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

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@@ -3,7 +3,7 @@ using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Power.AME
namespace Content.Shared.AME
{
public class SharedAMEControllerComponent : Component
{

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@@ -3,7 +3,7 @@ using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Power.AME
namespace Content.Shared.AME
{
public class SharedAMEShieldComponent : Component
{

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@@ -3,7 +3,7 @@ using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Power
namespace Content.Shared.APC
{
[Serializable, NetSerializable]
public enum ApcVisuals

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@@ -4,7 +4,7 @@ using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Access
namespace Content.Shared.Access
{
public class SharedIdCardConsoleComponent : Component
{

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
namespace Content.Shared.ActionBlocker
{
public static class ActionBlockerExtensions
{

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@@ -1,11 +1,12 @@
#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.EffectBlocker;
using Content.Shared.Emoting;
using Content.Shared.Speech;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
namespace Content.Shared.ActionBlocker
{
/// <summary>
/// Utility methods to check if a specific entity is allowed to perform an action.

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@@ -1,7 +1,7 @@
#nullable enable
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.EffectBlocker;
namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
namespace Content.Shared.ActionBlocker
{
/// <summary>
/// This interface gives components the ability to block certain actions from

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@@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Actions.Prototypes;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;

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@@ -1,9 +1,9 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Actions.Components;
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Currently just a marker interface delineating the different possible

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Action which does something immediately when used and has

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Action which is used on a targeted entity.

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@@ -1,7 +1,8 @@
#nullable enable
using Content.Shared.Actions.Behaviors.Item;
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Item action which is used on a targeted entity.

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@@ -2,7 +2,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Action which requires the user to select a target point, which

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@@ -1,8 +1,9 @@
#nullable enable
using Content.Shared.Actions.Behaviors.Item;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Item action which requires the user to select a target point, which

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors
{
/// <summary>
/// Action which can be toggled on and off

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors.Item
{
/// <summary>
/// Item action which does something immediately when used and has

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@@ -1,9 +1,9 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Actions.Components;
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors.Item
{
/// <summary>
/// Currently just a marker interface delineating the different possible

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Behaviors.Item
{
/// <summary>
/// Item action which can be toggled on and off

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@@ -1,16 +1,15 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.Actions.Components
{
/// <summary>
/// This should be used on items which provide actions. Defines which actions the item provides

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@@ -3,17 +3,18 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Actions.Prototypes;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.Actions.Components
{
/// <summary>
/// Manages the actions available to an entity.
@@ -118,7 +119,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
return false;
}
/// <seealso cref="TryGetItemActionStates(Robust.Shared.GameObjects.EntityUid,out System.Collections.Generic.IReadOnlyDictionary{Content.Shared.Actions.ItemActionType,Content.Shared.GameObjects.Components.Mobs.ActionState}?)"/>
/// <seealso cref="TryGetItemActionStates(Robust.Shared.GameObjects.EntityUid,out System.Collections.Generic.IReadOnlyDictionary{Content.Shared.Actions.ItemActionType,Content.Shared.Actions.Components.ActionState}?)"/>
public bool TryGetItemActionStates(IEntity item,
[NotNullWhen((true))] out IReadOnlyDictionary<ItemActionType, ActionState>? itemActionStates)
{
@@ -169,7 +170,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
.Any(state => state.Key == actionType && state.Value.Enabled);
}
/// <seealso cref="TryGetItemActionState(Content.Shared.Actions.ItemActionType,Robust.Shared.GameObjects.EntityUid,out Content.Shared.GameObjects.Components.Mobs.ActionState)"/>
/// <seealso cref="TryGetItemActionState(Content.Shared.Actions.ItemActionType,Robust.Shared.GameObjects.EntityUid,out Content.Shared.Actions.Components.ActionState)"/>
public bool TryGetItemActionState(ItemActionType actionType, IEntity item, out ActionState actionState)
{
return TryGetItemActionState(actionType, item.Uid, out actionState);

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@@ -1,10 +1,13 @@
#nullable enable
using Content.Shared.Actions;
using Content.Shared.Actions.Behaviors;
using Content.Shared.Actions.Behaviors.Item;
using Content.Shared.Actions.Components;
using Content.Shared.Actions.Prototypes;
using Robust.Shared.GameObjects;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.Actions
{
/// <summary>
/// An attempt to perform a specific action. Main purpose of this interface is to

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@@ -1,12 +1,13 @@
#nullable enable
using Content.Shared.Interfaces;
using Content.Shared.Actions.Behaviors;
using Content.Shared.Module;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Prototypes
{
/// <summary>
/// An action which is granted directly to an entity (such as an innate ability

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@@ -8,7 +8,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Prototypes
{
/// <summary>
/// Base class for action prototypes.

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@@ -1,12 +1,14 @@
#nullable enable
using Content.Shared.Interfaces;
using Content.Shared.Actions.Behaviors;
using Content.Shared.Actions.Behaviors.Item;
using Content.Shared.Module;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Actions
namespace Content.Shared.Actions.Prototypes
{
/// <summary>
/// An action which is granted to an entity via an item (such as toggling a flashlight).

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@@ -1,8 +1,8 @@
#nullable enable
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Actions.Components;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Actions
{
/// <summary>
/// Evicts action states with expired cooldowns.

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@@ -5,7 +5,7 @@ using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Acts
{
/// <summary>
/// This interface gives components behavior on getting destroyed.

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@@ -1,6 +1,7 @@
#nullable enable
using System;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Eui;
using Robust.Shared.Serialization;

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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using Lidgren.Network;
using Robust.Shared.Network;
namespace Content.Shared.Administration.AdminMenu
namespace Content.Shared.Administration.Menu
{
public class AdminMenuPlayerListMessage : NetMessage
{

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@@ -2,7 +2,7 @@
using Lidgren.Network;
using Robust.Shared.Network;
namespace Content.Shared.Administration.AdminMenu
namespace Content.Shared.Administration.Menu
{
public class AdminMenuPlayerListRequest : NetMessage
{

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@@ -1,10 +1,9 @@
#nullable enable
using System;
using Content.Shared.Administration;
using Lidgren.Network;
using Robust.Shared.Network;
namespace Content.Shared.Network.NetMessages
namespace Content.Shared.Administration
{
public sealed class MsgUpdateAdminStatus : NetMessage
{

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@@ -1,7 +1,7 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Alert;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
@@ -9,7 +9,7 @@ using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.Alert
{
/// <summary>
/// Handles the icons on the right side of the screen.

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@@ -1,9 +1,10 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Arcade
namespace Content.Shared.Arcade
{
public class SharedSpaceVillainArcadeComponent : Component
{

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@@ -1,10 +1,11 @@
#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Body.Behavior
namespace Content.Shared.Body.Behavior
{
/// <summary>
/// Gives functionality to a <see cref="IMechanism"/> when added to it.

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@@ -2,14 +2,14 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Body.Part.Property;
using Content.Shared.GameObjects.Components.Body.Preset;
using Content.Shared.GameObjects.Components.Body.Slot;
using Content.Shared.GameObjects.Components.Body.Template;
using Content.Shared.Body.Part;
using Content.Shared.Body.Part.Property;
using Content.Shared.Body.Preset;
using Content.Shared.Body.Slot;
using Content.Shared.Body.Template;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body
namespace Content.Shared.Body.Components
{
/// <summary>
/// Component representing a collection of <see cref="IBodyPart"/>s

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@@ -3,15 +3,16 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Body.Part;
using Content.Shared.Body.Part.Property;
using Content.Shared.Body.Preset;
using Content.Shared.Body.Slot;
using Content.Shared.Body.Template;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Body.Part.Property;
using Content.Shared.GameObjects.Components.Body.Preset;
using Content.Shared.GameObjects.Components.Body.Slot;
using Content.Shared.GameObjects.Components.Body.Template;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Damage.Components;
using Content.Shared.Movement.Components;
using Content.Shared.NetIDs;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
@@ -21,7 +22,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body
namespace Content.Shared.Body.Components
{
// TODO BODY Damage methods for collections of IDamageableComponents
public abstract class SharedBodyComponent : Component, IBody, ISerializationHooks

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@@ -1,11 +1,12 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Behavior;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
namespace Content.Shared.Body.Mechanism
{
public interface IMechanism : IComponent
{

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@@ -1,9 +1,8 @@
#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Body.Mechanism
{
[UsedImplicitly]
public class MechanismSystem : EntitySystem

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@@ -2,8 +2,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Behavior;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
@@ -11,7 +12,7 @@ using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
namespace Content.Shared.Body.Mechanism
{
public abstract class SharedMechanismComponent : Component, IMechanism, ISerializationHooks
{

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@@ -1,8 +1,8 @@
#nullable enable
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Solution;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Networks
namespace Content.Shared.Body.Networks
{
public abstract class SharedBloodstreamComponent : Component
{

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// Determines whether two <see cref="IBodyPart"/>s can connect.

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@@ -1,9 +1,9 @@
#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Body.Part.Property;
using Content.Shared.Body.Part.Property;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
public static class BodyPartExtensions
{

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines the symmetry of a <see cref="IBodyPart"/>.

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines the type of a <see cref="IBodyPart"/>.

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@@ -1,11 +1,12 @@
#nullable enable
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Surgery;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Surgery;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
public interface IBodyPart : IComponent, IBodyPartContainer
{

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// This interface gives components behavior when a body part

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@@ -1,6 +1,6 @@
#nullable enable
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// Defines a component as being capable of containing parts.

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@@ -1,7 +1,7 @@
#nullable enable
using System;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
/// <summary>
/// This interface gives components behavior when a body part

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@@ -2,7 +2,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Property attachable to a <see cref="IBodyPart"/>.

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@@ -2,7 +2,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines the length of a <see cref="IBodyPart"/>.

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines a <see cref="IBodyPart"/> as being able to grasp around an entity,

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines a property for a <see cref="IBodyPart"/>.

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@@ -2,7 +2,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
namespace Content.Shared.Body.Part.Property
{
/// <summary>
/// Defines the speed at which a <see cref="IBodyPart"/> can move.

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@@ -2,8 +2,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Surgery;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Surgery;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
@@ -13,7 +15,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body.Part
namespace Content.Shared.Body.Part
{
public abstract class SharedBodyPartComponent : Component, IBodyPart
{

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@@ -1,13 +1,14 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body.Preset
namespace Content.Shared.Body.Preset
{
/// <summary>
/// Defines the <see cref="IBodyPart"/>s used in a <see cref="IBody"/>.

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@@ -3,7 +3,7 @@ using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Scanner
namespace Content.Shared.Body.Scanner
{
public abstract class SharedBodyScannerComponent : Component
{

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@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Part;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body.Slot
namespace Content.Shared.Body.Slot
{
public class BodyPartSlot
{

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@@ -1,9 +1,9 @@
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Surgery
namespace Content.Shared.Body.Surgery
{
/// <summary>
/// Interface representing an entity capable of performing surgery,

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@@ -1,9 +1,9 @@
#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Mechanism;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Surgery
namespace Content.Shared.Body.Surgery
{
/// <summary>
/// Represents the current surgery state of a <see cref="IBodyPart"/>.

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Surgery
namespace Content.Shared.Body.Surgery
{
/// <summary>
/// Types of surgery operations that can be performed.

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Surgery
namespace Content.Shared.Body.Surgery
{
[Serializable, NetSerializable]
public enum SurgeryUIKey

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@@ -4,7 +4,7 @@ using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Surgery
namespace Content.Shared.Body.Surgery
{
[Serializable, NetSerializable]
public class RequestBodyPartSurgeryUIMessage : BoundUserInterfaceMessage

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@@ -1,13 +1,14 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body.Template
namespace Content.Shared.Body.Template
{
/// <summary>
/// Defines the layout of a <see cref="IBody"/>.

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@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Interfaces.Chemistry
namespace Content.Shared.Botany
{
public interface IPlantMetabolizable
{

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Botany
namespace Content.Shared.Botany
{
[Serializable, NetSerializable]
public enum PlantHolderVisuals

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@@ -1,17 +1,16 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.DragDrop;
using Content.Shared.EffectBlocker;
using Content.Shared.Interaction;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Buckle
namespace Content.Shared.Buckle.Components
{
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable
{

View File

@@ -1,12 +1,12 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Buckle;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Content.Shared.DragDrop;
using Content.Shared.Interaction.Helpers;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Strap
namespace Content.Shared.Buckle.Components
{
public enum StrapPosition
{

View File

@@ -1,8 +1,8 @@
using Content.Shared.GameObjects.Components.Buckle;
using Content.Shared.Buckle.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Buckle
{
public abstract class SharedBuckleSystem : EntitySystem
{

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@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
namespace Content.Shared.Cabinet
{
[Serializable, NetSerializable]
public enum ItemCabinetVisuals : byte

View File

@@ -1,10 +1,11 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.Camera
{
public abstract class SharedCameraRecoilComponent : Component
{

View File

@@ -2,7 +2,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Prototypes.Cargo
namespace Content.Shared.Cargo
{
[NetSerializable, Serializable]
public class CargoOrderData

View File

@@ -7,7 +7,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Prototypes.Cargo
namespace Content.Shared.Cargo
{
[NetSerializable, Serializable, Prototype("cargoProduct")]
public class CargoProductPrototype : IPrototype

View File

@@ -5,7 +5,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Cargo
namespace Content.Shared.Cargo.Components
{
public class SharedCargoConsoleComponent : Component
{

View File

@@ -1,11 +1,11 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Prototypes.Cargo;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Cargo
namespace Content.Shared.Cargo.Components
{
public class SharedCargoOrderDatabaseComponent : Component
{

View File

@@ -2,14 +2,14 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Content.Shared.Prototypes.Cargo;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Cargo
namespace Content.Shared.Cargo.Components
{
public class SharedGalacticMarketComponent : Component, IEnumerable<CargoProductPrototype>, ISerializationHooks
{

View File

@@ -1,7 +1,7 @@
#nullable enable
using System;
using Content.Shared.NetIDs;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Appearance;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Localization;
@@ -10,7 +10,7 @@ using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
namespace Content.Shared.CharacterAppearance.Components
{
public abstract class SharedHumanoidAppearanceComponent : Component
{

View File

@@ -1,11 +1,10 @@
#nullable enable
using System;
using Content.Shared.Preferences.Appearance;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
namespace Content.Shared.CharacterAppearance.Components
{
public class SharedMagicMirrorComponent : Component
{

View File

@@ -3,7 +3,7 @@ using System;
using System.Collections.Generic;
using Robust.Shared.Maths;
namespace Content.Shared.Preferences.Appearance
namespace Content.Shared.CharacterAppearance
{
public static class HairStyles
{

View File

@@ -1,12 +1,11 @@
#nullable enable
#nullable enable
using System;
using Content.Shared.Preferences.Appearance;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared.Preferences
namespace Content.Shared.CharacterAppearance
{
[Serializable, NetSerializable]
public class HumanoidCharacterAppearance : ICharacterAppearance

View File

@@ -0,0 +1,26 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.CharacterAppearance
{
[Serializable, NetSerializable]
public enum HumanoidVisualLayers
{
Hair,
FacialHair,
Chest,
Head,
Eyes,
RArm,
LArm,
RHand,
LHand,
RLeg,
LLeg,
RFoot,
LFoot,
Handcuffs,
StencilMask,
Fire,
}
}

View File

@@ -1,31 +1,8 @@
#nullable enable
using System;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Shared.Serialization;
using System;
using Content.Shared.Body.Part;
namespace Content.Shared.Preferences.Appearance
namespace Content.Shared.CharacterAppearance
{
[Serializable, NetSerializable]
public enum HumanoidVisualLayers
{
Hair,
FacialHair,
Chest,
Head,
Eyes,
RArm,
LArm,
RHand,
LHand,
RLeg,
LLeg,
RFoot,
LFoot,
Handcuffs,
StencilMask,
Fire,
}
public static class HumanoidVisualLayersExtension
{
public static HumanoidVisualLayers? ToHumanoidLayer(this IBodyPart part)

View File

@@ -1,6 +1,6 @@
#nullable enable
namespace Content.Shared.Preferences
namespace Content.Shared.CharacterAppearance
{
public interface ICharacterAppearance
{

View File

@@ -1,10 +1,10 @@
#nullable enable
using System;
using Content.Shared.Prototypes;
using Content.Shared.Dataset;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Shared.Preferences
namespace Content.Shared.CharacterAppearance
{
public enum Sex
{

View File

@@ -1,7 +1,7 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.Preferences.Appearance
namespace Content.Shared.CharacterAppearance
{
[Flags]
[Serializable, NetSerializable]

View File

@@ -3,7 +3,7 @@ using System.Collections.Generic;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Shared.Preferences.Appearance
namespace Content.Shared.CharacterAppearance
{
public sealed class SpriteAccessoryManager
{

View File

@@ -1,10 +1,9 @@
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Shared.Preferences.Appearance
namespace Content.Shared.CharacterAppearance
{
/// <summary>
/// Contains data for a single hair style
@@ -27,7 +26,7 @@ namespace Content.Shared.Preferences.Appearance
void ISerializationHooks.AfterDeserialization()
{
Name = Loc.GetString($"accessory-{ID}");
Name = Robust.Shared.Localization.Loc.GetString($"accessory-{ID}");
}
}
}

View File

@@ -1,11 +1,12 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.NetIDs;
using Content.Shared.Objectives;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Actor
namespace Content.Shared.CharacterInfo
{
public class SharedCharacterInfoComponent : Component
{

View File

@@ -1,15 +1,14 @@
#nullable enable
using System;
using System.Linq;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Chemistry
{
/// <summary>
/// This interface gives components behavior on whether entities solution (implying SolutionComponent is in place) is changed
@@ -49,13 +48,13 @@ namespace Content.Shared.GameObjects.EntitySystems
}
}
public void ReactionEntity(IEntity? entity, ReactionMethod method, string reagentId, ReagentUnit reactVolume, Solution? source)
public void ReactionEntity(IEntity? entity, ReactionMethod method, string reagentId, ReagentUnit reactVolume, Solution.Solution? source)
{
// We throw if the reagent specified doesn't exist.
ReactionEntity(entity, method, _prototypeManager.Index<ReagentPrototype>(reagentId), reactVolume, source);
}
public void ReactionEntity(IEntity? entity, ReactionMethod method, ReagentPrototype reagent, ReagentUnit reactVolume, Solution? source)
public void ReactionEntity(IEntity? entity, ReactionMethod method, ReagentPrototype reagent, ReagentUnit reactVolume, Solution.Solution? source)
{
if (entity == null || entity.Deleted || !entity.TryGetComponent(out ReactiveComponent? reactive))
return;

View File

@@ -1,12 +1,12 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Observer;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Cloning;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Chemistry.ChemMaster
namespace Content.Shared.Chemistry.Components
{
/// <summary>
@@ -28,11 +28,11 @@ namespace Content.Shared.GameObjects.Components.Chemistry.ChemMaster
/// <summary>
/// A list of the reagents and their amounts within the beaker/reagent container, if applicable.
/// </summary>
public readonly IReadOnlyList<Solution.ReagentQuantity> ContainerReagents;
public readonly IReadOnlyList<Solution.Solution.ReagentQuantity> ContainerReagents;
/// <summary>
/// A list of the reagents and their amounts within the buffer, if applicable.
/// </summary>
public readonly IReadOnlyList<Solution.ReagentQuantity> BufferReagents;
public readonly IReadOnlyList<Solution.Solution.ReagentQuantity> BufferReagents;
public readonly string DispenserName;
public readonly bool BufferModeTransfer;
@@ -40,7 +40,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry.ChemMaster
public readonly ReagentUnit BufferCurrentVolume;
public ChemMasterBoundUserInterfaceState(bool hasPower, bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
string dispenserName, IReadOnlyList<Solution.ReagentQuantity> containerReagents, IReadOnlyList<Solution.ReagentQuantity> bufferReagents, bool bufferModeTransfer, ReagentUnit bufferCurrentVolume)
string dispenserName, IReadOnlyList<Solution.Solution.ReagentQuantity> containerReagents, IReadOnlyList<Solution.Solution.ReagentQuantity> bufferReagents, bool bufferModeTransfer, ReagentUnit bufferCurrentVolume)
{
HasPower = hasPower;
HasBeaker = hasBeaker;

View File

@@ -1,10 +1,11 @@
#nullable enable
using System;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Chemistry
namespace Content.Shared.Chemistry.Components
{
public abstract class SharedHyposprayComponent : Component
{

View File

@@ -1,10 +1,11 @@
#nullable enable
using System;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Chemistry
namespace Content.Shared.Chemistry.Components
{
/// <summary>
/// Shared class for injectors & syringes

View File

@@ -6,7 +6,7 @@ using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser
namespace Content.Shared.Chemistry.Dispenser
{
/// <summary>
/// Is simply a list of reagents defined in yaml. This can then be set as a

View File

@@ -1,11 +1,11 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser
namespace Content.Shared.Chemistry.Dispenser
{
/// <summary>
@@ -37,12 +37,12 @@ namespace Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser
/// <summary>
/// A list of the reagents and their amounts within the beaker/reagent container, if applicable.
/// </summary>
public readonly List<Solution.ReagentQuantity>? ContainerReagents;
public readonly List<Solution.Solution.ReagentQuantity>? ContainerReagents;
public readonly string DispenserName;
public readonly ReagentUnit SelectedDispenseAmount;
public ReagentDispenserBoundUserInterfaceState(bool hasPower, bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
List<ReagentDispenserInventoryEntry> inventory, string dispenserName, List<Solution.ReagentQuantity>? containerReagents, ReagentUnit selectedDispenseAmount)
List<ReagentDispenserInventoryEntry> inventory, string dispenserName, List<Solution.Solution.ReagentQuantity>? containerReagents, ReagentUnit selectedDispenseAmount)
{
HasPower = hasPower;
HasBeaker = hasBeaker;

View File

@@ -1,9 +1,9 @@
#nullable enable
using Content.Shared.Interfaces.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Chemistry
namespace Content.Shared.Chemistry.Metabolizable
{
/// <summary>
/// Default metabolism for reagents. Metabolizes the reagent with no effects

View File

@@ -1,8 +1,8 @@
#nullable enable
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
namespace Content.Shared.Interfaces.Chemistry
namespace Content.Shared.Chemistry.Metabolizable
{
/// <summary>
/// Metabolism behavior for a reagent.

View File

@@ -1,7 +1,7 @@
#nullable enable
using Robust.Shared.GameObjects;
namespace Content.Shared.Interfaces.Chemistry
namespace Content.Shared.Chemistry.Reaction
{
/// <summary>
/// Chemical reaction effect on the world such as an explosion, EMP, or fire.

View File

@@ -1,8 +1,8 @@
#nullable enable
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Map;
namespace Content.Shared.Interfaces.Chemistry
namespace Content.Shared.Chemistry.Reaction
{
public interface ITileReaction
{

View File

@@ -1,11 +1,11 @@
#nullable enable
using System.Collections.Generic;
using Content.Shared.Interfaces.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Chemistry
namespace Content.Shared.Chemistry.Reaction
{
/// <summary>
/// Prototype for chemical reaction definitions

View File

@@ -1,9 +1,9 @@
using System;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Chemistry
namespace Content.Shared.Chemistry.Reaction
{
[RegisterComponent]
public class ReactiveComponent : Component

View File

@@ -1,12 +1,12 @@
#nullable enable
using Content.Shared.Chemistry;
using System.Collections.Generic;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
namespace Content.Shared.Chemistry.Reaction
{
public abstract class SharedChemicalReactionSystem : EntitySystem
{
@@ -29,7 +29,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <param name="reaction">The reaction to check.</param>
/// <param name="lowestUnitReactions">How many times this reaction can occur.</param>
/// <returns></returns>
private static bool CanReact(Solution solution, ReactionPrototype reaction, out ReagentUnit lowestUnitReactions)
private static bool CanReact(Solution.Solution solution, ReactionPrototype reaction, out ReagentUnit lowestUnitReactions)
{
lowestUnitReactions = ReagentUnit.MaxValue;
@@ -55,7 +55,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// Perform a reaction on a solution. This assumes all reaction criteria are met.
/// Removes the reactants from the solution, then returns a solution with all products.
/// </summary>
private Solution PerformReaction(Solution solution, IEntity owner, ReactionPrototype reaction, ReagentUnit unitReactions)
private Solution.Solution PerformReaction(Solution.Solution solution, IEntity owner, ReactionPrototype reaction, ReagentUnit unitReactions)
{
//Remove reactants
foreach (var reactant in reaction.Reactants)
@@ -68,7 +68,7 @@ namespace Content.Shared.GameObjects.EntitySystems
}
//Create products
var products = new Solution();
var products = new Solution.Solution();
foreach (var product in reaction.Products)
{
products.AddReagent(product.Key, product.Value * unitReactions);
@@ -93,10 +93,10 @@ namespace Content.Shared.GameObjects.EntitySystems
/// Removes the reactants from the solution, then returns a solution with all products.
/// WARNING: Does not trigger reactions between solution and new products.
/// </summary>
private Solution ProcessReactions(Solution solution, IEntity owner)
private Solution.Solution ProcessReactions(Solution.Solution solution, IEntity owner)
{
//TODO: make a hashmap at startup and then look up reagents in the contents for a reaction
var overallProducts = new Solution();
var overallProducts = new Solution.Solution();
foreach (var reaction in _reactions)
{
if (CanReact(solution, reaction, out var unitReactions))
@@ -112,7 +112,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <summary>
/// Continually react a solution until no more reactions occur.
/// </summary>
public void FullyReactSolution(Solution solution, IEntity owner)
public void FullyReactSolution(Solution.Solution solution, IEntity owner)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
@@ -123,14 +123,14 @@ namespace Content.Shared.GameObjects.EntitySystems
solution.AddSolution(products);
}
Logger.Error($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
Logger.Error($"{nameof(Solution.Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
}
/// <summary>
/// Continually react a solution until no more reactions occur, with a volume constraint.
/// If a reaction's products would exceed the max volume, some product is deleted.
/// </summary>
public void FullyReactSolution(Solution solution, IEntity owner, ReagentUnit maxVolume)
public void FullyReactSolution(Solution.Solution solution, IEntity owner, ReagentUnit maxVolume)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
@@ -149,7 +149,7 @@ namespace Content.Shared.GameObjects.EntitySystems
solution.AddSolution(products);
}
Logger.Error($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
Logger.Error($"{nameof(Solution.Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
}
}
}

View File

@@ -3,7 +3,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Chemistry
namespace Content.Shared.Chemistry.Reagent
{
public enum ReactionMethod
{
@@ -27,7 +27,7 @@ namespace Content.Shared.Chemistry
[DataField("ingestion")]
public bool Ingestion { get; } = false;
public void React(ReactionMethod method, IEntity entity, ReagentPrototype reagent, ReagentUnit volume, Solution? source)
public void React(ReactionMethod method, IEntity entity, ReagentPrototype reagent, ReagentUnit volume, Solution.Solution? source)
{
switch (method)
{
@@ -50,6 +50,6 @@ namespace Content.Shared.Chemistry
React(entity, reagent, volume, source);
}
protected abstract void React(IEntity entity, ReagentPrototype reagent, ReagentUnit volume, Solution? source);
protected abstract void React(IEntity entity, ReagentPrototype reagent, ReagentUnit volume, Solution.Solution? source);
}
}

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