Files
tbd-station-14/Content.Shared/Roles/JobPrototype.cs
Moony 36181334b5 StationSystem/jobs/partial spawning refactor (#7580)
* Partial work on StationSystem refactor.

* WIP station jobs API.

* forgor to fire off grid events.

* Partial implementation of StationSpawningSystem

* whoops infinite loop.

* Spawners should work now.

* it compiles.

* tfw

* Vestigial code cleanup.

* fix station deletion.

* attempt to make tests go brr

* add latejoin spawnpoints to test maps.

* make sure the station still exists while destructing spawners.

* forgot an exists check.

* destruction order check.

* hopefully fix final test.

* fail-safe radstorm.

* Deep-clean job code further. This is bugged!!!!!

* Fix job bug. (init order moment)

* whooo cleanup

* New job selection algorithm that tries to distribute fairly across stations.

* small nitpicks

* Give the heads their weights to replace the head field.

* make overflow assign take a station list.

* moment

* Fixes and test #1 of many.

* please fix nullspace

* AssignJobs should no longer even consider showing up on a trace.

* add comment.

* Introduce station configs, praying i didn't miss something.

* in one small change stations are now fully serializable.

* Further doc comments.

* whoops.

* Solve bug where assignjobs didn't account for roundstart.

* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.

* Goodbye JobController.

* minor fix..

* fix test fail, remove debug logs.

* quick serialization fixes.

* fixes..

* sus

* partialing

* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Use dirtying to avoid rebuilding the list 2,100 times.

* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)

* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Add the Mysteriously Missing Captain Check.

* Put maprender back the way it belongs.

* I love addressing reviews.

* Update Content.Server/Station/Systems/StationJobsSystem.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* doc cleanup.

* Fix bureaucratic error, add job slot tests.

* zero cost abstractions when

* cri

* saner error.

* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.

* submodule gaming

* Packedenger.

* Documentation consistency.

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-05-10 13:43:30 -05:00

70 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.Access;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Roles
{
/// <summary>
/// Describes information for a single job on the station.
/// </summary>
[Prototype("job")]
public sealed class JobPrototype : IPrototype
{
private string _name = string.Empty;
[ViewVariables]
[IdDataFieldAttribute]
public string ID { get; } = default!;
[DataField("supervisors")]
public string Supervisors { get; } = "nobody";
/// <summary>
/// The name of this job as displayed to players.
/// </summary>
[DataField("name")]
public string Name { get; } = string.Empty;
[DataField("joinNotifyCrew")]
public bool JoinNotifyCrew { get; } = false;
[DataField("requireAdminNotify")]
public bool RequireAdminNotify { get; } = false;
[DataField("setPreference")]
public bool SetPreference { get; } = true;
[DataField("canBeAntag")]
public bool CanBeAntag { get; } = true;
/// <summary>
/// Whether this job is a head.
/// The job system will try to pick heads before other jobs on the same priority level.
/// </summary>
[DataField("weight")]
public int Weight { get; private set; }
[DataField("startingGear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string? StartingGear { get; private set; }
[DataField("icon")] public string Icon { get; } = string.Empty;
[DataField("special", serverOnly:true)]
public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
[DataField("departments")]
public IReadOnlyCollection<string> Departments { get; } = Array.Empty<string>();
[DataField("access", customTypeSerializer: typeof(PrototypeIdListSerializer<AccessLevelPrototype>))]
public IReadOnlyCollection<string> Access { get; } = Array.Empty<string>();
[DataField("accessGroups", customTypeSerializer: typeof(PrototypeIdListSerializer<AccessGroupPrototype>))]
public IReadOnlyCollection<string> AccessGroups { get; } = Array.Empty<string>();
}
}