Salvage expeditions (#12745)
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@@ -16,10 +16,11 @@ using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Server.Cargo.Systems;
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using Content.Server.NPC.Pathfinding;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Systems;
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using Robust.Shared.Timing;
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@@ -27,19 +28,22 @@ namespace Content.Server.Salvage
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{
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public sealed partial class SalvageSystem : SharedSalvageSystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
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[Dependency] private readonly BiomeSystem _biome = default!;
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[Dependency] private readonly CargoSystem _cargo = default!;
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[Dependency] private readonly DungeonSystem _dungeon = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly PathfindingSystem _pathfinding = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly RadioSystem _radioSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ShuttleSystem _shuttle = default!;
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[Dependency] private readonly ShuttleConsoleSystem _shuttleConsoles = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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@@ -62,6 +66,9 @@ namespace Content.Server.Salvage
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// Can't use RoundRestartCleanupEvent, I need to clean up before the grid, and components are gone to prevent the announcements
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
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InitializeExpeditions();
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InitializeRunner();
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}
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private void OnRoundEnd(GameRunLevelChangedEvent ev)
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@@ -449,6 +456,9 @@ namespace Content.Server.Salvage
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state.ActiveMagnets.Remove(magnet);
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}
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}
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UpdateExpeditions();
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UpdateRunner();
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}
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}
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