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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@@ -1,68 +1,67 @@
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using System.Collections.Generic;
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namespace Content.Server.Maps
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namespace Content.Server.Maps;
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/// <summary>
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/// Manages which station map will be used for the next round.
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/// </summary>
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public interface IGameMapManager
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{
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void Initialize();
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/// <summary>
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/// Manages which station map will be used for the next round.
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/// Returns all maps eligible to be played right now.
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/// </summary>
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public interface IGameMapManager
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{
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void Initialize();
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> CurrentlyEligibleMaps();
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/// <summary>
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/// Returns all maps eligible to be played right now.
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/// </summary>
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> CurrentlyEligibleMaps();
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/// <summary>
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/// Returns all maps that can be voted for.
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/// </summary>
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> AllVotableMaps();
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/// <summary>
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/// Returns all maps that can be voted for.
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/// </summary>
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> AllVotableMaps();
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/// <summary>
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/// Returns all maps.
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/// </summary>
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> AllMaps();
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/// <summary>
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/// Returns all maps.
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/// </summary>
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/// <returns>enumerator of map prototypes</returns>
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IEnumerable<GameMapPrototype> AllMaps();
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/// <summary>
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/// Attempts to select the given map.
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/// </summary>
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/// <param name="gameMap">map prototype</param>
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/// <returns>success or failure</returns>
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bool TrySelectMap(string gameMap);
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/// <summary>
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/// Attempts to select the given map.
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/// </summary>
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/// <param name="gameMap">map prototype</param>
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/// <returns>success or failure</returns>
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bool TrySelectMap(string gameMap);
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/// <summary>
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/// Forces the given map, making sure the game map manager won't reselect if conditions are no longer met at round restart.
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/// </summary>
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/// <param name="gameMap">map prototype</param>
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/// <returns>success or failure</returns>
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void ForceSelectMap(string gameMap);
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/// <summary>
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/// Forces the given map, making sure the game map manager won't reselect if conditions are no longer met at round restart.
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/// </summary>
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/// <param name="gameMap">map prototype</param>
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/// <returns>success or failure</returns>
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void ForceSelectMap(string gameMap);
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/// <summary>
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/// Selects a random map.
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/// </summary>
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void SelectRandomMap();
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/// <summary>
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/// Selects a random map.
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/// </summary>
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void SelectRandomMap();
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/// <summary>
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/// Gets the currently selected map, without double-checking if it can be used.
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/// </summary>
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/// <returns>selected map</returns>
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GameMapPrototype GetSelectedMap();
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/// <summary>
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/// Gets the currently selected map, without double-checking if it can be used.
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/// </summary>
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/// <returns>selected map</returns>
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GameMapPrototype GetSelectedMap();
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/// <summary>
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/// Gets the currently selected map, double-checking if it can be used.
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/// </summary>
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/// <returns>selected map</returns>
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GameMapPrototype GetSelectedMapChecked(bool loud = false);
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/// <summary>
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/// Gets the currently selected map, double-checking if it can be used.
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/// </summary>
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/// <returns>selected map</returns>
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GameMapPrototype GetSelectedMapChecked(bool loud = false);
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/// <summary>
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/// Checks if the given map exists
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/// </summary>
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/// <param name="gameMap">name of the map</param>
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/// <returns>existence</returns>
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bool CheckMapExists(string gameMap);
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}
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}
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/// <summary>
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/// Checks if the given map exists
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/// </summary>
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/// <param name="gameMap">name of the map</param>
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/// <returns>existence</returns>
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bool CheckMapExists(string gameMap);
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}
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