Auto namespace cleanup for Delta/Nyano gamerules

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null 2024-05-15 19:56:18 +02:00
parent 3055d7bac5
commit 20fbb117a7
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28 changed files with 80 additions and 58 deletions

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#nullable enable
using Content.Server.GameTicking;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects;

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using Content.Server.DeltaV.StationEvents.Events;
using Content.Server.StationEvents.Events;
using Robust.Shared.Prototypes;

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* See AGPLv3.txt for details.
*/
using Content.Server.DeltaV.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using System.Linq;
using Robust.Shared.Random;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents;
using Content.Server.StationEvents.Components;
using Content.Shared.Psionics.Glimmer;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.NPC.Components;
using Content.Shared.Psionics.Glimmer;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.DeltaV.StationEvents.Events;
public sealed class GlimmerMobRule : StationEventSystem<GlimmerMobRuleComponent>
{

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* See AGPLv3.txt for details.
*/
using System.Linq;
using Content.Server.GameTicking.Components;
using Content.Server.Station.Components;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.CCVar;
using Content.Shared.Salvage;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
@ -11,17 +18,8 @@ using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Server.Station.Components;
using Content.Shared.Salvage;
using Content.Shared.Random.Helpers;
using System.Linq;
using Content.Shared.CCVar;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.DeltaV.StationEvents.Events;
public sealed class PirateRadioSpawnRule : StationEventSystem<PirateRadioSpawnRuleComponent>
{

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using Content.Server.Abilities.Psionics;
using Content.Server.Chat.Systems;
using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.Radio.Components;
using Content.Server.Radio.EntitySystems;
using Content.Server.StationEvents.Events;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
using Robust.Shared.Prototypes;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Content.Server.StationEvents.Events;
namespace Content.Server.StationEvents.Components;

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using Content.Server.Nyanotrasen.StationEvents.Events;
using Robust.Shared.Audio;
using Content.Server.StationEvents.Events;

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using Robust.Shared.Map;
using Robust.Shared.Random;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Power.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents.Events;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Psionics.Glimmer;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
internal sealed class FreeProberRule : StationEventSystem<FreeProberRuleComponent>
{

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using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents.Events;
using Content.Shared.Psionics.Glimmer;
namespace Content.Server.StationEvents.Events
namespace Content.Server.Nyanotrasen.StationEvents.Events
{
public sealed class GlimmerEventSystem : StationEventSystem<GlimmerEventComponent>
{

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using System.Linq;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Psionics;
using Content.Server.Speech.Components;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Mobs.Systems;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
/// <summary>
/// Glimmer version of the (removed) random sentience event

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using Robust.Shared.Random;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
internal sealed class GlimmerRevenantRule : StationEventSystem<GlimmerRevenantRuleComponent>
{

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using System.Linq;
using Robust.Shared.Random;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.NPC.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents;
using Content.Server.StationEvents.Components;
using Content.Shared.Psionics.Glimmer;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.NPC.Components;
using Content.Shared.Psionics.Glimmer;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
internal sealed class GlimmerWispRule : StationEventSystem<GlimmerWispRuleComponent>
{

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using Robust.Server.GameObjects;
using Robust.Shared.Random;
using Content.Server.Abilities.Psionics;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
/// <summary>
/// Forces a mind swap on all non-insulated potential psionic entities.

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using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.StationEvents;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
public sealed class MidRoundAntagRule : StationEventSystem<MidRoundAntagRuleComponent>
{

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using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Shared.Construction.EntitySystems;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Psionics.Glimmer;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Psionics.Glimmer;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
/// <summary>
/// Fries tinfoil hats and cages

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using Robust.Shared.Random;
using Content.Server.Abilities.Psionics;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Mobs.Systems;
using Content.Shared.Psionics.Glimmer;
using Content.Shared.Zombies;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
internal sealed class NoosphericStormRule : StationEventSystem<NoosphericStormRuleComponent>
{

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using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Components;
using Content.Server.Popups;
using Content.Server.Psionics;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Server.Stunnable;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.StatusEffect;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
/// <summary>
/// Zaps everyone, rolling psionics and disorienting them

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using Robust.Shared.Random;
using Robust.Shared.Player;
using Content.Server.GameTicking.Components;
using Content.Server.Psionics;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Mobs.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Abilities.Psionics;
using Content.Shared.StatusEffect;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.StatusEffect;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
namespace Content.Server.Nyanotrasen.StationEvents.Events;
/// <summary>
/// Mutes everyone for a random amount of time.

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@ -62,7 +62,6 @@ namespace Content.Server.Zombies
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ActionsSystem _actions = default!; // DeltaV - No psionic zombies
/// <summary>
/// Handles an entity turning into a zombie when they die or go into crit