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

@@ -1,4 +1,5 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Client.Clickable;
using Content.Server.GameTicking;
@@ -6,10 +7,8 @@ using NUnit.Framework;
using Robust.Server.GameObjects;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests
{
@@ -76,7 +75,7 @@ namespace Content.IntegrationTests.Tests
await _server.WaitPost(() =>
{
var gridEnt = mapManager.GetGrid(gameTicker.DefaultGridId).GridEntityId;
var gridEnt = mapManager.GetAllGrids().First().GridEntityId;
worldPos = serverEntManager.GetEntity(gridEnt).Transform.WorldPosition;
var ent = serverEntManager.SpawnEntity(prototype, new EntityCoordinates(gridEnt, 0f, 0f));