Salvage dungeons (#14520)
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@@ -16,29 +16,45 @@ 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.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Station.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Salvage
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{
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public sealed class SalvageSystem : EntitySystem
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public sealed partial class SalvageSystem : SharedSalvageSystem
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{
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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 IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IRobustRandom _random = 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 StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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private static readonly int SalvageLocationPlaceAttempts = 16;
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// TODO: This is probably not compatible with multi-station
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private readonly Dictionary<EntityUid, SalvageGridState> _salvageGridStates = new();
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("salvage");
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SubscribeLocalEvent<SalvageMagnetComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<SalvageMagnetComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SalvageMagnetComponent, ComponentShutdown>(OnMagnetRemoval);
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