Seal/abstract/virtual everything (#6739)
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@@ -18,7 +18,7 @@ using static Content.Shared.Wires.SharedWiresComponent.WiresAction;
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namespace Content.Server.Atmos.Monitor.Components
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{
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[RegisterComponent]
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public class AirAlarmComponent : Component, IWires
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public sealed class AirAlarmComponent : Component, IWires
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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@@ -26,7 +26,7 @@ namespace Content.Server.Atmos.Monitor.Components
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/// by an atmospheric monitor.
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/// </summary>
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[RegisterComponent]
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public class AtmosAlarmableComponent : Component
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public sealed class AtmosAlarmableComponent : Component
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{
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[ViewVariables]
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public List<EntityUid> LinkedMonitors { get; set; } = new();
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@@ -12,7 +12,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Monitor.Components
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{
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[RegisterComponent]
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public class AtmosMonitorComponent : Component
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public sealed class AtmosMonitorComponent : Component
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{
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// Whether this monitor can send alarms,
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// or recieve atmos command events.
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@@ -19,7 +19,7 @@ using static Content.Shared.Wires.SharedWiresComponent.WiresAction;
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namespace Content.Server.Atmos.Monitor.Components
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{
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[RegisterComponent]
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public class FireAlarmComponent : Component, IWires
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public sealed class FireAlarmComponent : Component, IWires
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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@@ -58,7 +58,7 @@ namespace Content.Server.Atmos.Monitor
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public void Update(EntityUid uid);
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}
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public class AirAlarmModeFactory
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public sealed class AirAlarmModeFactory
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{
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private static IAirAlarmMode _filterMode = new AirAlarmFilterMode();
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private static IAirAlarmMode _fillMode = new AirAlarmFillMode();
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@@ -67,7 +67,7 @@ namespace Content.Server.Atmos.Monitor
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// still not a fan since ReplaceMode must have an allocation
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// but it's whatever
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public static IAirAlarmMode? ModeToExecutor(AirAlarmMode mode) => mode switch
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public static IAirAlarmMode? ModeToExecutor(AirAlarmMode mode) => mode switch
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{
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AirAlarmMode.Filtering => _filterMode,
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AirAlarmMode.Fill => _fillMode,
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@@ -96,7 +96,7 @@ namespace Content.Server.Atmos.Monitor
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}
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}
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public class AirAlarmNoneMode : AirAlarmModeExecutor
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public sealed class AirAlarmNoneMode : AirAlarmModeExecutor
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{
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public override void Execute(EntityUid uid)
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{
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@@ -111,7 +111,7 @@ namespace Content.Server.Atmos.Monitor
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}
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}
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public class AirAlarmFilterMode : AirAlarmModeExecutor
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public sealed class AirAlarmFilterMode : AirAlarmModeExecutor
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{
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public override void Execute(EntityUid uid)
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{
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@@ -133,7 +133,7 @@ namespace Content.Server.Atmos.Monitor
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}
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}
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public class AirAlarmPanicMode : AirAlarmModeExecutor
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public sealed class AirAlarmPanicMode : AirAlarmModeExecutor
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{
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public override void Execute(EntityUid uid)
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{
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@@ -155,7 +155,7 @@ namespace Content.Server.Atmos.Monitor
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}
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}
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public class AirAlarmFillMode : AirAlarmModeExecutor
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public sealed class AirAlarmFillMode : AirAlarmModeExecutor
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{
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public override void Execute(EntityUid uid)
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{
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@@ -177,7 +177,7 @@ namespace Content.Server.Atmos.Monitor
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}
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}
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public class AirAlarmReplaceMode : AirAlarmModeExecutor, IAirAlarmModeUpdate
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public sealed class AirAlarmReplaceMode : AirAlarmModeExecutor, IAirAlarmModeUpdate
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{
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private Dictionary<string, IAtmosDeviceData> _devices = new();
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private float _lastPressure = Atmospherics.OneAtmosphere;
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@@ -32,7 +32,7 @@ namespace Content.Server.Atmos.Monitor.Systems
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// data key. In response, a packet will be transmitted
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// with the response type as its command, and the
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// response data in its data key.
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public class AirAlarmSystem : EntitySystem
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public sealed class AirAlarmSystem : EntitySystem
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{
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[Dependency] private readonly DeviceNetworkSystem _deviceNet = default!;
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[Dependency] private readonly AtmosMonitorSystem _atmosMonitorSystem = default!;
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@@ -7,7 +7,7 @@ using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos.Monitor.Systems
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{
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public class AtmosAlarmableSystem : EntitySystem
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public sealed class AtmosAlarmableSystem : EntitySystem
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{
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public override void Initialize()
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{
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@@ -23,7 +23,7 @@ namespace Content.Server.Atmos.Monitor.Systems
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// to it via local APC net, and starts sending updates of the
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// current atmosphere. Monitors fire (which always triggers as
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// a danger), and atmos (which triggers based on set thresholds).
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public class AtmosMonitorSystem : EntitySystem
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public sealed class AtmosMonitorSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly AtmosDeviceSystem _atmosDeviceSystem = default!;
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@@ -475,7 +475,7 @@ namespace Content.Server.Atmos.Monitor.Systems
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}
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}
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public class AtmosMonitorAlarmEvent : EntityEventArgs
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public sealed class AtmosMonitorAlarmEvent : EntityEventArgs
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{
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public AtmosMonitorAlarmType Type { get; }
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public AtmosMonitorAlarmType HighestNetworkType { get; }
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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
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namespace Content.Server.Atmos.Monitor.Systems
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{
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public class FireAlarmSystem : EntitySystem
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public sealed class FireAlarmSystem : EntitySystem
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{
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[Dependency] private readonly AtmosMonitorSystem _monitorSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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