* Misc Job related changes * Add JobTest * A * Aa * Lets not confuse the yaml linter * fixes * a
83 lines
2.9 KiB
C#
83 lines
2.9 KiB
C#
using System.Linq;
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using Content.Server.Station.Systems;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.Station.Components;
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/// <summary>
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/// Stores information about a station's job selection.
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/// </summary>
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[RegisterComponent, Access(typeof(StationJobsSystem)), PublicAPI]
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public sealed partial class StationJobsComponent : Component
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{
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/// <summary>
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/// Total *mid-round* jobs at station start.
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/// This is inferred automatically from <see cref="SetupAvailableJobs"/>.
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/// </summary>
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[ViewVariables] public int MidRoundTotalJobs;
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/// <summary>
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/// Current total jobs.
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/// </summary>
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[DataField] public int TotalJobs;
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/// <summary>
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/// Station is running on extended access.
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/// </summary>
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[DataField] public bool ExtendedAccess;
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/// <summary>
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/// If there are less than or equal this amount of players in the game at round start,
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/// people get extended access levels from job prototypes.
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/// </summary>
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/// <remarks>
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/// Set to -1 to disable extended access.
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/// </remarks>
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[DataField]
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public int ExtendedAccessThreshold { get; set; } = 15;
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/// <summary>
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/// The percentage of jobs remaining.
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/// </summary>
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/// <remarks>
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/// Null if MidRoundTotalJobs is zero. This is a NaN free API.
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/// </remarks>
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[ViewVariables]
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public float? PercentJobsRemaining => MidRoundTotalJobs > 0 ? TotalJobs / (float) MidRoundTotalJobs : null;
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/// <summary>
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/// The current list of jobs of available jobs. Null implies that is no limit.
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/// </summary>
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/// <remarks>
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/// This should not be mutated or used directly unless you really know what you're doing, go through StationJobsSystem.
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/// </remarks>
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[DataField]
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public Dictionary<ProtoId<JobPrototype>, int?> JobList = new();
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/// <summary>
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/// Overflow jobs that round-start can spawn infinitely many of.
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/// This is inferred automatically from <see cref="SetupAvailableJobs"/>.
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/// </summary>
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[ViewVariables]
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public IReadOnlySet<ProtoId<JobPrototype>> OverflowJobs = default!;
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/// <summary>
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/// A dictionary relating a NetUserId to the jobs they have on station.
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/// An OOC way to track where job slots have gone.
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/// </summary>
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[DataField]
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public Dictionary<NetUserId, List<ProtoId<JobPrototype>>> PlayerJobs = new();
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/// <summary>
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/// Mapping of jobs to an int[2] array that specifies jobs available at round start, and midround.
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/// Negative values implies that there is no limit.
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/// </summary>
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[DataField("availableJobs", required: true)]
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public Dictionary<ProtoId<JobPrototype>, int[]> SetupAvailableJobs = default!;
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}
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