stick keys you want to be bindable here.
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// public static readonly DummyKey = "DummyKey";
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}
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