Seal/abstract/virtual everything (#6739)
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@@ -7,7 +7,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Combat.Melee
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{
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public class SwingMeleeWeaponOperator : AiOperator
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public sealed class SwingMeleeWeaponOperator : AiOperator
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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@@ -1,6 +1,6 @@
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namespace Content.Server.AI.Operators.Generic
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{
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public class WaitOperator : AiOperator
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public sealed class WaitOperator : AiOperator
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{
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private readonly float _waitTime;
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private float _accumulatedTime = 0.0f;
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@@ -4,7 +4,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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public class DropEntityOperator : AiOperator
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public sealed class DropEntityOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _entity;
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@@ -4,7 +4,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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public class DropHandItemsOperator : AiOperator
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public sealed class DropHandItemsOperator : AiOperator
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{
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private readonly EntityUid _owner;
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@@ -9,7 +9,7 @@ namespace Content.Server.AI.Operators.Inventory
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/// <summary>
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/// A Generic interacter; if you need to check stuff then make your own
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/// </summary>
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public class InteractWithEntityOperator : AiOperator
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public sealed class InteractWithEntityOperator : AiOperator
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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public class PickupEntityOperator : AiOperator
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public sealed class PickupEntityOperator : AiOperator
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{
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// Input variables
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private readonly EntityUid _owner;
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@@ -8,7 +8,7 @@ namespace Content.Server.AI.Operators.Inventory
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/// <summary>
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/// Will find the item in storage, put it in an active hand, then use it
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/// </summary>
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public class UseItemInInventoryOperator : AiOperator
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public sealed class UseItemInInventoryOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _target;
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@@ -9,7 +9,7 @@ using Robust.Shared.Random;
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namespace Content.Server.AI.Operators.Nutrition
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{
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public class UseDrinkInInventoryOperator : AiOperator
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public sealed class UseDrinkInInventoryOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _target;
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@@ -8,7 +8,7 @@ using Robust.Shared.Random;
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namespace Content.Server.AI.Operators.Nutrition
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{
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public class UseFoodInInventoryOperator : AiOperator
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public sealed class UseFoodInInventoryOperator : AiOperator
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{
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private readonly EntityUid _owner;
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private readonly EntityUid _target;
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@@ -5,7 +5,7 @@ using Robust.Shared.GameObjects;
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namespace Content.Server.AI.Operators.Sequences
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{
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public class GoPickupEntitySequence : SequenceOperator
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public sealed class GoPickupEntitySequence : SequenceOperator
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{
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public GoPickupEntitySequence(EntityUid owner, EntityUid target)
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{
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