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

@@ -1,6 +1,7 @@

using System;
using System.Collections.Generic;
using Content.Shared.Station;
using Robust.Shared.GameObjects;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
@@ -11,8 +12,8 @@ namespace Content.Shared.GameTicking
{
// See ideally these would be pulled from the job definition or something.
// But this is easier, and at least it isn't hardcoded.
public const string OverflowJob = "Assistant";
public const string OverflowJobName = "assistant";
public const string FallbackOverflowJob = "Assistant";
public const string FallbackOverflowJobName = "assistant";
}
[Serializable, NetSerializable]
@@ -109,11 +110,13 @@ namespace Content.Shared.GameTicking
/// <summary>
/// The Status of the Player in the lobby (ready, observer, ...)
/// </summary>
public string[] JobsAvailable { get; }
public Dictionary<StationId, Dictionary<string, int>> JobsAvailableByStation { get; }
public Dictionary<StationId, string> StationNames { get; }
public TickerJobsAvailableEvent(string[] jobsAvailable)
public TickerJobsAvailableEvent(Dictionary<StationId, string> stationNames, Dictionary<StationId, Dictionary<string, int>> jobsAvailableByStation)
{
JobsAvailable = jobsAvailable;
StationNames = stationNames;
JobsAvailableByStation = jobsAvailableByStation;
}
}