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