Refactor how jobs are handed out (#5422)

* Completely refactor how job spawning works

* Remove remains of old system.

* Squash the final bug, cleanup.

* Attempt to fix tests

* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.

* pretty up ui

* refactor StationSystem into the correct folder & namespace.

* remove a log, make sure the lobby gets updated if a new map is spontaneously added.

* re-add accidentally removed log

* We do a little logging

* we do a little resolving

* we do a little documenting

* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.

* narrator: it did not compile

* oops

* support having no overflow jobs

* filescope for consistency

* small fixes

* Bumps a few role counts for Packed, namely engis

* log moment

* E

* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Update Content.Server/Maps/GameMapPrototype.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* factored job logic, cleanup.

* e

* Address reviews

* Remove the concept of a "default" grid.
It has no future in our new multi-station world

* why was clickable using that in the first place

* fix bad evil bug that almost slipped through
also adds chemist

* rms obsolete things from chemist

* Adds a sanity fallback

* address reviews

* adds ability to set name

* fuck

* cleanup joingame
This commit is contained in:
Moony
2021-11-26 03:02:46 -06:00
committed by GitHub
parent dfb329d5db
commit ec68226e99
53 changed files with 1148 additions and 705 deletions

View File

@@ -1,10 +1,14 @@
using System.Collections.Generic;
using Content.Server.Administration;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Commands
@@ -24,35 +28,47 @@ namespace Content.Server.GameTicking.Commands
}
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 2)
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
return;
}
var player = shell.Player as IPlayerSession;
var output = string.Join(".", args);
if (player == null)
{
return;
}
var ticker = EntitySystem.Get<GameTicker>();
var stationSystem = EntitySystem.Get<StationSystem>();
if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
{
shell.WriteLine("Round has not started.");
return;
}
else if(ticker.RunLevel == GameRunLevel.InRound)
else if (ticker.RunLevel == GameRunLevel.InRound)
{
string ID = args[0];
var positions = ticker.GetAvailablePositions();
string id = args[0];
if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
if (!uint.TryParse(args[1], out var sid))
{
var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
}
var stationId = new StationId(sid);
if(!stationSystem.IsJobAvailableOnStation(stationId, id))
{
var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
shell.WriteLine($"{jobPrototype.Name} has no available slots.");
return;
}
ticker.MakeJoinGame(player, args[0]);
ticker.MakeJoinGame(player, stationId, id);
return;
}
ticker.MakeJoinGame(player);
ticker.MakeJoinGame(player, StationId.Invalid);
}
}
}