Station management commands (#5553)
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@@ -1,12 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Maps;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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namespace Content.Server.Station;
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@@ -16,6 +19,7 @@ namespace Content.Server.Station;
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public class StationSystem : EntitySystem
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{
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[Dependency] private GameTicker _gameTicker = default!;
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[Dependency] private IChatManager _chatManager = default!;
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[Dependency] private IGameMapManager _gameMapManager = default!;
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private uint _idCounter = 1;
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@@ -42,7 +46,7 @@ public class StationSystem : EntitySystem
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public class StationInfoData
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{
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public readonly string Name;
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public string Name;
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/// <summary>
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/// Job list associated with the game map.
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@@ -83,6 +87,13 @@ public class StationSystem : EntitySystem
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return false;
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}
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}
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public bool AdjustJobAmount(string jobName, int amount)
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{
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DebugTools.Assert(amount >= -1);
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_jobList[jobName] = amount;
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return true;
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}
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}
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/// <summary>
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@@ -133,14 +144,15 @@ public class StationSystem : EntitySystem
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/// <summary>
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/// Attempts to assign a job on the given station.
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/// Does NOT inform the gameticker that the job roster has changed.
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/// </summary>
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/// <param name="stationId">station to assign to</param>
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/// <param name="jobName">name of the job</param>
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/// <param name="job">name of the job</param>
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/// <returns>assignment success</returns>
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public bool TryAssignJobToStation(StationId stationId, string jobName)
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public bool TryAssignJobToStation(StationId stationId, JobPrototype job)
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{
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if (stationId != StationId.Invalid)
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return _stationInfo[stationId].TryAssignJob(jobName);
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return _stationInfo[stationId].TryAssignJob(job.ID);
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else
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return false;
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}
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@@ -149,11 +161,11 @@ public class StationSystem : EntitySystem
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/// Checks if the given job is available.
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/// </summary>
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/// <param name="stationId">station to check</param>
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/// <param name="jobName">name of the job</param>
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/// <param name="job">name of the job</param>
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/// <returns>job availability</returns>
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public bool IsJobAvailableOnStation(StationId stationId, string jobName)
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public bool IsJobAvailableOnStation(StationId stationId, JobPrototype job)
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{
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if (_stationInfo[stationId].JobList.TryGetValue(jobName, out var amount))
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if (_stationInfo[stationId].JobList.TryGetValue(job.ID, out var amount))
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return amount != 0;
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return false;
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@@ -163,4 +175,24 @@ public class StationSystem : EntitySystem
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{
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return new StationId(_idCounter++);
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}
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public bool AdjustJobsAvailableOnStation(StationId stationId, JobPrototype job, int amount)
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{
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var ret = _stationInfo[stationId].AdjustJobAmount(job.ID, amount);
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_gameTicker.UpdateJobsAvailable();
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return ret;
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}
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public void RenameStation(StationId stationId, string name, bool loud = true)
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{
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var oldName = _stationInfo[stationId].Name;
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_stationInfo[stationId].Name = name;
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if (loud)
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{
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_chatManager.DispatchStationAnnouncement($"The station {oldName} has been renamed to {name}.");
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}
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// Make sure lobby gets the memo.
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_gameTicker.UpdateJobsAvailable();
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}
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}
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