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

@@ -292,7 +292,7 @@ public sealed partial class StationJobsSystem
assignedJobs.Add(player, (null, EntityUid.Invalid));
continue;
}
_random.Shuffle(givenStations);
foreach (var station in givenStations)
@@ -318,9 +318,8 @@ public sealed partial class StationJobsSystem
foreach (var (station, count) in jobsCount)
{
var jobs = Comp<StationJobsComponent>(station);
var data = Comp<StationDataComponent>(station);
var thresh = data.StationConfig?.ExtendedAccessThreshold ?? -1;
var thresh = jobs.ExtendedAccessThreshold;
jobs.ExtendedAccess = count <= thresh;