Refactor stations to properly use entity prototypes. (stationsv3) (#16570)

* Update StationSpawningSystem.cs

Web-edit to allow feeding in an existing entity.

* Update StationSpawningSystem.cs

value type moment

* Update StationSpawningSystem.cs

* Oh goddamnit this is a refactor now.

* awawawa

* aaaaaaaaaaa

* ee

* forgot records.

* no records? no records.

* What's in a name?

* Sloth forcing me to do the refactor properly smh.

* e

* optional evac in test.

* tests pls work

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
Moony
2023-05-19 15:45:09 -05:00
committed by GitHub
parent 0d9b9e113e
commit e92a8fedab
77 changed files with 1176 additions and 987 deletions

View File

@@ -1,3 +1,4 @@
using Content.Server.NPC.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Dataset;
using Content.Shared.Humanoid.Prototypes;
@@ -7,6 +8,7 @@ using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
@@ -119,6 +121,9 @@ public sealed class NukeopsRuleComponent : Component
/// todo: don't store sessions, dingus
[DataField("operativePlayers")]
public readonly Dictionary<string, IPlayerSession> OperativePlayers = new();
[DataField("faction", customTypeSerializer: typeof(PrototypeIdSerializer<FactionPrototype>), required: true)]
public string Faction = default!;
}
public enum WinType : byte