Move some admin components to shared (#41677)

* AdminSystem-move-to-shared

* review
This commit is contained in:
Pok
2025-12-02 21:39:21 +02:00
committed by GitHub
parent 522d90e2cb
commit ae55204f9f
19 changed files with 64 additions and 67 deletions

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@@ -1,7 +0,0 @@
using Content.Shared.Administration.Components;
using Robust.Shared.GameStates;
namespace Content.Client.Administration.Components;
[RegisterComponent]
public sealed partial class KillSignComponent : SharedKillSignComponent;

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@@ -0,0 +1,7 @@
using Content.Shared.Administration.Systems;
namespace Content.Client.Administration.Systems;
public sealed class BufferingSystem : SharedBufferingSystem
{
}

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@@ -1,5 +1,5 @@
using System.Numerics;
using Content.Client.Administration.Components;
using Content.Shared.Administration.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;

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@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using YamlDotNet.RepresentationModel;
using Content.Server.Administration.Systems;
using Content.Server.GameTicking;
using Content.Server.Maps;
@@ -11,20 +12,18 @@ using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Roles;
using Content.Shared.Station.Components;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Station.Components;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Map.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests
{
[TestFixture]

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@@ -1,7 +0,0 @@
namespace Content.Server.Administration.Components;
[RegisterComponent]
public sealed partial class AdminMinigunComponent : Component
{
}

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@@ -1,7 +0,0 @@
using Content.Shared.Administration.Components;
using Robust.Shared.GameStates;
namespace Content.Server.Administration.Components;
[RegisterComponent]
public sealed partial class KillSignComponent : SharedKillSignComponent;

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@@ -6,7 +6,8 @@ namespace Content.Server.Administration.Components;
/// <summary>
/// Component to track the timer for the SuperBonk smite.
/// </summary>
[RegisterComponent, AutoGenerateComponentPause, Access(typeof(SuperBonkSystem))]
[RegisterComponent, AutoGenerateComponentPause]
[Access(typeof(SuperBonkSystem))]
public sealed partial class SuperBonkComponent : Component
{
/// <summary>

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@@ -1,4 +1,5 @@
using Content.Server.Administration.Components;
using System.Numerics;
using System.Threading;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Server.Electrocution;
@@ -17,12 +18,14 @@ using Content.Server.Tabletop.Components;
using Content.Shared.Actions;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
using Content.Shared.Administration.Systems;
using Content.Shared.Atmos.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Clothing.Components;
using Content.Shared.Clumsy;
using Content.Shared.Cluwne;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Electrocution;
@@ -54,9 +57,6 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Spawners;
using Robust.Shared.Utility;
using System.Numerics;
using System.Threading;
using Content.Shared.Damage.Components;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Administration.Systems;

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@@ -1,11 +1,9 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Server.Administration.Components;
using Content.Server.Cargo.Components;
using Content.Server.Doors.Systems;
using Content.Server.Hands.Systems;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Stack;
using Content.Server.Station.Systems;
@@ -14,10 +12,11 @@ using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
using Content.Shared.Administration.Systems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Construction.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Database;
using Content.Shared.Doors.Components;

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@@ -1,12 +1,13 @@
using System.Numerics;
using Content.Server.Administration.Components;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
using Content.Shared.Administration.Systems;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Administration.Systems;
public sealed class BufferingSystem : EntitySystem
public sealed class BufferingSystem : SharedBufferingSystem
{
[Dependency] private readonly IRobustRandom _random = default!;

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@@ -0,0 +1,6 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Administration.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class AdminMinigunComponent : Component;

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@@ -1,22 +1,29 @@
using Content.Server.Administration.Systems;
using Content.Shared.Administration.Systems;
namespace Content.Server.Administration.Components;
namespace Content.Shared.Administration.Components;
[RegisterComponent, Access(typeof(BufferingSystem))]
[RegisterComponent]
[Access(typeof(SharedBufferingSystem))]
public sealed partial class BufferingComponent : Component
{
[DataField("minBufferTime")]
public float MinimumBufferTime = 0.5f;
[DataField("maxBufferTime")]
public float MaximumBufferTime = 1.5f;
[DataField("minTimeTilNextBuffer")]
public float MinimumTimeTilNextBuffer = 10.0f;
[DataField("maxTimeTilNextBuffer")]
public float MaximumTimeTilNextBuffer = 120.0f;
[DataField("timeTilNextBuffer")]
[DataField]
public float TimeTilNextBuffer = 15.0f;
[DataField("bufferingIcon")]
[DataField]
public EntityUid? BufferingIcon = null;
[DataField("bufferingTimer")]
[DataField]
public float BufferingTimer = 0.0f;
}

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@@ -8,7 +8,4 @@ namespace Content.Shared.Administration.Components;
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedMeleeWeaponSystem))]
public sealed partial class DisarmProneComponent : Component
{
}
public sealed partial class DisarmProneComponent : Component;

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@@ -0,0 +1,6 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Administration.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class KillSignComponent : Component;

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@@ -1,9 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Administration.Components;
[NetworkedComponent]
public abstract partial class SharedKillSignComponent : Component
{
}

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@@ -1,10 +1,9 @@
namespace Content.Server.Administration.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Administration.Components;
/// <summary>
/// This is used for the admin map-wide/station-wide/grid-wide infinite power trick.
/// </summary>
[RegisterComponent]
public sealed partial class StationInfiniteBatteryTargetComponent : Component
{
}
[RegisterComponent, NetworkedComponent]
public sealed partial class StationInfiniteBatteryTargetComponent : Component;

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@@ -1,7 +1,7 @@
using Content.Server.Administration.Components;
using Content.Shared.Administration.Components;
using Content.Shared.Weapons.Ranged.Events;
namespace Content.Server.Administration.Systems;
namespace Content.Shared.Administration.Systems;
public sealed class AdminGunSystem : EntitySystem
{

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@@ -0,0 +1,5 @@
namespace Content.Shared.Administration.Systems;
public abstract class SharedBufferingSystem : EntitySystem
{
}