Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -1,16 +1,19 @@
using Content.Shared.BodySystem;
using System;
using System.Collections.Generic;
using Content.Server.Health.BodySystem.Mechanism;
using Content.Server.Health.BodySystem.Surgery.Surgeon;
using Content.Server.Health.BodySystem.Surgery.SurgeryData;
using Content.Shared.Health.BodySystem;
using Content.Shared.Health.BodySystem.BodyPart;
using Content.Shared.Health.BodySystem.Mechanism;
using Content.Shared.Health.DamageContainer;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
using System.Collections.Generic;
namespace Content.Server.BodySystem
namespace Content.Server.Health.BodySystem.BodyPart
{
@@ -25,7 +28,7 @@ namespace Content.Server.BodySystem
private ISurgeryData _surgeryData;
[ViewVariables]
private List<Mechanism> _mechanisms = new List<Mechanism>();
private List<Mechanism.Mechanism> _mechanisms = new List<Mechanism.Mechanism>();
[ViewVariables]
private int _sizeUsed = 0;
@@ -44,55 +47,55 @@ namespace Content.Server.BodySystem
/// <summary>
/// Path to the RSI that represents this BodyPart.
/// </summary>
/// </summary>
[ViewVariables]
public string RSIPath { get; set; }
/// <summary>
/// RSI state that represents this BodyPart.
/// </summary>
/// </summary>
[ViewVariables]
public string RSIState { get; set; }
/// <summary>
/// <see cref="BodyPartType"/> that this BodyPart is considered to be. For example, BodyPartType.Arm.
/// <see cref="BodyPartType"/> that this BodyPart is considered to be. For example, BodyPartType.Arm.
/// </summary>
[ViewVariables]
public BodyPartType PartType { get; set; }
/// <summary>
/// Max HP of this BodyPart.
/// </summary>
/// </summary>
[ViewVariables]
public int MaxDurability { get; set; }
/// <summary>
/// Current HP of this BodyPart based on sum of all damage types.
/// </summary>
/// </summary>
[ViewVariables]
public int CurrentDurability => MaxDurability - CurrentDamages.Damage;
/// <summary>
/// Current damage dealt to this BodyPart.
/// </summary>
/// </summary>
[ViewVariables]
public AbstractDamageContainer CurrentDamages { get; set; }
/// <summary>
/// At what HP this BodyPartis completely destroyed.
/// </summary>
/// </summary>
[ViewVariables]
public int DestroyThreshold { get; set; }
/// <summary>
/// Armor of this BodyPart against attacks.
/// </summary>
/// </summary>
[ViewVariables]
public float Resistance { get; set; }
/// <summary>
/// Determines many things: how many mechanisms can be fit inside this BodyPart, whether a body can fit through tiny crevices, etc.
/// </summary>
/// </summary>
[ViewVariables]
public int Size { get; set; }
@@ -112,7 +115,7 @@ namespace Content.Server.BodySystem
/// List of all <see cref="Mechanism">Mechanisms</see> currently inside this BodyPart.
/// </summary>
[ViewVariables]
public List<Mechanism> Mechanisms => _mechanisms;
public List<Mechanism.Mechanism> Mechanisms => _mechanisms;
public BodyPart() { }
@@ -139,7 +142,7 @@ namespace Content.Server.BodySystem
/// <summary>
/// Returns whether the given <see cref="Mechanism"/> can be installed on this BodyPart.
/// </summary>
public bool CanInstallMechanism(Mechanism mechanism)
public bool CanInstallMechanism(Mechanism.Mechanism mechanism)
{
if (_sizeUsed + mechanism.Size > Size)
return false; //No space
@@ -149,7 +152,7 @@ namespace Content.Server.BodySystem
/// <summary>
/// Attempts to add a <see cref="Mechanism"/>. Returns true if successful, false if there was an error (e.g. not enough room in BodyPart). Call InstallDroppedMechanism instead if you want to easily install an IEntity with a DroppedMechanismComponent.
/// </summary>
public bool TryInstallMechanism(Mechanism mechanism)
public bool TryInstallMechanism(Mechanism.Mechanism mechanism)
{
if (CanInstallMechanism(mechanism))
{
@@ -173,8 +176,8 @@ namespace Content.Server.BodySystem
/// <summary>
/// Tries to remove the given <see cref="Mechanism"/> reference from this BodyPart. Returns null if there was an error in spawning the entity or removing the mechanism, otherwise returns a reference to the <see cref="DroppedMechanismComponent"/> on the newly spawned entity.
/// </summary>
public DroppedMechanismComponent DropMechanism(IEntity dropLocation, Mechanism mechanismTarget)
/// </summary>
public DroppedMechanismComponent DropMechanism(IEntity dropLocation, Mechanism.Mechanism mechanismTarget)
{
if (!_mechanisms.Contains(mechanismTarget))
return null;
@@ -189,8 +192,8 @@ namespace Content.Server.BodySystem
/// <summary>
/// Tries to destroy the given <see cref="Mechanism"/> in the given BodyPart. Returns false if there was an error, true otherwise. Does NOT spawn a dropped entity.
/// </summary>
public bool DestroyMechanism(BodyPart bodyPartTarget, Mechanism mechanismTarget)
/// </summary>
public bool DestroyMechanism(BodyPart bodyPartTarget, Mechanism.Mechanism mechanismTarget)
{
if (!_mechanisms.Contains(mechanismTarget))
return false;
@@ -225,7 +228,7 @@ namespace Content.Server.BodySystem
/// <summary>
/// Loads the given <see cref="BodyPartPrototype"/> - current data on this <see cref="BodyPart"/> will be overwritten!
/// </summary>
/// </summary>
public virtual void LoadFromPrototype(BodyPartPrototype data)
{
Name = data.Name;
@@ -249,7 +252,7 @@ namespace Content.Server.BodySystem
{
throw new InvalidOperationException("No MechanismPrototype was found with the name " + mechanismPrototypeID + " while loading a BodyPartPrototype!");
}
_mechanisms.Add(new Mechanism(mechanismData));
_mechanisms.Add(new Mechanism.Mechanism(mechanismData));
}
}

View File

@@ -1,19 +1,20 @@
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using System.Collections.Generic;
using Content.Shared.BodySystem;
using Robust.Shared.ViewVariables;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Content.Shared.Health.BodySystem;
using Content.Shared.Health.BodySystem.Surgery;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.Player;
using Content.Shared.Interfaces;
using System.Linq;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.ViewVariables;
namespace Content.Server.BodySystem
namespace Content.Server.Health.BodySystem.BodyPart
{
/// <summary>