[Milestone] AssemblyLoader completed.
Details: - Assembly Mgmt Service for loading now a separate interface, not intended for normal use. - Assembly Loader work; implemented custom dictionary key and table. - Assembly loading work. - EventService completed. - Moved assembly extensions to ModUtils.cs - Work to event service. NetworkService work - Added ImpromptuInterfaces package. - Networking Service work to support NetVars - Event Service - Added assemblies references package for script compilation. Updated Roslyn version for compatibility. - Package Loading work. Swap Harmony to HarmonyX - More refactor conversion to FluentResults. - Updated StylesService to return Results. - Refactor of PackageService partially complete. - Made IService.Reset() required to return a Result. - Moved plugin/assembly related code to their own folder (same namespace). - Updated interfaces to reflect the use of Result<T>. - Partial refactor, incomplete. - Added 'FluentResults' so we can stop using cursed Exception-based flow control in loading code. - Added 'OneOf' nuget package: https://github.com/mcintyre321/OneOf for the implementation of the Optional<T> pattern and complex discrete return types instead of cursed enums (see current AssemblyManager.cs). - Reapplied old branch changes.
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@@ -1411,7 +1411,7 @@ namespace Barotrauma
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if (Components.Any(ic => ic is Wire) && Components.All(ic => ic is Wire || ic is Holdable)) { isWire = true; }
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if (HasTag(Barotrauma.Tags.LogicItem)) { isLogic = true; }
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GameMain.LuaCs.Hook.Call("item.created", this);
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GameMain.LuaCs.Hook.Call<Item>("item.created", this);
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ApplyStatusEffects(ActionType.OnSpawn, 1.0f);
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@@ -4622,7 +4622,7 @@ namespace Barotrauma
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body = null;
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}
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GameMain.LuaCs.Hook.Call("item.removed", this);
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GameMain.LuaCs.Hook.Call<Item>("item.removed", this);
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}
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public override void Remove()
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@@ -4708,7 +4708,7 @@ namespace Barotrauma
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RemoveProjSpecific();
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GameMain.LuaCs.Hook.Call("item.removed", this);
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GameMain.LuaCs.Hook.Call<Item>("item.removed", this);
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}
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private void RemoveFromLists()
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