Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

View File

@@ -1,16 +1,15 @@
#nullable enable
using Content.Server.Administration;
using Content.Server.AI.Components;
using Content.Server.AI.Utility;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Movement.Components;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Commands.AI
namespace Content.Server.AI.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class AddAiCommand : IConsoleCommand

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@@ -1,14 +1,13 @@
using System;
using System.Text;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.AI;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.AI.EntitySystems;
using Content.Shared.Administration;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.Commands.AI
namespace Content.Server.AI.Commands
{
[AdminCommand(AdminFlags.Fun)]
public sealed class FactionCommand : IConsoleCommand
@@ -93,4 +92,4 @@ namespace Content.Server.Commands.AI
return;
}
}
}
}

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@@ -1,6 +1,6 @@
#nullable enable
using Content.Server.Interfaces.GameTicking;
using Content.Shared.GameObjects.Components.Movement;
using Content.Server.GameTicking;
using Content.Shared.Movement.Components;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -10,7 +10,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
namespace Content.Server.AI.Components
{
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]

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@@ -4,7 +4,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.AI
namespace Content.Server.AI.Components
{
[Prototype("aiFaction")]
public class AiFactionPrototype : IPrototype

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@@ -1,9 +1,9 @@
#nullable enable
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.AI.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.AI
namespace Content.Server.AI.Components
{
[RegisterComponent]
public sealed class AiFactionTagComponent : Component

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@@ -1,13 +1,13 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.AI;
using Content.Server.AI.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.EntitySystems.AI
namespace Content.Server.AI.EntitySystems
{
/// <summary>
/// Outlines faction relationships with each other for AI.

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@@ -1,21 +1,17 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Components;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI
namespace Content.Server.AI.EntitySystems
{
/// <summary>
/// Handles NPCs running every tick.

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@@ -1,9 +1,9 @@
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
using Content.Server.AI.LoadBalancer;
using Content.Shared.AI;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI
namespace Content.Server.AI.EntitySystems
{
#if DEBUG
[UsedImplicitly]

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@@ -3,7 +3,7 @@ using Content.Server.AI.Utility.Actions;
using Content.Server.AI.WorldState;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
namespace Content.Server.AI.LoadBalancer
{
public class AiActionRequest
{

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@@ -2,16 +2,16 @@ using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.AI.Components;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.ExpandableActions;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Utility;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.AI;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
namespace Content.Server.AI.LoadBalancer
{
public class AiActionRequestJob : Job<UtilityAction>
{

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@@ -1,8 +1,8 @@
using System.Threading;
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
using Content.Server.CPUJob.JobQueues.Queues;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
namespace Content.Server.AI.LoadBalancer
{
/// <summary>
/// This will queue up an AI's request for an action and give it one when possible

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@@ -1,7 +1,7 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.CombatMode;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
using Content.Server.Weapon.Melee.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -1,6 +1,6 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Server.CombatMode;
using Content.Server.Interaction;
using Content.Server.Weapon.Melee.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -1,8 +1,8 @@
using Content.Server.AI.Utility;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Content.Server.Storage.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Operators.Inventory

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Operators.Inventory

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Operators.Inventory

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Operators.Inventory

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@@ -1,6 +1,6 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.Utility;
using Content.Server.CombatMode;
using Content.Server.Interaction;
using Content.Shared.Interaction.Helpers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -1,9 +1,9 @@
#nullable enable
using Content.Server.AI.Utility;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Content.Server.Storage.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

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@@ -1,8 +1,8 @@
#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.Utility;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
using Content.Server.Items;
using Content.Shared.Interaction.Helpers;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -1,6 +1,6 @@
#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Operators.Inventory

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@@ -1,5 +1,5 @@
using System;
using Content.Server.GameObjects.EntitySystems.AI.Steering;
using Content.Server.AI.Steering;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;

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@@ -1,5 +1,5 @@
using System;
using Content.Server.GameObjects.EntitySystems.AI.Steering;
using Content.Server.AI.Steering;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Utility;

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@@ -1,8 +1,8 @@
#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;

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@@ -1,8 +1,8 @@
#nullable enable
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;

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@@ -1,11 +1,10 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.Access.Components;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Shared.AI;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -15,7 +14,7 @@ using Robust.Shared.Physics;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
namespace Content.Server.AI.Pathfinding.Accessible
{
/// <summary>
/// Determines whether an AI has access to a specific pathfinding node.

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@@ -1,9 +1,9 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.AI.Pathfinding.Pathfinders;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
namespace Content.Server.AI.Pathfinding.Accessible
{
/// <summary>
/// The simplest pathfinder

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
namespace Content.Server.AI.Pathfinding.Accessible
{
/// <summary>
/// A group of homogenous PathfindingNodes inside a single chunk

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@@ -1,11 +1,11 @@
#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.Access.Components;
using Content.Server.AI.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
namespace Content.Server.AI.Pathfinding.Accessible
{
public sealed class ReachableArgs
{

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@@ -2,12 +2,12 @@ using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.AI;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
namespace Content.Server.AI.Pathfinding.Pathfinders
{
public class AStarPathfindingJob : Job<Queue<TileRef>>
{

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@@ -2,14 +2,14 @@
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.AI;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
namespace Content.Server.AI.Pathfinding.Pathfinders
{
public class JpsPathfindingJob : Job<Queue<TileRef>>
{

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
namespace Content.Server.AI.Pathfinding.Pathfinders
{
public struct PathfindingArgs
{

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
namespace Content.Server.AI.Pathfinding.Pathfinders
{
public class PathfindingComparer : IComparer<ValueTuple<float, PathfindingNode>>
{

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@@ -7,7 +7,7 @@ using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
namespace Content.Server.AI.Pathfinding
{
public class PathfindingChunkUpdateMessage : EntityEventArgs
{

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@@ -1,13 +1,13 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.AI.Pathfinding.Accessible;
using Content.Server.AI.Pathfinding.Pathfinders;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
namespace Content.Server.AI.Pathfinding
{
public static class PathfindingHelpers
{

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@@ -1,15 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Doors;
using Content.Server.Access.Components;
using Content.Server.Doors.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
namespace Content.Server.AI.Pathfinding
{
public class PathfindingNode
{

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@@ -1,10 +1,11 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
using Content.Server.Access;
using Content.Server.Access.Components;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Server.CPUJob.JobQueues;
using Content.Server.CPUJob.JobQueues.Queues;
using Content.Shared.GameTicking;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
@@ -14,7 +15,7 @@ using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
namespace Content.Server.AI.Pathfinding
{
/*
// TODO: IMO use rectangular symmetry reduction on the nodes with collision at all. (currently planned to be implemented via AiReachableSystem and expanded later).

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Shared.AI;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
@@ -7,7 +7,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
namespace Content.Server.AI.Pathfinding
{
#if DEBUG
[UsedImplicitly]

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@@ -1,7 +1,7 @@
using Content.Server.GameObjects.Components.Movement;
using Content.Server.AI.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI
namespace Content.Server.AI
{
/// <summary>
/// Indicates whether an AI should be updated by the AiSystem or not.

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@@ -3,13 +3,13 @@ using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Utility;
using Content.Server.Access.Components;
using Content.Server.AI.Components;
using Content.Server.AI.Pathfinding;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.ActionBlocker;
using Content.Shared.Interaction.Helpers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
@@ -19,7 +19,7 @@ using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
namespace Content.Server.AI.Steering
{
public sealed class AiSteeringSystem : EntitySystem
{
@@ -66,7 +66,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <summary>
/// Pathfinding request jobs we're waiting on
/// </summary>
private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, CPUJob.JobQueues.Job<Queue<TileRef>> Job)> _pathfindingRequests =
new();
/// <summary>

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@@ -1,7 +1,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
namespace Content.Server.AI.Steering
{
public sealed class EntityTargetSteeringRequest : IAiSteeringRequest
{

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@@ -2,7 +2,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
namespace Content.Server.AI.Steering
{
public sealed class GridTargetSteeringRequest : IAiSteeringRequest
{

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@@ -1,6 +1,6 @@
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
namespace Content.Server.AI.Steering
{
public interface IAiSteeringRequest
{

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@@ -13,7 +13,7 @@ using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -11,7 +11,7 @@ using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.AI.WorldState.States.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -3,11 +3,11 @@ using System.Collections.Generic;
using Content.Server.AI.Operators;
using Content.Server.AI.Operators.Generic;
using Content.Server.AI.Operators.Movement;
using Content.Server.AI.Pathfinding;
using Content.Server.AI.Pathfinding.Accessible;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.ActionBlocker;
using Content.Server.AI.WorldState;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;

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@@ -2,16 +2,15 @@
using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Threading;
using Content.Server.AI.Components;
using Content.Server.AI.LoadBalancer;
using Content.Server.AI.Operators;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Utility;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Server.GameObjects.EntitySystems.AI.LoadBalancer;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Movement;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.MobState;
using Content.Shared.Movement.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.ActionBlocker;
namespace Content.Server.AI.Utility.Considerations.ActionBlocker
{

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@@ -1,8 +1,8 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
namespace Content.Server.AI.Utility.Considerations.Clothing
{

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.Inventory;
namespace Content.Server.AI.Utility.Considerations.Clothing
{
@@ -12,7 +12,7 @@ namespace Content.Server.AI.Utility.Considerations.Clothing
context.GetState<ClothingSlotConState>().SetValue(slot);
return this;
}
protected override float GetScore(Blackboard context)
{
var slot = context.GetState<ClothingSlotConState>().GetValue();

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{

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@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Damage.Components;
namespace Content.Server.AI.Utility.Considerations.Combat
{

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.MobState;
namespace Content.Server.AI.Utility.Considerations.Combat
{

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.MobState;
namespace Content.Server.AI.Utility.Considerations.Combat
{

View File

@@ -1,8 +1,9 @@
using Content.Server.AI.Pathfinding.Accessible;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible;
using Content.Server.Storage.Components;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
namespace Content.Server.AI.Utility.Considerations.Hands
{

View File

@@ -2,7 +2,7 @@ using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Hands;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Items;
namespace Content.Server.AI.Utility.Considerations.Inventory
{

View File

@@ -1,7 +1,7 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Items;
namespace Content.Server.AI.Utility.Considerations.Inventory
{

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.Chemistry.Components;
namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{

View File

@@ -1,7 +1,7 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{

View File

@@ -1,6 +1,6 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.Chemistry.Components;
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
{

View File

@@ -1,7 +1,7 @@
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
{

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Gloves

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Head

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.OuterClothing

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes

View File

@@ -7,8 +7,8 @@ using Content.Server.AI.Utility.Considerations.Clothing;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Clothing;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Clothing.Components;
using Content.Shared.Inventory;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Clothing.Shoes

View File

@@ -7,7 +7,7 @@ using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Combat.Melee

View File

@@ -1,13 +1,13 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.EntitySystems;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

View File

@@ -1,13 +1,13 @@
using System;
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.EntitySystems;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.Actions.Combat.Melee;
using Content.Server.AI.Utility.Considerations;
using Content.Server.AI.Utility.Considerations.Combat.Melee;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

View File

@@ -7,7 +7,7 @@ using Content.Server.AI.Utility.Considerations.Nutrition.Drink;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition

View File

@@ -7,7 +7,7 @@ using Content.Server.AI.Utility.Considerations.Nutrition.Food;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Robust.Shared.IoC;
namespace Content.Server.AI.Utility.ExpandableActions.Nutrition

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@@ -1,9 +1,9 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.EntitySystems;
using Content.Server.AI.Utility.Actions;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.EntitySystems.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;

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@@ -1,6 +1,6 @@
using Content.Server.AI.Components;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.AI.WorldState;
using Content.Server.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.Utility

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.AI.Components;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;

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@@ -1,4 +1,4 @@
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
@@ -10,4 +10,4 @@ namespace Content.Server.AI.WorldState.States.Clothing
Value = EquipmentSlotDefines.Slots.NONE;
}
}
}
}

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@@ -1,4 +1,4 @@
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.Inventory;
namespace Content.Server.AI.WorldState.States.Clothing
{
@@ -10,4 +10,4 @@ namespace Content.Server.AI.WorldState.States.Clothing
Value = EquipmentSlotDefines.SlotFlags.NONE;
}
}
}
}

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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Server.Inventory.Components;
using Content.Shared.Inventory;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

View File

@@ -1,8 +1,8 @@
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.Clothing.Components;
using Content.Server.Storage.Components;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

View File

@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Hands

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Hands

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.Hands.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

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@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.Storage.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;

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@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.Body.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;

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@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Damage;
using Content.Server.AI.Components;
using Content.Shared.Damage.Components;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.GameObjects;

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@@ -1,6 +1,6 @@
using System;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Nutrition

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@@ -1,8 +1,8 @@
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Server.Storage.Components;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

View File

@@ -1,8 +1,8 @@
using System.Collections.Generic;
using Content.Server.AI.Components;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Server.Storage.Components;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

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@@ -1,6 +1,6 @@
using System;
using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Server.Nutrition.Components;
using Content.Shared.Nutrition.Components;
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Nutrition

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@@ -2,16 +2,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Explosions;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power.AME;
using Robust.Shared.GameObjects;
using Robust.Shared.Random;
using Content.Server.AME.Components;
using Content.Server.Explosion;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.NodeContainer.Nodes;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
namespace Content.Server.AME
{
/// <summary>
/// Node group class for handling the Antimatter Engine's console and parts.

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