Merge remote-tracking branch 'upstream/master'
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@@ -18,7 +18,9 @@ public sealed partial class SalvageSystem
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* Handles setup / teardown of salvage expeditions.
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*/
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private const int MissionLimit = 3;
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private const int MissionLimit = 5;
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private static readonly string[] Difficulties = {"Minimal", "Minor", "Moderate", "Hazardous", "Extreme"};
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private readonly JobQueue _salvageQueue = new();
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private readonly List<(SpawnSalvageMissionJob Job, CancellationTokenSource CancelToken)> _salvageJobs = new();
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@@ -136,7 +138,7 @@ public sealed partial class SalvageSystem
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{
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Index = component.NextIndex,
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Seed = _random.Next(),
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Difficulty = "Moderate",
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Difficulty = Difficulties[i],
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};
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component.Missions[component.NextIndex++] = mission;
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@@ -3,6 +3,7 @@ using System.Linq;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server._White.Other;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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@@ -118,7 +119,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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// Setup mission configs
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// As we go through the config the rating will deplete so we'll go for most important to least important.
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var difficultyId = "Moderate";
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var difficultyId = _missionParams.Difficulty;
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var difficultyProto = _prototypeManager.Index<SalvageDifficultyPrototype>(difficultyId);
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var mission = _entManager.System<SharedSalvageSystem>()
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@@ -304,6 +305,8 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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}
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var uid = _entManager.SpawnAtPosition(entry.Proto, grid.GridTileToLocal(tile));
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if (_entManager.HasComponent<ExpeditionGhostRoleComponent>(uid))
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return;
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_entManager.RemoveComponent<GhostRoleComponent>(uid);
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_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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return;
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