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
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@@ -1,8 +1,11 @@
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using System;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Station;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Preferences;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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@@ -107,7 +110,7 @@ namespace Content.Server.GameTicking
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async void SpawnWaitPrefs()
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{
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await _prefsManager.WaitPreferencesLoaded(session);
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SpawnPlayer(session);
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SpawnPlayer(session, StationId.Invalid);
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}
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async void AddPlayerToDb(Guid id)
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