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