Move minds, roles, jobs and objectives to shared (#19679)
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@@ -1,5 +1,5 @@
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using Content.Server.Mind.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Mind.Components;
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using Content.Shared.Silicons.Borgs.Components;
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using Robust.Shared.Containers;
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@@ -2,8 +2,6 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Hands.Systems;
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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using Content.Server.PowerCell;
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using Content.Server.UserInterface;
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using Content.Shared.Access.Systems;
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@@ -11,6 +9,8 @@ using Content.Shared.Alert;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.PowerCell;
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using Content.Shared.PowerCell.Components;
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@@ -20,8 +20,8 @@ using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.Throwing;
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using Content.Shared.Wires;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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namespace Content.Server.Silicons.Borgs;
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@@ -38,7 +38,7 @@ public sealed partial class BorgSystem : SharedBorgSystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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@@ -302,7 +302,7 @@ public sealed partial class BorgSystem : SharedBorgSystem
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/// Checks that a player has fulfilled the requirements for the borg job.
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/// If they don't have enough hours, they cannot be placed into a chassis.
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/// </summary>
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public bool CanPlayerBeBorgged(IPlayerSession session)
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public bool CanPlayerBeBorgged(ICommonSession session)
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{
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if (_banManager.GetJobBans(session.UserId)?.Contains(BorgJobId) == true)
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return false;
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