* 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>
36 lines
1.0 KiB
C#
36 lines
1.0 KiB
C#
namespace Content.Server.Maps;
|
|
|
|
public sealed partial class GameMapPrototype
|
|
{
|
|
/// <summary>
|
|
/// Controls if the map can be used as a fallback if no maps are eligible.
|
|
/// </summary>
|
|
[DataField("fallback")]
|
|
public bool Fallback { get; }
|
|
|
|
/// <summary>
|
|
/// Controls if the map can be voted for.
|
|
/// </summary>
|
|
[DataField("votable")]
|
|
public bool Votable { get; } = true;
|
|
|
|
/// <summary>
|
|
/// Minimum players for the given map.
|
|
/// </summary>
|
|
[DataField("minPlayers", required: true)]
|
|
public uint MinPlayers { get; }
|
|
|
|
/// <summary>
|
|
/// Maximum players for the given map.
|
|
/// </summary>
|
|
[DataField("maxPlayers")]
|
|
public uint MaxPlayers { get; } = uint.MaxValue;
|
|
|
|
[DataField("conditions")] private readonly List<GameMapCondition> _conditions = new();
|
|
|
|
/// <summary>
|
|
/// The game map conditions that must be fulfilled for this map to be selectable.
|
|
/// </summary>
|
|
public IReadOnlyList<GameMapCondition> Conditions => _conditions;
|
|
}
|