Seal/abstract/virtual everything (#6739)

This commit is contained in:
mirrorcult
2022-02-16 00:23:23 -07:00
committed by GitHub
parent 4dfcacb86a
commit ec4d4688c7
1771 changed files with 2216 additions and 2164 deletions

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class DelayStartCommand : IConsoleCommand
sealed class DelayStartCommand : IConsoleCommand
{
public string Command => "delaystart";
public string Description => "Delays the round start.";

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class EndRoundCommand : IConsoleCommand
sealed class EndRoundCommand : IConsoleCommand
{
public string Command => "endround";
public string Description => "Ends the round and moves the server to PostRound.";

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@@ -11,7 +11,7 @@ using Robust.Shared.Localization;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class ForceMapCommand : IConsoleCommand
sealed class ForceMapCommand : IConsoleCommand
{
public string Command => "forcemap";
public string Description => "forcemap-command-description";

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class ForcePresetCommand : IConsoleCommand
sealed class ForcePresetCommand : IConsoleCommand
{
public string Command => "forcepreset";
public string Description => "Forces a specific game preset to start for the current lobby.";

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@@ -12,7 +12,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
public class GoLobbyCommand : IConsoleCommand
public sealed class GoLobbyCommand : IConsoleCommand
{
public string Command => "golobby";
public string Description => "Enables the lobby and restarts the round.";

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@@ -15,7 +15,7 @@ using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Commands
{
[AnyCommand]
class JoinGameCommand : IConsoleCommand
sealed class JoinGameCommand : IConsoleCommand
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;

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@@ -16,7 +16,7 @@ using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Server | AdminFlags.Mapping)]
class MappingCommand : IConsoleCommand
sealed class MappingCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entities = default!;

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AnyCommand]
class ObserveCommand : IConsoleCommand
sealed class ObserveCommand : IConsoleCommand
{
public string Command => "observe";
public string Description => "";

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@@ -7,7 +7,7 @@ using Robust.Shared.Network;
namespace Content.Server.GameTicking.Commands
{
class RespawnCommand : IConsoleCommand
sealed class RespawnCommand : IConsoleCommand
{
public string Command => "respawn";
public string Description => "Respawns a player, kicking them back to the lobby.";

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@@ -8,7 +8,7 @@ using Robust.Shared.GameObjects;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
public class RestartRoundCommand : IConsoleCommand
public sealed class RestartRoundCommand : IConsoleCommand
{
public string Command => "restartround";
public string Description => "Ends the current round and starts the countdown for the next lobby.";
@@ -29,7 +29,7 @@ namespace Content.Server.GameTicking.Commands
}
[AdminCommand(AdminFlags.Round)]
public class RestartRoundNowCommand : IConsoleCommand
public sealed class RestartRoundNowCommand : IConsoleCommand
{
public string Command => "restartroundnow";
public string Description => "Moves the server from PostRound to a new PreRoundLobby.";

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@@ -7,7 +7,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class SetGamePresetCommand : IConsoleCommand
sealed class SetGamePresetCommand : IConsoleCommand
{
public string Command => "setgamepreset";
public string Description => "";

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class StartRoundCommand : IConsoleCommand
sealed class StartRoundCommand : IConsoleCommand
{
public string Command => "startround";
public string Description => "Ends PreRoundLobby state and starts the round.";

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@@ -9,7 +9,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AdminCommand(AdminFlags.Round)]
class ToggleDisallowLateJoinCommand : IConsoleCommand
sealed class ToggleDisallowLateJoinCommand : IConsoleCommand
{
public string Command => "toggledisallowlatejoin";
public string Description => "Allows or disallows latejoining during mid-game.";

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@@ -8,7 +8,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Commands
{
[AnyCommand]
class ToggleReadyCommand : IConsoleCommand
sealed class ToggleReadyCommand : IConsoleCommand
{
public string Command => "toggleready";
public string Description => "";

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@@ -5,6 +5,6 @@ namespace Content.Server.GameTicking.Events;
/// <summary>
/// Raised at the start of <see cref="GameTicker.StartRound"/>, after round id has been incremented
/// </summary>
public class RoundStartingEvent : EntityEventArgs
public sealed class RoundStartingEvent : EntityEventArgs
{
}

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@@ -4,7 +4,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
[ViewVariables]
public bool LobbyEnabled { get; private set; } = false;

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@@ -12,7 +12,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
public const float PresetFailedCooldownIncrease = 30f;
@@ -168,7 +168,7 @@ namespace Content.Server.GameTicking
}
}
public class GhostAttemptHandleEvent : HandledEntityEventArgs
public sealed class GhostAttemptHandleEvent : HandledEntityEventArgs
{
public Mind.Mind Mind { get; }
public bool CanReturnGlobal { get; }

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@@ -5,7 +5,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
// No duplicates.
[ViewVariables] private readonly HashSet<GameRulePrototype> _addedGameRules = new();

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@@ -17,7 +17,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
// This code is responsible for the assigning & picking of jobs.
public partial class GameTicker
public sealed partial class GameTicker
{
[ViewVariables]
private readonly List<ManifestEntry> _manifest = new();

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@@ -11,7 +11,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
[ViewVariables]
private readonly Dictionary<IPlayerSession, LobbyPlayerStatus> _playersInLobby = new();

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@@ -5,7 +5,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
private const string LobbyMusicCollection = "LobbyMusic";

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@@ -17,7 +17,7 @@ using Robust.Shared.Utility;
namespace Content.Server.GameTicking
{
[UsedImplicitly]
public partial class GameTicker
public sealed partial class GameTicker
{
[Dependency] private readonly IPlayerManager _playerManager = default!;

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@@ -29,7 +29,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
"ss14_round_number",
@@ -572,7 +572,7 @@ namespace Content.Server.GameTicking
PostRound = 2
}
public class GameRunLevelChangedEvent
public sealed class GameRunLevelChangedEvent
{
public GameRunLevel Old { get; }
public GameRunLevel New { get; }
@@ -589,7 +589,7 @@ namespace Content.Server.GameTicking
/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
/// for example as part of a game rule.
/// </summary>
public class LoadingMapsEvent : EntityEventArgs
public sealed class LoadingMapsEvent : EntityEventArgs
{
public List<GameMapPrototype> Maps;
@@ -603,7 +603,7 @@ namespace Content.Server.GameTicking
/// Event raised to refresh the late join status.
/// If you want to disallow late joins, listen to this and call Disallow.
/// </summary>
public class RefreshLateJoinAllowedEvent
public sealed class RefreshLateJoinAllowedEvent
{
public bool DisallowLateJoin { get; private set; } = false;
@@ -617,7 +617,7 @@ namespace Content.Server.GameTicking
/// Attempt event raised on round start.
/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
/// </summary>
public class RoundStartAttemptEvent : CancellableEntityEventArgs
public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
{
public IPlayerSession[] Players { get; }
public bool Forced { get; }
@@ -634,7 +634,7 @@ namespace Content.Server.GameTicking
/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
/// </summary>
public class RulePlayerSpawningEvent
public sealed class RulePlayerSpawningEvent
{
/// <summary>
/// Pool of players to be spawned.
@@ -657,7 +657,7 @@ namespace Content.Server.GameTicking
/// Event raised after players were assigned jobs by the GameTicker.
/// You can give on-station people special roles by listening to this event.
/// </summary>
public class RulePlayerJobsAssignedEvent
public sealed class RulePlayerJobsAssignedEvent
{
public IPlayerSession[] Players { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
@@ -674,7 +674,7 @@ namespace Content.Server.GameTicking
/// <summary>
/// Event raised to allow subscribers to add text to the round end summary screen.
/// </summary>
public class RoundEndTextAppendEvent
public sealed class RoundEndTextAppendEvent
{
private bool _doNewLine;

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@@ -32,7 +32,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
private const string ObserverPrototypeName = "MobObserver";
@@ -366,7 +366,7 @@ namespace Content.Server.GameTicking
/// You can use this event to spawn a player off-station on late-join but also at round start.
/// When this event is handled, the GameTicker will not perform its own player-spawning logic.
/// </summary>
public class PlayerBeforeSpawnEvent : HandledEntityEventArgs
public sealed class PlayerBeforeSpawnEvent : HandledEntityEventArgs
{
public IPlayerSession Player { get; }
public HumanoidCharacterProfile Profile { get; }
@@ -389,7 +389,7 @@ namespace Content.Server.GameTicking
/// You can use this to handle people late-joining, or to handle people being spawned at round start.
/// Can be used to give random players a role, modify their equipment, etc.
/// </summary>
public class PlayerSpawnCompleteEvent : EntityEventArgs
public sealed class PlayerSpawnCompleteEvent : EntityEventArgs
{
public EntityUid Mob { get; }
public IPlayerSession Player { get; }

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@@ -6,7 +6,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
/// <summary>
/// Used for thread safety, given <see cref="IStatusHost.OnStatusRequest"/> is called from another thread.

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@@ -8,7 +8,7 @@ using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking
{
public partial class GameTicker
public sealed partial class GameTicker
{
private static readonly TimeSpan UpdateRestartDelay = TimeSpan.FromSeconds(20);

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@@ -27,7 +27,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker : SharedGameTicker
public sealed partial class GameTicker : SharedGameTicker
{
[ViewVariables] private bool _initialized;
[ViewVariables] private bool _postInitialized;

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@@ -11,7 +11,7 @@ namespace Content.Server.GameTicking.Presets
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
[Prototype("gamePreset")]
public class GamePresetPrototype : IPrototype
public sealed class GamePresetPrototype : IPrototype
{
[DataField("id", required:true)]
public string ID { get; } = default!;

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@@ -4,7 +4,7 @@ using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameTicking.Rules;
[Prototype("gameRule")]
public class GameRulePrototype : IPrototype
public sealed class GameRulePrototype : IPrototype
{
[DataField("id", required:true)]
public string ID { get; } = default!;

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@@ -9,7 +9,7 @@ using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
public class InactivityTimeRestartRuleSystem : GameRuleSystem
public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;

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@@ -3,7 +3,7 @@ using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Rules;
public class SandboxRuleSystem : GameRuleSystem
public sealed class SandboxRuleSystem : GameRuleSystem
{
[Dependency] private readonly ISandboxManager _sandbox = default!;

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@@ -32,7 +32,7 @@ using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public class TraitorDeathMatchRuleSystem : GameRuleSystem
public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;

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@@ -27,7 +27,7 @@ using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public class TraitorRuleSystem : GameRuleSystem
public sealed class TraitorRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
@@ -41,7 +41,7 @@ public class TraitorRuleSystem : GameRuleSystem
private readonly List<TraitorRole> _traitors = new ();
private const string TraitorPrototypeID = "Traitor";
public int TotalTraitors => _traitors.Count;
public override void Initialize()
@@ -188,7 +188,7 @@ public class TraitorRuleSystem : GameRuleSystem
if (traitor.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
//give traitors their codewords to keep in their character info menu
traitor.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ",codewords)));
}