CatStation/Content.Server/Salvage/SalvageSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

69 lines
2.8 KiB
C#

using Content.Server.Radio.EntitySystems;
using Content.Shared.Radio;
using Content.Shared.Salvage;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
using Content.Server.Chat.Managers;
using Content.Server.Gravity;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Systems;
using Content.Shared.Construction.EntitySystems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
using Content.Shared.Labels.EntitySystems;
using Robust.Shared.EntitySerialization.Systems;
namespace Content.Server.Salvage
{
public sealed partial class SalvageSystem : SharedSalvageSystem
{
[Dependency] private IChatManager _chat = default!;
[Dependency] private IConfigurationManager _configurationManager = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private AnchorableSystem _anchorable = default!;
[Dependency] private BiomeSystem _biome = default!;
[Dependency] private DungeonSystem _dungeon = default!;
[Dependency] private GravitySystem _gravity = default!;
[Dependency] private LabelSystem _labelSystem = default!;
[Dependency] private MapLoaderSystem _loader = default!;
[Dependency] private MetaDataSystem _metaData = default!;
[Dependency] private RadioSystem _radioSystem = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedTransformSystem _transform = default!;
[Dependency] private SharedMapSystem _mapSystem = default!;
[Dependency] private ShuttleSystem _shuttle = default!;
[Dependency] private ShuttleConsoleSystem _shuttleConsoles = default!;
[Dependency] private ServerStationSystem _station = default!;
[Dependency] private UserInterfaceSystem _ui = default!;
[Dependency] private EntityQuery<MapGridComponent> _gridQuery = default!;
public override void Initialize()
{
base.Initialize();
InitializeExpeditions();
InitializeMagnet();
InitializeRunner();
}
private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args)
{
var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args);
var channel = ProtoMan.Index<RadioChannelPrototype>(channelName);
_radioSystem.SendRadioMessage(source, message, channel, source);
}
public override void Update(float frameTime)
{
UpdateExpeditions();
UpdateMagnet();
UpdateRunner();
}
}
}