Reduced SalvageStructureComponent to atoms. (#39400)
* commit * whoopsie daisy * Update SpawnSalvageMissionJob.cs * Update SpawnSalvageMissionJob.cs * cleanup
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@@ -1,10 +0,0 @@
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namespace Content.Server.Salvage.Expeditions.Structure;
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/// <summary>
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/// Mission objective for salvage expeditions.
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/// </summary>
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[RegisterComponent, Access(typeof(SalvageSystem))]
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public sealed partial class SalvageStructureComponent : Component
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{
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}
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@@ -1,17 +1,13 @@
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using System.Linq;
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using System.Linq;
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using System.Threading;
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using System.Threading;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions.Structure;
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using Content.Shared.CCVar;
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using Content.Shared.CCVar;
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using Content.Shared.Examine;
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using Content.Shared.Examine;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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namespace Content.Server.Salvage;
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namespace Content.Server.Salvage;
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@@ -39,8 +35,6 @@ public sealed partial class SalvageSystem
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SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown);
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SubscribeLocalEvent<SalvageExpeditionComponent, ComponentShutdown>(OnExpeditionShutdown);
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SubscribeLocalEvent<SalvageExpeditionComponent, ComponentGetState>(OnExpeditionGetState);
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SubscribeLocalEvent<SalvageExpeditionComponent, ComponentGetState>(OnExpeditionGetState);
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SubscribeLocalEvent<SalvageStructureComponent, ExaminedEvent>(OnStructureExamine);
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_cooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionCooldown);
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_cooldown = _configurationManager.GetCVar(CCVars.SalvageExpeditionCooldown);
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Subs.CVar(_configurationManager, CCVars.SalvageExpeditionCooldown, SetCooldownChange);
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Subs.CVar(_configurationManager, CCVars.SalvageExpeditionCooldown, SetCooldownChange);
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}
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}
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@@ -189,9 +183,4 @@ public sealed partial class SalvageSystem
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_salvageJobs.Add((job, cancelToken));
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_salvageJobs.Add((job, cancelToken));
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_salvageQueue.EnqueueJob(job);
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_salvageQueue.EnqueueJob(job);
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}
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}
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private void OnStructureExamine(EntityUid uid, SalvageStructureComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("salvage-expedition-structure-examine"));
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}
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}
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}
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@@ -11,7 +11,6 @@ using Content.Server.Ghost.Roles.Components;
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using Content.Server.Parallax;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Procedural;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions.Structure;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Dataset;
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using Content.Shared.Dataset;
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@@ -1,9 +1,3 @@
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salvage-expedition-structure-examine = This is a [color=#B02E26]destruction[/color] objective
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salvage-expedition-structure-remaining = {$count ->
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[one] {$count} structure remaining.
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*[other] {$count} structures remaining.
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}
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salvage-expedition-type = Mission
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salvage-expedition-type = Mission
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salvage-expedition-window-title = Salvage expeditions
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salvage-expedition-window-title = Salvage expeditions
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salvage-expedition-window-difficulty = Difficulty:
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salvage-expedition-window-difficulty = Difficulty:
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