* 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
71 lines
2.3 KiB
C#
71 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Maps;
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/// <summary>
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/// Prototype data for a game map.
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/// </summary>
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[Prototype("gameMap")]
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public class GameMapPrototype : IPrototype
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{
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/// <inheritdoc/>
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[DataField("id", required: true)]
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public string ID { get; } = default!;
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/// <summary>
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/// Minimum players for the given map.
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/// </summary>
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[DataField("minPlayers", required: true)]
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public uint MinPlayers { get; }
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/// <summary>
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/// Maximum players for the given map.
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/// </summary>
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[DataField("maxPlayers")]
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public uint MaxPlayers { get; } = uint.MaxValue;
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/// <summary>
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/// Name of the given map.
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/// </summary>
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[DataField("mapName", required: true)]
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public string MapName { get; } = default!;
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/// <summary>
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/// Relative directory path to the given map, i.e. `Maps/saltern.yml`
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/// </summary>
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[DataField("mapPath", required: true)]
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public string MapPath { get; } = default!;
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/// <summary>
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/// Controls if the map can be used as a fallback if no maps are eligible.
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/// </summary>
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[DataField("fallback")]
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public bool Fallback { get; }
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/// <summary>
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/// Controls if the map can be voted for.
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/// </summary>
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[DataField("votable")]
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public bool Votable { get; } = true;
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/// <summary>
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/// Jobs used at round start should the station run out of job slots.
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/// Doesn't necessarily mean the station has infinite slots for the given jobs midround!
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/// </summary>
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[DataField("overflowJobs", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<JobPrototype>))]
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public List<string> OverflowJobs { get; } = default!;
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/// <summary>
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/// Index of all jobs available on the station, of form
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/// jobname: [roundstart, midround]
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/// </summary>
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[DataField("availableJobs", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<List<int>, JobPrototype>))]
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public Dictionary<string, List<int>> AvailableJobs { get; } = default!;
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}
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