Refactor DataTables and cleanup redundant code
Refactored `WeaponTable` grid to use a typed parameter and improve readability. Removed outdated or unnecessary sample comments, consolidated duplicate code, and reorganized theme-related components in `PageLayout`. Simplified initialization logic and improved formatting consistency.
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@@ -12,52 +12,6 @@ public class EntityWeaponModel : IEntityPartInterface
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public float AttacksPerSecond { get; set; } = 0;
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public float SecondsBetweenAttacks { get; set; } = 0;
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public float DamagePerSecond()
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{
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if (SecondsBetweenAttacks == 0)
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{
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return Damage * AttacksPerSecond;
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}
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return Damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondLight()
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{
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var damage = LightDamage != 0 ? LightDamage : Damage;
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if (SecondsBetweenAttacks == 0)
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{
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return damage * AttacksPerSecond;
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}
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return damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondMedium()
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{
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var damage = MediumDamage != 0 ? MediumDamage : Damage;
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if (SecondsBetweenAttacks == 0)
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{
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return damage * AttacksPerSecond;
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}
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return damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondHeavy()
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{
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var damage = HeavyDamage != 0 ? HeavyDamage : Damage;
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if (SecondsBetweenAttacks == 0)
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{
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return damage * AttacksPerSecond;
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}
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return damage / SecondsBetweenAttacks;
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}
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public float Cooldown { get; set; } = 0;
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public float Charges { get; set; } = 0;
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@@ -77,4 +31,38 @@ public class EntityWeaponModel : IEntityPartInterface
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public int EthericDamageBonus { get; set; } = 0;
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public string Targets { get; set; } = TargetType.All;
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public string Attack { get; set; } = AttackType.DPS;
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public float DamagePerSecond()
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{
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if (SecondsBetweenAttacks == 0) return Damage * AttacksPerSecond;
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return Damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondLight()
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{
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var damage = LightDamage != 0 ? LightDamage : Damage;
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if (SecondsBetweenAttacks == 0) return damage * AttacksPerSecond;
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return damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondMedium()
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{
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var damage = MediumDamage != 0 ? MediumDamage : Damage;
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if (SecondsBetweenAttacks == 0) return damage * AttacksPerSecond;
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return damage / SecondsBetweenAttacks;
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}
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public float DamagePerSecondHeavy()
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{
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var damage = HeavyDamage != 0 ? HeavyDamage : Damage;
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if (SecondsBetweenAttacks == 0) return damage * AttacksPerSecond;
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return damage / SecondsBetweenAttacks;
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}
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}
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