Files
tbd-station-14/Content.IntegrationTests/DummyGameTicker.cs
20kdc 6b5cded8c2 Clothing and pronoun fields (#2689)
* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR]

Sorry about this, Saphire.

* Clothing & Gender fields: Add UI [FALLBACK II]

* Clothing & Gender fields: Actually apply gender

* Clothing & Gender fields: Import innerclothingskirt field from my previous attempt

Couldn't import actual prototypes because of a change to IDs

* Clothing & Gender fields: Add innerclothingskirt field to everything

* Clothing & Gender fields: Jumpskirts now work

* Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II]

* Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II]

* Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
2020-12-24 14:42:40 +01:00

135 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameTicking;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.Roles;
using Content.Shared.Preferences;
using Content.Server.Mobs;
using Robust.Server.Interfaces.Player;
using Robust.Server.Interfaces.Console;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.IntegrationTests
{
public class DummyGameTicker : GameTickerBase, IGameTicker
{
public GameRunLevel RunLevel { get; } = GameRunLevel.InRound;
public MapId DefaultMap { get; } = MapId.Nullspace;
public GridId DefaultGridId { get; } = GridId.Invalid;
public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged
{
add { }
remove { }
}
public event Action<GameRuleAddedEventArgs> OnRuleAdded
{
add{ }
remove { }
}
public void Update(FrameEventArgs frameEventArgs)
{
}
public void RestartRound()
{
}
public void StartRound(bool force = false)
{
}
public void EndRound(string roundEnd)
{
}
public void Respawn(IPlayerSession targetPlayer)
{
}
public bool OnGhostAttempt(Mind mind, bool canReturnGlobal)
{
return false;
}
public void MakeObserve(IPlayerSession player)
{
}
public void MakeJoinGame(IPlayerSession player, string jobId)
{
}
public void ToggleReady(IPlayerSession player, bool ready)
{
}
public void ToggleDisallowLateJoin(bool disallowLateJoin)
{
}
public EntityCoordinates GetLateJoinSpawnPoint() => EntityCoordinates.Invalid;
public EntityCoordinates GetJobSpawnPoint(string jobId) => EntityCoordinates.Invalid;
public EntityCoordinates GetObserverSpawnPoint() => EntityCoordinates.Invalid;
public void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile profile)
{
}
public T AddGameRule<T>() where T : GameRule, new()
{
return new();
}
public bool HasGameRule(Type type)
{
return false;
}
public void RemoveGameRule(GameRule rule)
{
}
public IEnumerable<GameRule> ActiveGameRules { get; } = Array.Empty<GameRule>();
public bool TryGetPreset(string name, out Type type)
{
type = default;
return false;
}
public void SetStartPreset(Type type, bool force = false)
{
}
public void SetStartPreset(string name, bool force = false)
{
}
public bool DelayStart(TimeSpan time)
{
return true;
}
public bool PauseStart(bool pause = true)
{
return true;
}
public bool TogglePause()
{
return false;
}
public Dictionary<string, int> GetAvailablePositions()
{
return new();
}
}
}